• The 1 week MOD challenge
    3,506 replies, posted
Whoever built the barricades around the blue generator, I created an opening. :v:
[QUOTE=JLea;28198911]Oh yeah, headlong would be a sick map actually [editline]22nd February 2011[/editline] I'm gonna be on Podcast 17 next week btw[/QUOTE] You should invite some of us along too.
Erm, where do I put all the files?
Turrets are working :D [editline]22nd February 2011[/editline] so far RC 1.06 22/02/2011 Features: • Added a round system, and map rotation. • Added turrets, both deployable and base versions. Deployables get destroyed from fire, base versions can be repaired. Gameplay: • Sword range increased by 25% • Sword “width” tripled • Sword hit-delay reduced by 60% • Hoplite damage doubled • Teleport uses 50% less energy • Teleport range reduced to 4096 units • Flamethrower damage increased by 1000% • Sprint-speed increased by 50% • Blaster firerate increased by 15% • Blaster damage reduced by 10% • Chaingun accuracy increased by 20% Bugfixes: • Flame grenades now ignite enemies. • Melta-Sword doesn’t ignite teammates • Flag REALLY doesn’t disappear when a player holding it disconnects • Added the generator model • Ragdolls should have the appropriate team colour [editline]22nd February 2011[/editline] Also a new projectile sort, the "Seeker" rocket. Basically it locks onto jetpacks.
This reminds me so much of Tribes.
[QUOTE=JLea;28204784]Also a new projectile sort, the "Seeker" rocket. Basically it locks onto jetpacks.[/QUOTE] Hopefully only when you're using the pack? Can the targeted deploy flares? [QUOTE=Lerlth;28205392]This reminds me so much of Tribes.[/QUOTE] Aye. The King still lives (T2 that is). But seriously it wouldn't hurt to take a long hard look at Tribes2 as they were way ahead of TFC or even Battlefield 1942 at the time (In the ideas dept.), and given this mod includes Jetpack gameplay, you have to admit Tribes was most certainly king of all things jetpack and CTF based. And imo T2 is still way better than say TF2 in the gameplay dept. Edit: Incidentally Tribes2 is a free Download these days.
[QUOTE=fug;28205498]Hopefully only when you're using the pack? Can the targeted deploy flares?[/QUOTE] The target can stop using their jetpack.
^Good point, I guess the weapon could be enough to spoil a cappers run! Edit: Still flares are badass counter measures!
Throwing grenades could throw off the seeker with its explosion. Detonation timed too late could be a fatal, but a well timed throw could throw off the seeker. Possible way to simulate a flare.
Now that the week is over the original creators of the original models should consider redoing them/detailing them better to suit a more polished style. Look at the hoplite/chaingun as an example of the artstyle that should be followed.
update your svns folks, turrets are in the FGD + ingame [editline]22nd February 2011[/editline] [media]http://www.youtube.com/watch?v=OtHTvqAfBL8[/media]
[QUOTE=Kamern;28206549]Now that the week is over the original creators of the original models should consider redoing them/detailing them better to suit a more polished style. Look at the hoplite/chaingun as an example of the artstyle that should be followed.[/QUOTE] -snip- I looked at it closer and saw detail. But I would follow the blaster, not the hoplite.
[QUOTE=gk99;28207387]-snip- I looked at it closer and saw detail. But I would follow the blaster, not the hoplite.[/QUOTE] I meant blaster :(
1.06 is live on the SVN, tell me if there's any bugs. Full changelog [quote]Features: · Added a round system, and map rotation · New map, 1w_ouroboros · Added turrets, both deployable and base versions. Deployables get destroyed from fire, base versions can be repaired Gameplay: · Sword range increased by 25% · Sword “width” tripled · Sword hit-delay reduced by 60% · Hoplite damage doubled · Teleport uses 50% less energy · Teleport range reduced to 4096 units · Flamethrower damage increased by 1000% · Sprint-speed increased by 50% · Blaster firerate increased by 15% · Blaster damage reduced by 10% · Chaingun accuracy increased by 20% · Bullets do 75% less damage to destructables · Explosives do 100% more damage to destructables · Grenade launcher splash radius increased by 10% · Grenade launcher damage increased by 20% · Grenade projectiles now impact-detonate on models (generator etc.) Bugfixes: · Flame grenades now ignite enemies. · Melta-Sword doesn’t ignite teammates · Flag REALLY doesn’t disappear when a player holding it disconnects · Added the generator model · Ragdolls should have the appropriate team colour · Generators now emit destroyed sounds · New blaster animations · New sword animations · New minigun world models [/quote] You can buy the deployable turrets in the buy menu
I have the latest SVN (from page 22) and I tried to join the server but I got 'server uses different class tables' :( [editline]22nd February 2011[/editline] Didn't see above post, will update. [editline]22nd February 2011[/editline] Still doesn't work :(
I doubt Kamern has updated his server yet, I'll post an announcement tommorow and we'll setup a game. Does anyone want to retrofit these turrets into their map? [editline]23rd February 2011[/editline] Alright so here's the plan of attack. The game is stable + working well now, so to attract more players we'll have to come up with a big flashy update. Here's what I want to do. -rework the sniper rifle -redesign the buy menu, with loadout support -add in achivements (already got the code!) -jump pads -possible bot support -a more fleshed out HUD -global stats -alot more maps Hopefully that'll be enough to attract a good deal of new players. Thoughts?
[QUOTE=Kamern;28206549]Now that the week is over the original creators of the original models should consider redoing them/detailing them better to suit a more polished style. Look at the hoplite/chaingun as an example of the artstyle that should be followed.[/QUOTE] [url]http://conceptheart.blogspot.com/search/label/guns[/url]
Hey, JLea, I'm not sure if you know this or not, but the crosshair is just a [I]liiiitle [/I]bit misaligned with where your gun actually shoots. Try it with the blaster. You'll notice that all of your shots fly just a bit down and to the right of where the crosshair is.
Yeah sparkwire you're posting that link in response to the lack of art direction post but you've just rigged a set of arms which don't look anything like the player model hands.. That kind of chaos
[QUOTE=JLea;28208397]I doubt Kamern has updated his server yet, I'll post an announcement tommorow and we'll setup a game. Does anyone want to retrofit these turrets into their map? [editline]23rd February 2011[/editline] Alright so here's the plan of attack. The game is stable + working well now, so to attract more players we'll have to come up with a big flashy update. Here's what I want to do. -rework the sniper rifle -redesign the buy menu, with loadout support -add in achivements (already got the code!) -jump pads -possible bot support -a more fleshed out HUD -global stats -alot more maps Hopefully that'll be enough to attract a good deal of new players. Thoughts?[/QUOTE] Well, I had an idea for a map myself, but my skills with Hammer are complete poo. But, I'll explain it out in as best detail as I can. My idea was to have a arena style map. Sort of like the [url=http://www.frenchfriends.info/g2/main.php?g2_view=core.DownloadItem&g2_itemId=1608&g2_serialNumber=2] romans used to have.[/url] There could be a little low quality .gif of a audience to give it a neat effect. And two little female characters dancing at the top of the stands (Yeah, I'm going mad with this. Plus, this part should be fun for the animators ;) ) But with it being a Roman Style arena, it needs the futuristic touch of course..
oh dear [img]http://gyazo.com/5593beb27fc60f2c7b30bc6eefa46380.png[/img] [QUOTE=Ihazard;28210704]Yeah sparkwire you're posting that link in response to the lack of art direction post but you've just rigged a set of arms which don't look anything like the player model hands.. That kind of chaos[/QUOTE] copying the player model arms wouldn't be the best idea considering they are rather undetailed, so the plan was to rig the fp arms to the playermodel so it would match.
How do i set up the SVN? Tutorial please
[QUOTE=Xombi;28212265]How do i set up the SVN? Tutorial please[/QUOTE] Google.
After you get killed with that Melta Sword, you will keep burning if you respawn. And lose a bit energy. Are you supposed to be able to shoot while sprinting? Because the 3rd person model starts holding it, not prepared to shoot.
[img]http://gyazo.com/e53253316102c5dae5f6424c96d8c112.png[/img] rubberman also, the shoulder pads should be team colored.
[QUOTE=Sparkwire;28213569][img_thumb]http://gyazo.com/e53253316102c5dae5f6424c96d8c112.png[/img_thumb] rubberman also, the shoulder pads should be team colored.[/QUOTE] We're not using those playermodels anymore.
We gotta get something like [url=http://developer.valvesoftware.com/wiki/Valve_MP3_Player] this[/url] in.
[QUOTE=Kamern;28214157]We're not using those playermodels anymore.[/QUOTE] Which ones are we using, then?
[QUOTE=Ihazard;28210704]Yeah sparkwire you're posting that link in response to the lack of art direction post but you've just rigged a set of arms which don't look anything like the player model hands.. That kind of chaos[/QUOTE] ok i fixed it [img]http://dl.dropbox.com/u/16429045/lol.png[/img]
Gonna be testing out some new additions to the mod if anyone else would like to join me :buddy:
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