• Extreme Football Throwdown
    43 replies, posted
[b][u]EXTREME FOOTBALL THROWDOWN[/u][/b] I have been working on this gamemode lately. Originally I just wanted to convert it to gmod13 so it will at least run but now it's being polished up and improved. A picture says a thousand words and this video is made of a couple thousand pictures: [media]http://www.youtube.com/watch?v=NehECtVf33I[/media] Screenshots: [url]http://heavy.noxiousnet.com/img/extreme_football_throwdown/[/url] [b][u]Download[/u][/b] I have a server set up if you want to try it out. [url=http://www.gametracker.com/server_info/67.212.184.68:27015/][img]http://cache.www.gametracker.com/server_info/67.212.184.68:27015/b_350_20_692108_381007_FFFFFF_000000.png[/img][/url] [b]GIT version (beta):[/b] [url]https://github.com/JetBoom/extremefootballthrowdown[/url] [b]Workshop version (stable):[/b] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=104625632[/url] [b]Maps (watch the version number on duplicate maps):[/b] [url]http://heavy.noxiousnet.com/downloadurl/maps[/url] [b]Mapping FGD file:[/b] [url]http://dl.dropbox.com/u/6184504/NoXiousNet/FGDs/extremefootballthrowdown.fgd[/url] [b][u]Features[/u][/b] ● Momentum based movement. Turning will slow you down and it takes a small bit of time to get to full speed. ● Full mapping support. Custom entities with full list of keyvalues, inputs, AND outputs. ● Powerup system for the ball. The ball itself becomes powered up instead of players which means we can do stuff to both the ball and the player carrying it. ● Custom weapon system. A few weapons are available to be picked up on the field but most of the time you'll be using your fists and tackles. ● Taking damage from players will turn you in to a ragdoll and throw you back. Then other players can throw your ragdoll around by hitting you on the ground. ● Players that are knocked down can be slammed in to and pinned to walls and ceilings. ● Button mashing power struggles if two people ram head on in to each other. Whoever wins gets to do an extremely powerful hit to the other person. ● Holding the ball slows you down so you can't just run it across the map yourself. ● System to prevent one person being knocked down repeatedly by the same guy over and over. ● Player models are made to look like football players. They also get randomized facial features on spawn. ● Ball resets after a few seconds of not being taken. ● Very simple and chaotic fun. No progression or other garbage. [b][u]Controls[/u][/b] are simple. ● Move forward to build speed. You can strafe or go backwards but you are extremely slow while doing so. ● Left click to do a simple punch. ● Hold right click to use your ram. ● Hold right click with the ball to charge your throw. Left click to cancel or release right click to throw it. ● Press left click while going fast (watch your animation) to perform a dive tackle. ● Hold crouch for a second, then press jump to perform a high jump. Good for interceptions. Will stumble you on the way down unless you catch the ball while in the air. ● Mash the on-screen keys during a power struggle to win. The person who mashes faster wins the power struggle. ● Press use to pickup weapons. The ball is automatically picked up if you touch it.
Holy balls, this is the sexiest thing i've seen all day. Wait its only been 2 hours into this day. This is the sexiest thing I've seen all today [U]and yesterday[/U]
I just tried this and I have to say, aiming the ball is incredibly difficult as the ball takes up more then half of the screen and there are no aiming helpers not even a crosshair.
The 3d hud is a bit too far down for me: [t]http://puu.sh/1ez9E[/t] - maybe it's not a good idea to run 1900x1000 lol
Servers bugged, account won't load actually no ones account will load.
I was going to make the ball aiming draw a guiding line or something. Or at least lock your view pitch and draw a straight line coming out of you. I made the HUD with 4:3,16:9,16:10 in mind. It's hard doing this stuff and making it work on any ratio. Fixed the server.
This is great! Cant wait for the SVN.
Just added this to a public SVN. It will be available on the Workshop when GMod13 comes out of beta. svn://noxiousnet.com/trunk/public/gmod13/extremefootballthrowdown user: anonsvn pw: anonsvn
Thanks JetBoom, this gamemode is great! Edit: Also, where can I download the maps? They don't seem to be in the SVN.
[url]http://heavy.noxiousnet.com/downloadurl/maps[/url] eft_ or xft_ EDIT: I also forgot, you need svn://noxiousnet.com/trunk/public/gmod13/fretta13 as well. It's a fretta that works with gmod13. I'm removing EFT's dependency on it later.
Looks pretty interesting, I think i'll check it out sometime.
[ERROR] gamemodes/extremefootballthrowdown/gamemode/cl_init.lua:397: bad argument #6 to 'DrawCircle' (number expected, got no value) 1. DrawCircle - [C]:-1 2. OnHUDPaint - gamemodes/extremefootballthrowdown/gamemode/cl_init.lua:397 3. HUDPaint - gamemodes/fretta13/gamemode/cl_hud.lua:84 4. unknown - gamemodes/fretta13/gamemode/cl_hud.lua:82 how can i fix this error? [editline]23rd October 2012[/editline] and all those characters does not become a huge
Do an update, should be fixed. Characters being big is broken right now thanks to garry.
[QUOTE=JetBoom;38140164] I also forgot, you need svn://noxiousnet.com/trunk/public/gmod13/fretta13 as well. It's a fretta that works with gmod13. I'm removing EFT's dependency on it later.[/QUOTE] Coincidentally, I was also looking for a fretta that was compatible with gmod 13. Will be testing it out soon.
Hey guys we're on workshop now! The SVN will be there as a sort of "early testing" thing. I wouldn't really recommend using it anymore unless you want the bleeding edge of updates. Workshop updates will be kept to stable updates. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=104625632[/url] I've also added an FGD file to the OP.
Just simply AMAZING
Update for SVN/workshop: + Updated eft_handegg (made the goals bigger and used env_skypaint) + Updated eft_skystep (more routes and also the first map with a powerup) + Player models now look like football players again. + Added trigger_abspush for mappers. Allows you to give absolute velocity to players, objects, or the ball. + Added trigger_knockdown for mappers. Allows you to knock players down. + Added trigger_powerup for mappers. Allows you to specify powerups when the ball hits them. Right now there's only "speedball" but more are being added. + Other misc. fixes and changes
JetBoom, why don't other player models work for the players? Is there a certain file for it, or does it just work with Barney and Breen? Also when is the update being released?
It's set as barney and breen on purpose. It's been released otherwise I wouldn't have posted about it.
Update: + Added automatic team balancing. + Added eft_gamelength convar. Default of 20 minutes. + Added eft_scorelimit convar. Default of 10. + Rounds now last until the score limit is reached OR the game length has been elapsed. It will no longer end when a flat amount of rounds have been played. + Added time slow effect when scoring. + Added map: [url=http://www.noxiousnet.com/forums/index.php?topic=16749.0]eft_tunnel[/url] The tunnel map should be familiar to some people. Created by our resident mapper The Darker One.
Weapons and powerups. I wanna get a couple in there before pushing an update. [vid]http://heavy.noxiousnet.com/jetboom/eft_bombs.webm[/vid] [vid]http://heavy.noxiousnet.com/jetboom/eft_blitzball.webm[/vid]
That looks absolutely amazing.
For some reason whenI play I dont see blood ?
[QUOTE=Monoleg;38551733]For some reason whenI play I dont see blood ?[/QUOTE]set a value for r_decals or mp_decals in console.
Omg thanks
Update time. + Very slightly increased immunity time on knockdown. + Very slightly reduced velocity reduction when charging someone. + Added team scores to the 3D HUD. + Added ball indicator to the 3D HUD. + Added powerup indicator to the 3D HUD. + Added Blitz Ball power up (blitzball for mappers). The ball is encased in flames. Touching the ball while it is moving will ignite you, deal damage, and throw you away. The last team to hold the ball is immune to this. Getting hit also produces a small time slow effect for everyone. + Holding directional keys while knocked down will give you a small boost in that direction when you get back up. + Added weapons. Weapons will occasionally spawn on top of player spawn points. You can not pick the ball up while holding a weapon. Adding a logic_norandomweapons to your map will disable this so you can make your own spawns. + Added weapon: Explosive Barrel. Throwing this will create a massive explosion which throws anyone caught in the blast far away. + Added Melon weapon pickup. Slows you by 10%. If it hits someone then it will deal 25 damage and throw back whoever it hits. + Added Melon Driver weapon pickup. Slows you a lot. Left click to charge up the cannon. Has limited ammo but can still be used as a throwing weapon. + Added Trash Bin weapon pickup. Slows you a lot. Hard to throw. By attacking another player with it you can place it on their head, temporarily blinding them. + Added screen effect for when someone scores. + Your camera is lerped to the ball when someone scores instead of instantly going there. + Hitting the ball with explosive damage will activate the Blitz Ball powerup for 15 seconds if it doesn't already have a powerup. + It should now be impossible for the ball to have no auto return timer. + Fixed crash issue on some machines.
Awesome update thanks. Just one problem im getting atm, if my server goes empty for a bit and then people join the camera gets stuck on the ball at the spawn point. I then have to do a server restart for it to work again.
This deserves a bit more attention
[QUOTE=Burgervich;38683201]This deserves a bit more attention[/QUOTE] It's got 42/43 players on the server now. I think it's going ok.
I remember a couple months ago when it was still on GM12 Fretta. You'd be lucky if there was even four people on.
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