[QUOTE=BurningPride;23321913]Is there one day where people like you would crawl back into their hole?!
Christ, I'm tired of these people.[/QUOTE]
:silent:
Been watching this project for a while, can't wait for its release.
This, this is what sex feels like
Thats how the swep pack is awesome.
[img]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/scav5.jpg[/img]
[img]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/scav6.jpg[/img]
[img]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/scav4.jpg[/img]
I don't think I'll ever be able to settle on a design. :frown:
That one looks alright.
[QUOTE=Ghor;23459732][img]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/scav5.jpg[/img]
[img]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/scav6.jpg[/img]
[img]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/scav4.jpg[/img]
I don't think I'll ever be able to settle on a design. :frown:[/QUOTE]
I've been following this for a while, and from what I've seen, this is the one to keep. Keep up the good work!
[QUOTE=Ghor;23459732][img]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/scav5.jpg[/img]
[img]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/scav6.jpg[/img]
[img]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/scav4.jpg[/img]
I don't think I'll ever be able to settle on a design. :frown:[/QUOTE]
Perfect.
Keep with this.
So You've had previous design's in the past?
Best weapon available for download. Hands down.
[QUOTE=LauScript;23510236]Best weapon available for download. Hands down.[/QUOTE]
Thats funny, I thought a weapon has to actually be available for download to be considered the "Best weapon available for download"
[QUOTE=DocDoomsday;23510455]Thats funny, I thought a weapon has to actually be available for download to be considered the "Best weapon available for download"[/QUOTE]
Hmm, that does make a lot of sense...
When is this supposed to be released?
[QUOTE=AlexaiZ;23641917]When is this supposed to be released?[/QUOTE]
When it's done.
[QUOTE=Ghor;23647667]When it's done.[/QUOTE]
An estimate would be what?
I can't fucking wait for the scavenger cannon. It's the the rock-it-launcher in fallout 3, but better and more deadly
[img]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0018.jpg[/img]
also
[QUOTE=ROFLBURGER and 200 others;23678157] rock-it-launcher [/QUOTE]
:smithicide:
Hey Ghor, will the freeze function ever weld props to other props those props are touching, simulating freezing?
It is great to see something new, this could be it's own game!(The "One gun that does all you need" concept comes from a lot of other valve games(HL2 gravity gun, portal gun, etc.))
Can't wait!
[QUOTE=Rayjingstorm;23709882]It is great to see something new, this could be it's own game!(The "One gun that does all you need" concept comes from a lot of other valve games(HL2 gravity gun, portal gun, etc.))
Can't wait![/QUOTE]
One gun to rule them all.....
I can't wait for this!
What a great concept... It'll be fun to be able to script custom fire modes as well
[QUOTE=Chris220;23806540]I can't wait for this!
What a great concept... It'll be fun to be able to script custom fire modes as well[/QUOTE]
Yeah, its gonna be so fucking awesome!
I want it naow!
[QUOTE=ROFLBURGER;23678157]I can't fucking wait for the scavenger cannon. It's the the rock-it-launcher in fallout 3, but better and more deadly[/QUOTE]
You got it all wrong, the scav cannon is not like that at all.
Well, unless you where shooting one of the props without a firemode for it.
The Scav Jr. is now available for download through ToyBox! Simply start a singleplayer game and access the CloudScript page from the weapons menu. The Scav Jr. is a total recode. It's a teaser/demo so it doesn't have nearly as many features as the full version (not even a fraction of a percent) but it works great as a standalone weapon. Go try it out!
How can i download the Cloudscript things without using cloudscript?
I mean, install it like a normal addon?
cloudscript should appear when you open gmod, just go into entities or weapons and you'll see a cloud, click on it.
Can't wait for the full release. If this requires TF2, then I'm getting TF2
Maybe, for the Black Hole Gun you could add a functionality so that, say, you have 200 Kgs of ammo, it opens a portal to the ammo storage of the gun on a wall, floor, ectera, and shoots 200 Kgs of ammo in the form of pebbles of dark energy out of the portal at high velocity.
Alright then, time for a big status update.
[b]Map Settings Tools:[/b]
The biggest thing on my mind right now is having a wide range of tools and resources for people that enjoy playing Scavenger Deathmatch to create their own content. To this end, I've created a set of very simple but powerful map-editing tools that will be released alongside the gamemode. These tools can be used to generate a text file that the gamemode loads to determine the placement and properties of entities on any map. The system is based on keyvalues and can handle entity IO like hammer. To create a basic mapsettings file, simply place the props you want to have on the map, use the SDM Prop Spawner tool on them, and use the player spawn placer tool to set up spawn points. You then access the main control panel from the tool menu and select your game options, like max frags, timelimit, etc., specify a filename, and click the save button. A voting menu that displays information about each file is used to select which map should be played next. If you want to try making something more complex, you can create any entities that lua can safely spawn with these tools too, allowing you to create more interesting map settings. There are a number of shortcut tools that are modifications of the main entity tool, including the prop spawner, that come with preset keyvalues that you can still modify if you wish.
The currently available subgamemodes you can choose from include deathmatch, team deathmatch, hoard, capture the flag, cell control, and survival. I'll probably be adding a "custom" mode at some point as well, where wins and losses are determined by the inputs fed to a special entity. There are also a handful of modifiers you can add to your settings file, including damage modifiers, speed modifiers, gravity modifiers, lives, vampire mode, toxic mode, phantom mode, champion mode, fall damage, drowning, friendly fire, exploding corpses, and instagib.
[img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0709.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0313.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0314.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0330.jpg[/img_thumb]
[b]Gameplay Elements:[/b]
Some of you might already be familiar with the autoturret but I've been tinkering around with it and added some new firemodes to it. At the moment, there are rockets, grenades, shock beams, and an ice beam. Powerups will be making their way into the game after a long absence and use the status effects system for things like cloaking, triple damage, invulnerability, and speed boosts. Instant-health kits, armor charges, and energy boosts will also be made available in the form of powerups. Simple jump pads and perhaps control points may find their way in too. Max teams have also been doubled from 4 to 8. While it would be fairly difficult for any gmod server to handle enough players to merit 8 full teams, two-man teams can be used to make for some interesting games.
[img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0340.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0346.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0349.jpg[/img_thumb]
[b]UI:[/b]
I've written an entirely new derma skin for the UI to use that helps give the gamemode its own feel. I've also rewritten the main menu, the scoreboard, the scav inventory menu, and the HUDs as custom panel types instead of doing it the old messy way of making a panel and assigning it a bunch of properties. You'll still be able to select the background color of your menus.
[img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0717.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0721.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/teams.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0331.jpg[/img_thumb]
[b]The Scavenger Cannon:[/b]
I've been working around with the scavgun a fair bit and added the ability to easily "upgrade" it. At the moment there are a handful of upgrade entities you can use to do things like increase the rate of fire, increase the carrying capacity, increase the projectile speed, make all shots incendiary, etc. I'm going to look into a way of making this functionality accessible with some sort of logic entity for maps. I'll also soon be adding the ability to select the skin of your scavgun, a small sample of which was shown in one of above posts and is now in the OP.
[img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0016.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0013.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0333.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0017.jpg[/img_thumb]
[b]Other Weapons:[/b]
While the Scavenger Cannon is continually worked on, I've been feeling that I've been needing to pay more attention to the other weapons. The Black Hole Gun has been entirely recoded, given a new impact effect, and given the ability to collect up to 100 kg from the air. I've also added direct damage to the Black Hole Gun when you hit someone with a direct shot, 1 damage for every 5 kg charged. The Backup Pistol has had its impact effects updated, and I'd like to have it recoded very soon. The Alchemy Gun no longer has a dependence upon gmsv_modelprops.dll and will be receiving a primary attack that allows it to fire laser shots at the cost of stored resources. To finish it off, there's bad news for the Capture Device, which will very probably be removed in favor of the Shield Burner, a melee weapon that allows the player to start a burn of all their stamina/energy for a brief period of invulnerability. Once I get a hold of the arm models, fists will also be added.
[img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0320.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/gm_construct0326.jpg[/img_thumb]
[b]Resources:[/b]
Up to this point, this whole thing has mostly been a one-man project with a couple of contributions here and there, but I've been increasingly in need of resources, particularly custom models, and sounds. Models will be needed for powerups, potentially new weapons (like the shield burner), and map elements like jump pads, weapon lockers, and control points. Announcer sounds and custom weapon sounds will also be needed at some point. While I should be able to handle a good number of these things between myself and a couple of friends, I'm going to be held back from coding while I have spend time working on these if things continue as they are.
[img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/proxmine.jpg[/img_thumb][img_thumb]http://i23.photobucket.com/albums/b379/RoguePirate/Scavenger%20Deathmatch/sb_gooniverse0736.jpg[/img_thumb]
[b]Why isn't this gamemode playable right now?[/b]
Unfortunately, while the map voting system is functional, it needs work to make it intuitive. Some of the modifiers also need work, like gravity, which causes crashes when I have it enabled. Biggest bit is lack of resources, like I've mentioned above, which are holding me back. Some internal mechanics of the gamemode also need work, like being sure to not start rounds in which there are not enough players, properly displaying the winner of a round, and opening the voting menu wh
I do love you, Ghor.
[QUOTE=Azur;24288602]I do love you, Ghor.[/QUOTE]
I believe we can all agree with this
All of this looks extremely sweet. Is this going to be released to public or will it be hosted on your server in the future?
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