• NightZ
    29 replies, posted
[IMG] http://i.imgur.com/OvXT5sl.jpg[/IMG] [B]Information:[/B] NightZ is a DayZ type gamemode that will be free. It is being worked on by Adzter and me. [B]Features:[/B] * Hunger/Thirst sytem * Bleeding * Local Talk * Inventory System * Custom Character creation * MySQL saving access * Custom footsteps * Diary/Personal Log (WIP) * Death Screen (WIP) * Legs * Clothes (Finished) * Each job has their skills (Less chance of bleeding, faster running, etc.) [B]Pictures:[/B] Console Loading: [IMG] http://i.imgur.com/KdCtoHq.jpg[/IMG] Stats: [IMG] http://i.imgur.com/w6HcZNu.jpg[/IMG] Character Creation: [IMG] http://i.imgur.com/P3KzQzG.jpg[/IMG] [IMG] http://i.imgur.com/hyAEhpH.jpg[/IMG] Inventory with hotbar: [IMG] http://i.imgur.com/X4BL10P.jpg[/IMG] Video: [vid]https://d.maxfile.ro/jcxfjkrzig.mp4[/vid] Credits: Adzter Me Valkyrie - Legs mod Atmos Owner DarkRP Owner Download: [QUOTE=Adzter;48619188]We've just been keeping it on a private BitBucket repo for the time being but since people are interested here's the details: Repo: [url]https://bitbucket.org/adamwilson/nightz/[/url] Trello: [url]https://trello.com/b/eldrEWG6/nightz[/url] To setup the gamemode just shove it into the gamemodes folder and: 1.) Ensure you have MySQLOO installed. 2.) Import the SQL file into your database 3.) Edit the following file to add MySQL details: gamemode / core / database / sv_database.lua As a note, we're trying to keep everything in it's own separate folder inside /gamemode/core. Inside there if you make an sv_*.lua file it'll automatically be loaded on the server, sh_*.lua it'll auto load on both client and server and cl_* will automatically be loaded on the client and addcslua'd. EDIT: Just try to keep the documentation to the same style if at all possible, if there's any questions about the code just ask.[/QUOTE]
I really like that character creation screen idea, nice work
Nice! Love the character creation screen! What maps do you think you'll be using? That new one, rp_lp_fork looks like it would be work well.
[QUOTE=ArcticWinter;48617120]Nice! Love the character creation screen! What maps do you think you'll be using? That new one, rp_lp_fork looks like it would be work well.[/QUOTE] Provided there's a navmesh, server owners can use whichever maps they want, we're planning on making everything not rely on hardcoded map coords. We've been testing on rp_stalker however
[QUOTE=Adzter;48617131]Provided there's a navmesh, server owners can use whichever maps they want, we're planning on making everything not rely on hardcoded map coords. We've been testing on rp_stalker however[/QUOTE] Cool. Looking forward to it! Though, in comparison to similar gamemodes, how do you think yours holds up?
[QUOTE=ArcticWinter;48617148]Cool. Looking forward to it! Though, in comparison to similar gamemodes, how do you think yours holds up?[/QUOTE] We don't know, all we want to do is make a working gamemode like dayz that is free and enjoyable. In the end, it is up to the user of what they like.
When do you think it will be finished?
[QUOTE=tigerman4111;48617203]When do you think it will be finished?[/QUOTE] Right now we are trying to get clothes to work, after that I will finish up a few class specific things, and most likely it will be public after that. So a time, I would saw about 3 days to a week depending on how lazy we (Adzter) gets. He is also working on a wiki that explains all the functions for developers and stuff.
[QUOTE=shadowslayer9;48617247]Right now we are trying to get clothes to work, after that I will finish up a few class specific things, and most likely it will be public after that. So a time, I would saw about 3 days to a week depending on how lazy we (Adzter) gets. He is also working on a wiki that explains all the functions for developers and stuff.[/QUOTE] Awesome cant wait for it.
Have you thought of putting this on a public repository so people can assist you in the development of the gamemode? I would love to help with this gamemode. Also, I really like the approach of the gamemode and the character creation especially, great job! My criticism would be the HUD style, maybe you could go minimal and take inspiration from DayZ (the mod, especially) and use icons which respond with your health/hunger/bleeding status.
[QUOTE=shadowslayer9;48617161]We don't know, all we want to do is make a working gamemode like dayz that is free and enjoyable. In the end, it is up to the user of what they like.[/QUOTE] Have you guys considered having a public got if you want it to be open? I'd love to contribute stuff on occasion and I'm sure others would.
We've just been keeping it on a private BitBucket repo for the time being but since people are interested here's the details: Repo: [url]https://bitbucket.org/adamwilson/nightz/[/url] Trello: [url]https://trello.com/b/eldrEWG6/nightz[/url] To setup the gamemode just shove it into the gamemodes folder and: 1.) Ensure you have MySQLOO installed. 2.) Import the SQL file into your database 3.) Edit the following file to add MySQL details: gamemode / core / database / sv_database.lua As a note, we're trying to keep everything in it's own separate folder inside /gamemode/core. Inside there if you make an sv_*.lua file it'll automatically be loaded on the server, sh_*.lua it'll auto load on both client and server and cl_* will automatically be loaded on the client and addcslua'd. EDIT: Just try to keep the documentation to the same style if at all possible, if there's any questions about the code just ask. EDIT: Seems tyguy is salty or jealous, or both
I'm liking the character creation screen. The flowery background behind the model looks meh, but this is looking great.
Oh, yeah, and one more thing: I see from the Trello that you're using the FA:S 2.0 Alpha SWEPs. The base has a whole bunch of options, and they ought to be standardized. You might want to try looking into editing the base so that it can't be changed.
[QUOTE=ArcticWinter;48621014]Oh, yeah, and one more thing: I see from the Trello that you're using the FA:S 2.0 Alpha SWEPs. The base has a whole bunch of options, and they ought to be standardized. You might want to try looking into editing the base so that it can't be changed.[/QUOTE] I'll look into it, thanks for the suggestion
-snip- seems like slot of people use the same exact shit
Fantastic hotbar functionality. As for clothing, I've used PAC3 to handle armor/gun holsters, it isn't the best method but it works. Other things to look at: Bodygroups, Models with custom animation sequences (Prone and such) I might be able to help out, if you need any. Picture from a similar gamemode I created over the space of two months: [URL="http://i.imgur.com/HvwPs91.jpg"]http://i.imgur.com/HvwPs91.jpg[/URL] [QUOTE=kila58;48622519]-KEKKEKKEKKEK[B]SNIP[/B]KEKKEKKEK-[/QUOTE] I have not seen the code yet, but I have never understood why people freak out when certain snippits are used from other people's work. There's only so many ways of doing something. Of course this could be different, considering Gmod DayZ is sold.
[QUOTE=kila58;48622519]:snip:[/QUOTE] DarkRP: [CODE]for _, folder in SortedPairs(folders, true) do if folder == "." or folder == ".." or DarkRP.disabledDefaults["modules"][folder] then continue end for _, File in SortedPairs(file.Find(fol .. folder .. "/sh_*.lua", "LUA"), true) do AddCSLuaFile(fol .. folder .. "/" .. File) if File == "sh_interface.lua" then continue end include(fol .. folder .. "/" .. File) end for _, File in SortedPairs(file.Find(fol .. folder .. "/sv_*.lua", "LUA"), true) do if File == "sv_interface.lua" then continue end include(fol .. folder .. "/" .. File) end for _, File in SortedPairs(file.Find(fol .. folder .. "/cl_*.lua", "LUA"), true) do if File == "cl_interface.lua" then continue end AddCSLuaFile(fol .. folder .. "/" .. File) end end[/CODE] Many gamemodes use the same coding style for loading files.
Ah, I forget where I'd taken the loading code from, thanks for the reminder, I'll be sure to add credit when I'm next at my PC
Reminds me of that 2D zombie game: Rebuild. Is that where you got your inspiration from?
[QUOTE=0bama;48624585]Reminds me of that 2D zombie game: Rebuild. Is that where you got your inspiration from?[/QUOTE] Haven't heard of it before, original inspiration for this was just being bored over summer, we decided to make a game mode and of course everyone is doing zombie survival so why not make an open source one.
One more thing: Instead of having realistic ammo types, you should have "Catch-all" ammo types that apply to all pistols, all rifles, all shotguns, etc, as frankly managing realistic ammo types just never works. It might be necessary to balance weapons around that, as it probably wouldn't do a world of good for variety to have two weapons using the same ammo, but with one doing far more damage but being slower - and more efficient. Remember, programming isn't the only challenge, and with everything even remotely resembling a game [B]requires[/B] thought to be put into design. EDIT: I also see that you're using the Rebel models. I suggest you use the refugee playermodels, the ones with the white shirts. They're in Group2, replace Group3 in the playermodel path with Group2 and you're good to go. Just a thought. This is because they look more like tattered civilians rather than armored rebels. You don't have to, but in my opinion, it would be a positive design choice. EDIT EDIT: No, wait, use Garrysmod's colorable refugee models. It's models/player/group01/female_01 - 06 and models/player/group01/male_01 - 09. They're colorable, and so you can give everyone differently colored shirts with SetPlayerColor.
[QUOTE=ArcticWinter;48627403]One more thing: Instead of having realistic ammo types, you should have "Catch-all" ammo types that apply to all pistols, all rifles, all shotguns, etc, as frankly managing realistic ammo types just never works. It might be necessary to balance weapons around that, as it probably wouldn't do a world of good for variety to have two weapons using the same ammo, but with one doing far more damage but being slower - and more efficient. Remember, programming isn't the only challenge, and with everything even remotely resembling a game [B]requires[/B] thought to be put into design. EDIT: I also see that you're using the Rebel models. I suggest you use the refugee playermodels, the ones with the white shirts. They're in Group2, replace Group3 in the playermodel path with Group2 and you're good to go. Just a thought. This is because they look more like tattered civilians rather than armored rebels. You don't have to, but in my opinion, it would be a positive design choice. EDIT EDIT: No, wait, use Garrysmod's colorable refugee models. It's models/player/group01/female_01 - 06 and models/player/group01/male_01 - 09. They're colorable, and so you can give everyone differently colored shirts with SetPlayerColor.[/QUOTE] Thanks for the suggestion. We already have plans for the clothes. Also with the ammo types, there is none. It's just different ammo for each weapon. The ammo doesn't do extra damage or provide any unbalanced elements.
[QUOTE=shadowslayer9;48628727]Thanks for the suggestion. We already have plans for the clothes. Also with the ammo types, there is none. It's just different ammo for each weapon. The ammo doesn't do extra damage or provide any unbalanced elements.[/QUOTE] Nonono, that's precisely what I mean. AK ammo can only be used in an AK (or an RPK) and if you don't have an AK, which you might not have because you instead have an M4, the ammo is entirely useless. Having catch-all ammo makes it so that ammo is ALWAYS useful in every situation. What I mean is that all SMGs would share the same ammo, all pistols, etc. It's a problem that comes up very frequently in survival games, where you collect bucketloads of useless ammo. The more weapons you have, the worse the problem gets, as the chances that ammo is relevant to you gets increasingly slimmer. The only options are to multiply intended ammo scarcity with ammo types, have ammo be exceedingly rare and disappointing, or have more weapons share ammo. A lot of games do this, with the main example being DayZ Mod, where revolver and M1911 ammo was interchangeable. This made the items more relevant, and there's nothing worse to see a treasure trove of ammo... For a gun you don't have. If you plan on heavily limiting how many weapons the player can carry, which you should, the problem gets worse. Surprisingly, Unturned is quite good for this, with ammo have 3 generic tiers, though I would much prefer the per-weapon-type style, as it, in my opinion, simplifies things. Speaking of Unturned, it's a good way to gauge what kind of game you want yours to be. I personally prefers the Yukon map, where weapons and ammo are scarce but still relatively easy to find, and heavy fog restricts combat to close range. The reasons for why I prefer it are many. For one, since you never get military weapons, it never feels like you're a tier-1 operator, merely a troglodyte who's barely "Surviving". Military weapons should be rare. I prefer Unturned to DayZ. This is because (Pay attention and you could learn something) of many reasons: 1. It's possible to establish a base, which sets itself as [B]a progression goal.[/B] It gives players something to work at and a reason to keep coming back. 2. [B]Dying is worse than losing your inventory. [/B]When you die, you lose skills, which you then need to grind to re-gain. Problem is, grinding isn't always an option, and skills take a lot of XP to buy. Now, players have a reason to comply that isn't an admin-enforced BS FailRP rule. 3. [B]Combat occurs frequently[/B] due to a small map. Run-ins are frequent, so players never get bored. It's never safe out there in the wastes, and you could be killed at any time. This isn't really relevant to you, though, as no Source map is large enough to warrant boredom. 4.[B] Shooting first does not guarantee victory.[/B] In Unturned, weapons do little enough damage that an AK headshot will not kill even an unarmored player. While weapons kill quickly, one-hit-kill weapons are few and far between, and opponents always have the opportunity to react. In DayZ, getting shot blurs your vision and sometimes breaks your leg, preventing you from walking (In Unturned, this only prevents jumping and sprinting; enough to warrant annoyance but doesn't ruin your chances) and shakes your gun, making retaliation difficult. This leads to worse fights, more BS deaths, and generally less fun. 5. [B]All items are useful to everybody.[/B] Like I said before, there are no dud items. Clothes can be torn up to make resource-intensive medical dressings, weapons can be scrapped into metal, which can repair items and is used in bases. Ammo has a 1/3 chance of being useful, and even if you can't use it, chances are, someone you know can. Seeds grow quickly, and are borderline OP in terms of food value. Fertilizer can be made into extremely useful planters... If you find an item, you'll probably want it. 6. [B]Weapons are easy to find.[/B] In Unturned, it's very possible to get a gun almost immediately, massively levelling out the playing field. This makes for more exciting battles all round, as you can actually fight back. Bear in mind I only included reasons relevant to you; the main reason is that nobody can run DayZ, but that's hardly something for you to worry about.
[QUOTE=ArcticWinter;48629039]Nonono, that's precisely what I mean. AK ammo can only be used in an AK (or an RPK) and if you don't have an AK, which you might not have because you instead have an M4, the ammo is entirely useless. Having catch-all ammo makes it so that ammo is ALWAYS useful in every situation. What I mean is that all SMGs would share the same ammo, all pistols, etc. It's a problem that comes up very frequently in survival games, where you collect bucketloads of useless ammo. The more weapons you have, the worse the problem gets, as the chances that ammo is relevant to you gets increasingly slimmer. The only options are to multiply intended ammo scarcity with ammo types, have ammo be exceedingly rare and disappointing, or have more weapons share ammo. A lot of games do this, with the main example being DayZ Mod, where revolver and M1911 ammo was interchangeable. This made the items more relevant, and there's nothing worse to see a treasure trove of ammo... For a gun you don't have. If you plan on heavily limiting how many weapons the player can carry, which you should, the problem gets worse. Surprisingly, Unturned is quite good for this, with ammo have 3 generic tiers, though I would much prefer the per-weapon-type style, as it, in my opinion, simplifies things. Speaking of Unturned, it's a good way to gauge what kind of game you want yours to be. I personally prefers the Yukon map, where weapons and ammo are scarce but still relatively easy to find, and heavy fog restricts combat to close range. The reasons for why I prefer it are many. For one, since you never get military weapons, it never feels like you're a tier-1 operator, merely a troglodyte who's barely "Surviving". Military weapons should be rare. I prefer Unturned to DayZ. This is because (Pay attention and you could learn something) of many reasons: 1. It's possible to establish a base, which sets itself as [B]a progression goal.[/B] It gives players something to work at and a reason to keep coming back. 2. [B]Dying is worse than losing your inventory. [/B]When you die, you lose skills, which you then need to grind to re-gain. Problem is, grinding isn't always an option, and skills take a lot of XP to buy. Now, players have a reason to comply that isn't an admin-enforced BS FailRP rule. 3. [B]Combat occurs frequently[/B] due to a small map. Run-ins are frequent, so players never get bored. It's never safe out there in the wastes, and you could be killed at any time. This isn't really relevant to you, though, as no Source map is large enough to warrant boredom. 4.[B] Shooting first does not guarantee victory.[/B] In Unturned, weapons do little enough damage that an AK headshot will not kill even an unarmored player. While weapons kill quickly, one-hit-kill weapons are few and far between, and opponents always have the opportunity to react. In DayZ, getting shot blurs your vision and sometimes breaks your leg, preventing you from walking (In Unturned, this only prevents jumping and sprinting; enough to warrant annoyance but doesn't ruin your chances) and shakes your gun, making retaliation difficult. This leads to worse fights, more BS deaths, and generally less fun. 5. [B]All items are useful to everybody.[/B] Like I said before, there are no dud items. Clothes can be torn up to make resource-intensive medical dressings, weapons can be scrapped into metal, which can repair items and is used in bases. Ammo has a 1/3 chance of being useful, and even if you can't use it, chances are, someone you know can. Seeds grow quickly, and are borderline OP in terms of food value. Fertilizer can be made into extremely useful planters... If you find an item, you'll probably want it. 6. [B]Weapons are easy to find.[/B] In Unturned, it's very possible to get a gun almost immediately, massively levelling out the playing field. This makes for more exciting battles all round, as you can actually fight back. Bear in mind I only included reasons relevant to you; the main reason is that nobody can run DayZ, but that's hardly something for you to worry about.[/QUOTE] 1. I put the ammo thing in the wrong terms the last time I responded. CW 2.0 does what you said, all SMG ammo to SMGs, Assualt Rifle ammo to assualt rifle, etc. 2. I like the idea of base building. I have a idea on this and I might show some proof of concept in the future. 3. When it is all said and done, in the final version of this gamemode, once you die, you have to make a whole new character. This will reset stats, inventory, and more. 4. Good idea with the damage, I might look into it. 5. We don't plan to have any items in that are useless. 6. I like the idea of finding guns almost instantly and I want to have it in the final version. I want to restrict it to pistols and melee weapons spawning most of the time and not have everyone running around with AK's and M4's.
How did you get Weapond ? How did you get food ? You need to find them on the map or ask someone to sell you weapon / food ? Or you need to build them ?
[QUOTE=kezhar;48666940]How did you get Weapond ? How did you get food ? You need to find them on the map or ask someone to sell you weapon / food ? Or you need to build them ?[/QUOTE] The gamemode is still a work in progress, see the original post for a list of currently implemented features and the Trello above for features we're planning on adding.
[ERROR] gamemodes/nightz/gamemode/core/inventory/cl_switchweapons.lua:38: attempt to index field 'inventory' (a nil value) 1. unknown - gamemodes/nightz/gamemode/core/inventory/cl_switchweapons.lua:38
[QUOTE=kezhar;48667657][ERROR] gamemodes/nightz/gamemode/core/inventory/cl_switchweapons.lua:38: attempt to index field 'inventory' (a nil value) 1. unknown - gamemodes/nightz/gamemode/core/inventory/cl_switchweapons.lua:38[/QUOTE] Did you setup the MySQL connection and was it successful?
Did you progress ? Because I really like your idea and your gamemode :) I will wait to DL it and make a server of it.
Sorry, you need to Log In to post a reply to this thread.