• My first Gamemode - Tele Tag
    30 replies, posted
Howdy, I've been following this forum for a while now, asked a few questions over in the mapping side, found some solutions to problems I was having, and have learned a whole lot. A little background on me, (I'll make it short). Started mapping back in the HL1 days, playing with Hammer and making quick maps for my friends and I to DM in during LAN parties. Got the Source SDK as soon as I could and my good friend and I immediately set out to test the limits of the physics engine. Things crashed, HL2DM players were confused, and we laughed a lot. Few years later I decided I wanted to map again, sadly, it seemed all the tools were broken beyond anything I cared to try fixing. I recently joined a gaming groups and started playing Gmod again. Was shocked at how much it'd changed. Gamemodes! Decided I wanted to give it another shot. Got everything working in a few days and set out to make my first gamemode. This is what I've come up with. TL:DR - I used to map, Valve broke SDK, now I'm mapping again. So, I'm not a coder. I admit it. But, I'm learning as I go. I've always felt more at home in mapping, so much of this gamemode is map dependent. [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=219384641"]http://steamcommunity.com/sharedfiles/filedetails/?id=219384641[/URL] Here's how it works. Two teams spawn in the stadium and rise from the ground on elevators. There's a ball in the center of the field. Armed with only gravity guns, the goal is to tag the other team members out by hitting them with the ball. [IMG]http://cloud-4.steampowered.com/ugc/3316076411166056765/E3F19F815CAB024ACAF734A6A6C51CB5CB309256/637x358.resizedimage[/IMG] If the ball touches you, you get teleported to your teams control room where you can see the field through windows or on the TV monitors. You also have access to buttons which trigger traps on the field. The idea is that instead of being stuck observing the rest of a round, you can still help your team win by affecting the gameplay on the field. There are 8 jumbotron screen in the map and 4 cameras. All the cameras constantly track the ball and the screens switch depending on which camera the ball is closest to. [IMG]http://cloud-2.steampowered.com/ugc/3316076411166047487/738EF1F72CFDBF98876D5F9A7A44B083AC4589D3/637x358.resizedimage[/IMG] No traps [IMG]http://cloud-2.steampowered.com/ugc/3316076411166051201/5FE8651ABA855D29B910E0AFD765C23B59842B17/637x358.resizedimage[/IMG] Smokescreen, Light's Out, and Wall traps. Once a whole team is tagged out, an alarm sounds and everyone in the control room of the losing team blows up, winning team gets a point, and a new round begins. [IMG]http://cloud-2.steampowered.com/ugc/3316076411166061919/82950124E11E4DA6470BFCAAE5D42CC82E5DBD41/637x358.resizedimage[/IMG] So, that's it for now. Each team currently has 3 traps. I'm still working out a few bugs and gameplay timing issues but for the most part, it's all working. Goals would be to clean up the Luas, keep optimizing the map, create a, example map, and EVENTUALLY get some custom models. I honestly just put this out for my small group of friends to play, but it has got almost 700 subscribers in the past 2 days and I'm feeling a little overwhelmed. However it ends up, figured I'd at least introduce myself to this community. Please, don't beat me down too hard. haha. BRUXXUS
Looking good so far :)
[QUOTE=Hoffa1337;43867472]Looking good so far :)[/QUOTE] Thank you, sir!
Nice Idea. I'd give it a go if I could.
[QUOTE=Sm63;43868039]Nice Idea. I'd give it a go if I could.[/QUOTE] Thanks! Do you mean give it a go as in, play it, or make a map for it? Or... it's broken for you and won't work, lol.
Hey, is this on the fretta base or are you just using the same 'Rebels Win!' font? I'd check myself but I'm not at home.
[QUOTE=NiandraLades;43868113]Hey, is this on the fretta base or are you just using the same 'Rebels Win!' font? I'd check myself but I'm not at home.[/QUOTE] I derived the gamemode from a random team deathmatch fretta I found called Rebels vs Combine... Not even sure where I found it anymore honestly. Like I said, I'm super code stupid. As long as I have something to get an example from, I can generally adjust it to fit my needs. The Rebels vs Combine Fretta was pretty broken, (at least for what I was doing), so I pulled out a bunch of the stuff that didn't apply to what I was doing, like classes and model selection. Or... are you asking if this gamemode fretta is available for download. Ha. I'm sorry, like I said, I'm SUPER new to all this. I'll send or share anything anyone wants, though!
[QUOTE=BRUXXUS;43868079]Thanks! Do you mean give it a go as in, play it, or make a map for it? Or... it's broken for you and won't work, lol.[/QUOTE] I was saying that I would give it a go as in play it.
[QUOTE=BRUXXUS;43868171]I derived the gamemode from a random team deathmatch fretta I found called Rebels vs Combine... Not even sure where I found it anymore honestly. Like I said, I'm super code stupid. As long as I have something to get an example from, I can generally adjust it to fit my needs. The Rebels vs Combine Fretta was pretty broken, (at least for what I was doing), so I pulled out a bunch of the stuff that didn't apply to what I was doing, like classes and model selection. Or... are you asking if this gamemode fretta is available for download. Ha. I'm sorry, like I said, I'm SUPER new to all this. I'll send or share anything anyone wants, though![/QUOTE] Ah, lovely stuff, always happy to support fretta-based things. How playable is it currently? I wouldn't mind having a copy.
[QUOTE=NiandraLades;43870685]Ah, lovely stuff, always happy to support fretta-based things. How playable is it currently? I wouldn't mind having a copy.[/QUOTE] It's completely playable in its current state. The first round is always a draw, I need to figure that out. For some reason, the ball can get pushed outside the playing field and the only way to get it back is for someone to noclip and shoot it back in. It's pretty rare for that to happen, though. I'm working on a fix for that currently. I've played it with 9 people and it worked fairly well and we actually had a lot of fun! It's really intense and the pace is just a little faster than I wanted, but as people get used to catching the ball with the physgun, things start to really get interesting. Also, when people get tagged out and mash all the trap buttons at the same time things slow down a bit. Probably going to add some sort of trap limiter.
By first round being a draw, do mean right away or when the round timer ends?
Like, as soon as the map loads it says "draw" and resets the game for the next round. Then round 2 begins and everything starts working correctly.
Ah, okay. The reason this happens is if you don't place in any checks, Fretta will start rounds right away with no players, but as soon as one person joins, it'll restart the round. This is why it only happens on the first round and not the second, because you've then got players. So basically, on GM:CanStartRound, check if there's a player on each team and return true. I was going to give you the code but since this is your gamemode, I thought you might wanna do it yourself. Lemme know if you do need help or want the code and I'll happily provide. (Hope that doesn't sound patronizing or anything :v:)
[QUOTE=NiandraLades;43870897]Ah, okay. The reason this happens is if you don't place in any checks, Fretta will start rounds right away with no players, but as soon as one person joins, it'll restart the round. This is why it only happens on the first round and not the second, because you've then got players. So basically, on GM:CanStartRound, check if there's a player on each team and return true. I was going to give you the code but since this is your gamemode, I thought you might wanna do it yourself. Lemme know if you do need help or want the code and I'll happily provide. (Hope that doesn't sound patronizing or anything :v:)[/QUOTE] Not patronizing at all. :smile: I had a feeling that's what was going on, just didn't know exactly where to find it... or what to do when I found what I didn't know I was looking for.... haha. I'll see if I can make it work on my own, but I'll probably be asking for help before day's end. Thanks so much for the tips!
What game does this use textures from? [IMG]http://i.imgur.com/527r0Yxl.jpg[/IMG]
Def might want to throw this on my test server
[QUOTE=NiandraLades;43871743]What game does this use textures from? [/QUOTE] Oh bother :suicide: It uses HL2 textures, but that's not the problem. The textures are there, but for some reason cubemaps aren't projecting the reflections correctly for some users. The only person I know that also had that problem was running on a really old computer and had HDR off. It seems to be something Valve broke a while back and the workarounds aren't working for everyone. I've been searching for a fix for weeks. [editline]11th February 2014[/editline] [QUOTE=Judd;43872116]Def might want to throw this on my test server[/QUOTE] Let me know how it goes if you do! Any feedback would help me out quite a bit.
[QUOTE=NiandraLades;43871743]What game does this use textures from? [/QUOTE] Same issue here, putting "mat_specular 0" in the console is a temp fix I used. @OP Regarding the cubemap problem, did you generate them before sending the map out? I had the same issue on a map I created and it was because I didn't create the cubemaps before giving it to others.
[QUOTE=munch;43872350]Same issue here, putting "mat_specular 0" in the console is a temp fix I used. @OP Regarding the cubemap problem, did you generate them before sending the map out? I had the same issue on a map I created and it was because I didn't create the cubemaps before giving it to others.[/QUOTE] Yeah, I run a final compile, then have to open the BSP, manually remove all the default cubemap textures, reopen the game, then go through like 8 steps in the console to build the HDR and LDR cubemaps. It's a huge pain considering the same process used to be done with like two console commands in the past. On the next update, I'll try removing the "both" line in the compile properties and have it compile HDR and LDR separately. I recently learned using the BOTH command can cause issues.
Looking good!
Yeah, saw this post earlier on, looks like a fun gamemode and its nice to see some variety on this forum.
So, for anyone who's tried this. Have any ideas or suggestions? Maybe some new trap ideas?
[QUOTE=BRUXXUS;43886196]So, for anyone who's tried this. Have any ideas or suggestions? Maybe some new trap ideas?[/QUOTE] I haven't tried it but perhaps have a trap that raises or lowers parts of the floor or perhaps makes the whole map extremely bouncy for a minute. That should make things interesting.
[QUOTE=GTbrawlers;43888878]I haven't tried it but perhaps have a trap that raises or lowers parts of the floor or perhaps makes the whole map extremely bouncy for a minute. That should make things interesting.[/QUOTE] I love that idea! I thought about a gravity trap that increases or lowers gravity for a while. There's a way to change terrain in a map, but I haven't experimented with that yet. I think having the ground get all bumpy or form a crater for a while could be really neat!
[QUOTE=munch;43872350]Same issue here, putting "mat_specular 0" in the console is a temp fix I used. @OP Regarding the cubemap problem, did you generate them before sending the map out? I had the same issue on a map I created and it was because I didn't create the cubemaps before giving it to others.[/QUOTE] Tried on singleplayer, placing that in console helped. If I were place this on a server, would every player individually have to type in the mat_specular thing or can I place it in server.cfg?
I really just wish I could make it work. LOL. I also wish I knew why this was happening to a few players and not others.
[QUOTE=NiandraLades;43897500]Tried on singleplayer, placing that in console helped. If I were place this on a server, would every player individually have to type in the mat_specular thing or can I place it in server.cfg?[/QUOTE] You can create a clientside or serverside lua file to exec mat_specular on the client.
[QUOTE=georgeri;43920736]You can create a clientside or serverside lua file to exec mat_specular on the client.[/QUOTE] For sure, although, I'm not entirely sure how to do that... :o/
I just realized PM's are disabled by default... Turned mine on, feel free to message me now. :rolleyes:
[QUOTE=BRUXXUS;43923794]For sure, although, I'm not entirely sure how to do that... :o/[/QUOTE] Code: [lua] Player:ConCommand("mat_specular 0") [/lua] Replace player with player object. Server or client.
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