Hi!
Yesterday I was thinking about my second favourite game, Guitar Hero! I think that would be a nice stuff, if there would be a Guitar Hero style rhythmical gamemode for Garry's Mod. It wouldn't be the same as Guitar Hero, but the base idea is great I think.
I don't know if it would be hard to code, I don't know if it's even possible. My LUA knowledge is under satan's ass, so I have to learn some LUA to begin coding this stuff.
I think I will need someone to make models for the scrolling stuff, but it's nothing, only an idea.
You know, you can make all sorts of animations/choreographs in FacePoser and you can implent them in Garry's Mod too. So I think we could use these animations inside the game to make the background. I really want to see Gman rocking out to some hard rock music.
I want to know what you think about this idea! Comment and post your other ideas and anything that could help!
Thank you, and sorry for my English! x)
UPDATE:
I got some new ideas (I think we can call them 'game concepts') about this gamemode!
-The gamemode would contain an RP mode, where you control your character, so you can walk around a city, buying new instruments, looking for bars and pubs to rock out. There are a few RP scripts out for Gmod so if we have permission, we could use them, and we don't have to code our.
-There would be a map... A BIG one! For example a big city, with restaurants, bars, pubs, guitar shops, and hotels of course. Making this work with an already existing RP mod would not be that hard.
-There are some places where you can show 'em how you rock! You can go to a stage, press E, and here comes that lobby thing that I said before. Other players on the server will get a message, and after they find you, they can join the current stage's lobby, and you can rock out together!
-If this roleplay-stuff would be possible, admins would not need to limit the server to 4 players only, because there would be about 4-5 stages on a map so more players can stay on the server and rock out at the same time.
Hmm! I think that's enough, because I'm going too far, without actually doing anything useful. I'm too optimistic, because I will never know LUA that good to code all of these. We would need a great team with at least 15 members I think. Anyways, I began to make some kind of maps for the city, with orange textures and basic lightning. At least, I have something to do :D
If anyone would help us coding, modeling (not sure), texturing, mapping (expert), and the most important: LUA coding, contact me please and your name will be written here. Thank you all who will help!
[b]First shots of the first part of the map: The Pub[/b] - [url]http://img245.imageshack.us/gal.php?g=hl2gmod20091008185138.png[/url] (I know, my lightings suck but I will correct them...)
Frets on Fire! :downs:
[QUOTE=ryasnack1;17660541]Frets on Fire! :downs:[/QUOTE]
I know that game and I play that game, but I'm talking about the same idea for Garry's Mod! I think it would be great to play some rhythmical stuff in Garry's Mod. :)
Not a terrible idea but you may have to limit the servers to like 4 players, as in 4 players in a band.
I've been thinking of doing it for months, there's just a little problem.
I can't lua code.
[QUOTE=Freakie;17662387]I've been thinking of doing it for months, there's just a little problem.
I can't lua code.[/QUOTE]
Ive already got like three projects going at once :/
[QUOTE=polkm;17662715]Ive already got like three projects going at once :/[/QUOTE]
Care to teach a noob? :D
E: Or actually. What are you working on?
[QUOTE=polkm;17662359]Not a terrible idea but you may have to limit the servers to like 4 players, as in 4 players in a band.[/QUOTE]
Yes, it's true. But I have a solution for this too:
When you join a server, you are waiting in a lobby, so you can chat with other lobbyist guys or you can practice to some songs in single. When enough players join, a vote begins, and everyone must vote for a gamemode (just like guitar battle, guitar co-op, face-off, and you know)...
After I learn enough LUA, I'm gonna do an interface for the lobby, and for other screens, so the actual coder will only have to implent features like chat (thats lol because the game already has a chat) and voting (which is easy I think). But I will only make like buttons and windows because I don't know enough LUA to do anything that's more advanced...:dance:
EDIT: By the way, if someone has too much time, he could teach me as well.
Well, did you think about the lag? Even a little lag can make you play really bad with this kind of games.
[QUOTE=Euphytose;17663465]Well, did you think about the lag? Even a little lag can make you play really bad with this kind of games.[/QUOTE]
Yes, that's true and sad!
Either servers and clients will need to have a real fast net to play it lag-free, but better you don't play with dial-up x)
I think coders can optimize the source a little, to get it less laggy. But I don't know anything more about this 'cause I'm not a modder or like that...
[QUOTE=Freakie;17662775]Care to teach a noob? :D
E: Or actually. What are you working on?[/QUOTE]
WAR (A RTS)
HalfLife Objective (co-op mission rpg ish thing)
UnderDone (A RP/ RPG, with advanced economics)
The Forest (Randomly generated fun)
SiltBox (Secret)
LAB (User created in game maps, this one is super complicated)
Fiesta (Secret)
Little more then three but you get the idea :P
More on topic:
If you make the strums predefined you could have the majority of the code client side and there would be little to no lag.
[QUOTE=polkm;17667572]More on topic:
If you make the strums predefined you could have the majority of the code client side and there would be little to no lag.[/QUOTE]
This was what I was thinking. Of course, you'll want to send out usermessages saying if they hit the note or not, which, for the more intense songs, could get problematic and create Net Buffer overflow.
Anybody else got any ideas?
[QUOTE=GreyIOutcast;17669822]This was what I was thinking. Of course, you'll want to send out usermessages saying if they hit the note or not, which, for the more intense songs, could get problematic and create Net Buffer overflow.
Anybody else got any ideas?[/QUOTE]
I think we have some time until we do the main gameplay interface.
First we have to get something that we can start improving. Well, the game would be easier, simplier without strumming but I don't know anything about this. I don't think that this would lag the game, but... ahh... you're right! Any other ideas?!
Personally I love the idea, and it is possible, to a certain extent.
If we take the Guitar Hero approach, where people have to manually track the songs, then it's a pretty damn easy project.
But if we want it so tracks are uniquely generated, ala Audiosurf, then that is completely different, and nigh on impossible in Garry's Mod without some very unique .dll's, and then the ability to accurately strip out separate instruments and make a track for them on the fly, well... As far as I know, this something that we haven't been able to do accurately thus far.
That being said, making a Guitar Hero for Garry's Mod is a project that isn't difficult insofar as the coding aspect, but the tediousness of tracking the songs.
Do we have anyone willing to track the songs, and who can track them accurately?
That's what we need before we even consider trying to make one of these. If enough people want this done, and if people are willing to do the tracking, I could throw something together in my spare time.
[QUOTE=Gmod4ever;17680288]Personally I love the idea, and it is possible, to a certain extent.
If we take the Guitar Hero approach, where people have to manually track the songs, then it's a pretty damn easy project.
But if we want it so tracks are uniquely generated, ala Audiosurf, then that is completely different, and nigh on impossible in Garry's Mod without some very unique .dll's, and then the ability to accurately strip out separate instruments and make a track for them on the fly, well... As far as I know, this something that we haven't been able to do accurately thus far.
That being said, making a Guitar Hero for Garry's Mod is a project that isn't difficult insofar as the coding aspect, but the tediousness of tracking the songs.
Do we have anyone willing to track the songs, and who can track them accurately?
That's what we need before we even consider trying to make one of these. If enough people want this done, and if people are willing to do the tracking, I could throw something together in my spare time.[/QUOTE]
gm_bass. For that dynamically generated track touch.
[QUOTE=Levybreak;17680438]gm_bass. For that dynamically generated track touch.[/QUOTE]
Waitwhat?
We actually have a module that can do that? Well?
I need to go investigate...
[editline]Fish paste[/editline]
A ctrl-f of "bass" brings up nothing in the .dll's section of Lua releases.
Can you link me to this mythical gm_bass's release thread?
[QUOTE=Gmod4ever;17680492]Waitwhat?
We actually have a module that can do that? Well?
I need to go investigate...
[editline]Fish paste[/editline]
A ctrl-f of "bass" brings up nothing in the .dll's section of Lua releases.
Can you link me to this mythical gm_bass's release thread?[/QUOTE]
As far as I know, it doesn't have an official release thread, as it's not finished yet.
[url]http://www.facepunch.com/showpost.php?p=15867282&postcount=80[/url]
That post was made in the gm_chrome release thread, but I think he misunderstood what gm_bass was for, because I haven't heard anything about that sort of stuff.
Irregardless, I doubt there's a way to actually pick out the individual instruments on a fly (or even in a matter of seconds/minutes). I'd say the more efficient means would be just using good old analog brainpower.
If you use GM_Bass, your users would have to have the module too. Else they wouldnt hear it.
[QUOTE=Gmod4ever;17680288]Personally I love the idea, and it is possible, to a certain extent.
If we take the Guitar Hero approach, where people have to manually track the songs, then it's a pretty damn easy project.
But if we want it so tracks are uniquely generated, ala Audiosurf, then that is completely different, and nigh on impossible in Garry's Mod without some very unique .dll's, and then the ability to accurately strip out separate instruments and make a track for them on the fly, well... As far as I know, this something that we haven't been able to do accurately thus far.
That being said, making a Guitar Hero for Garry's Mod is a project that isn't difficult insofar as the coding aspect, but the tediousness of tracking the songs.
Do we have anyone willing to track the songs, and who can track them accurately?
That's what we need before we even consider trying to make one of these. If enough people want this done, and if people are willing to do the tracking, I could throw something together in my spare time.[/QUOTE]
I play the guitar, not that professional but I could help tabbing songs.
I think we don't need to implent the feature to generate tabs for user's songs... That would be cool, and so hard to make. If anyone helps, we could include this generator thing in the very-alpha release (which doesn't exist yet) but I don't know... This might increase lag too. Anyways, a good idea.
EDIT: I mean we could tab the songs manually...
Main post updated!
I just read the main post's update, and I have to admit it seems to be nice.
I always loved " aimed " RP games, where you have to do something, not only living.
I made a very short map, kind of a bar, a pub or call it anything you want...
It's made of orange and grey colors, but as we do some work maybe I put on some textures (yay, this orange stuff actually looks cool).
If you want some kind of screenshots, I upload some photos tomorrow. Have a nice day! ;)
EDIT: FYI it's only a simple map, no special entities or anything from the gamemode, 'cause it's not ready yet (unfortunately)
If you can do some mapping, modeling, texturing or the most important: Lua programming, contact me and you became a developer!
It's time to give this stuff a name! What about something like Garry's Strings, or...? Is it cool or is it gay? Any ideas?
I'm uploading those screenshots right now. You know, about that very-very small map...
Main post will be edited if ready
[QUOTE=EdgeOfMystery;17659999]Hi!
We would need a great team with at least 15 members I think.[/QUOTE]
I only want to tell you that this is the worst Idea you can have! Did you think about the poor people programming all this? I mean, 7 people means atleast 12 different coding styles. And I think 3 of them comment their code. It would be a really BIG mess!
[QUOTE=commander204;17744683]I only want to tell you that this is the worst Idea you can have! Did you think about the poor people programming all this? I mean, 7 people means atleast 12 different coding styles. And I think 3 of them comment their code. It would be a really BIG mess![/QUOTE]
You don't need more than one scripter.
Very rarely do you need more than one scripter for a Garry's Mod project, unless its absolutely massive - and Guitar Hero is [b]not[/b] a massive project. The actual scripting part will be easy, compared to everything else that needs to be done.
Assuming that we go with the Guitar Hero RP idea in the OP's update, and assuming we do the GH part first, then once that's out of the way, getting the RP element is a piece of cake, though it would actually probably be harder than the GH part.
The major foreseeable problems I can see, development-wise of this game, are as follows:
[list][*]Clientside A/V sync. I haven't figured out how you make a constant "FPS" for clientside coding, independent of the client's framerate. I know it's doable, for I've seen it done, though. (Like in Rambo's "ReDead", with the notices - I haven't been able to decipher how that works, though, yet.)
[*]The actual song tracking/tabbing/making/whatever-you-want-to-call-the-process-where-we-manually-add-the-notes-that-you-have-to-hit process. If you've tried making songs for Guitar Hero, Rock Band, or Frets on Fire, you'll know much of a nightmare this can be. And we won't have the luxury of a handy-dandy editor unless someone makes us one.
[*]Transferring the required files to clients to play. To be frank, this will be a complete nightmare. Assuming a single song is anywhere from 4mb-9mb, and assuming we [b]don't[/b] include individual tracks of said songs (like a guitar track, so if you're playing guitar and you fuck up, the guitar part of the song quits playing, like in Rock Band), even ten songs is anywhere from 40mb to 90mb. To be short, this will be a nightmare without a fastdownload. Even with a fastdownload, once we get around thirty songs, the heavy download will deter people from playing.
[/list]
If we can somehow fix these problems, though, we should be set. The only thing holding us back then is the patience of the team.
It would be alot easier if you just made this into a clientside addon.
Also, the client UI can't handle that sliding fretboard without a significant fps drop.
This is an interesting topic, and I think you could pull off something like Audiosurf in gmod, but it would be a huge pain in the ass. You could use gm_bass to generate tracks, but as you know audiosurf does the generating beforehand. You simply analyze the FFT data. As for getting the actual music to the client, there's a built-in interface for sending files to clients, while ingame, which would be worth exploring. So you could send the next song to the clients while the current song plays.
There are plenty of ideas to work with but it's a lot of time and work.
[QUOTE=AzuiSleet;17754240]This is an interesting topic, and I think you could pull off something like Audiosurf in gmod, but it would be a huge pain in the ass. You could use gm_bass to generate tracks, but as you know audiosurf does the generating beforehand. You simply analyze the FFT data. As for getting the actual music to the client, there's a built-in interface for sending files to clients, while ingame, which would be worth exploring. So you could send the next song to the clients while the current song plays.
There are plenty of ideas to work with but it's a lot of time and work.[/QUOTE]
I was also exploring this idea for a while, an Audiosurf in Garry's Mod, (for some reason, though, I was imagining the character cars being grinning gmans - I don't know why :raise:) but I ultimately hit the roadblack Azu mentions here, and that's Audiosurf generates the tracks beforehand, whereas we wouldn't be able to do that.
Unless, of course, we make it so when you play a new song, you have to go through a "real-time buffer", meaning the song plays through once while the track generates, and then that "cache" is stored and can played at any time, but, that's not a very efficient method, and it isn't the right answer.
Now, I don't know anything about gm_bass, but I would assume even that module wouldn't allow us to figure out exactly where an individual car is on the track, and whether or not we hit it.
In my opinion, making an Audiosurf would be hella harder than a Guitar Hero, because Audiosurf requires us to figure out how to make it all generate realtime, whereas Guitar Hero we manually make the songs - which is difficult for entirely different reasons.
Quite the pickle, really.
[QUOTE=AzuiSleet;17754240]This is an interesting topic, and I think you could pull off something like Audiosurf in gmod, but it would be a huge pain in the ass. You could use gm_bass to generate tracks, but as you know audiosurf does the generating beforehand. You simply analyze the FFT data. As for getting the actual music to the client, there's a built-in interface for sending files to clients, while ingame, which would be worth exploring. So you could send the next song to the clients while the current song plays.
There are plenty of ideas to work with but it's a lot of time and work.[/QUOTE]
And since he didn't mention it himself:
[url]http://gmodmodules.googlecode.com/svn/trunk/gm_bass/[/url]
[editline]11:11AM[/editline]
[QUOTE=Gmod4ever;17756569]I was also exploring this idea for a while, an Audiosurf in Garry's Mod, (for some reason, though, I was imagining the character cars being grinning gmans - I don't know why :raise:) but I ultimately hit the roadblack Azu mentions here, and that's Audiosurf generates the tracks beforehand, whereas we wouldn't be able to do that.
Unless, of course, we make it so when you play a new song, you have to go through a "real-time buffer", meaning the song plays through once while the track generates, and then that "cache" is stored and can played at any time, but, that's not a very efficient method, and it isn't the right answer.
Now, I don't know anything about gm_bass, but I would assume even that module wouldn't allow us to figure out exactly where an individual car is on the track, and whether or not we hit it.
In my opinion, making an Audiosurf would be hella harder than a Guitar Hero, because Audiosurf requires us to figure out how to make it all generate realtime, whereas Guitar Hero we manually make the songs - which is difficult for entirely different reasons.
Quite the pickle, really.[/QUOTE]
Yes, and Guitar Hero requires all the instruments sounds to be in different tracks in addition. (At least for real GH). And what's to say we can't generate it before hand? Use selects a song, we generate it, track begins.
[QUOTE=Levybreak;17756897]And since he didn't mention it himself:
[url]http://gmodmodules.googlecode.com/svn/trunk/gm_bass/[/url]
[editline]11:11AM[/editline]
Yes, and Guitar Hero requires all the instruments sounds to be in different tracks in addition. (At least for real GH). And what's to say we can't generate it before hand? Use selects a song, we generate it, track begins.[/QUOTE]
Only thing about generating it beforehand is, unless gm_bass can do it otherwise, we'd have to play the song in realtime to generate the track.
But I know nothing about gm_bass, so... :v:
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