[QUOTE=Dlaor;15922066]Why would I want to have 1024 lines of code?[/QUOTE]
Because 2 ^ 10 is a much nicer number than 2 ^ 10.0768156.
Rambo_6 here is your health regenerate icon:
[URL=http://img210.imageshack.us/i/healthregen.png/][IMG]http://img210.imageshack.us/img210/1092/healthregen.png[/IMG][/URL]
[url]http://img210.imageshack.us/img210/1092/healthregen.png[/url]
Here with slightly bigger borders:
[URL=http://img213.imageshack.us/i/healthregen2.png/][IMG]http://img213.imageshack.us/img213/9495/healthregen2.png[/IMG][/URL]
[url]http://img213.imageshack.us/img213/9495/healthregen2.png[/url]
And another one:
[URL=http://img141.imageshack.us/i/healthregen3.png/][IMG]http://img141.imageshack.us/img141/9871/healthregen3.png[/IMG][/URL]
[url]http://img141.imageshack.us/img141/9871/healthregen3.png[/url]
I prefer the last one to be honest
all 200x200
They should be powers of two.
Hey the server has been down for like a day and a half now, any idea whats happening?
[QUOTE=Zithra;15929710]Hey the server has been down for like a day and a half now, any idea whats happening?[/QUOTE]
Stop exaggerating, it's been down since 2PM today (EST).
And yeah, it's been down for a while, when's it coming back up?
Either it crashed and you're too lazy to open it back or you're adding some Super Special Awesome gamemodes/fixes.
I really hope it's the latter.
Dlaor, those better not be Garry's CS weapons (they suck, the FOV is too low on the view models, the rate of fire is too high - the AK shoots off all its rounds in something like a second, barely any recoil)
I've uploaded version 1.0 of The Stalker to the SVN. Hope there's no huge bugs. The Stalker's HUD is a bit crappy but whatever... It's something i'll fuck with later.
Some screens from recent testing with bots. Thanks go out to whoever randomly joined my listenserver and fucked around with me.
Laser sights (the jpeg quality fucked the laser dot up a little):
[IMG]http://i232.photobucket.com/albums/ee200/SechsCock/ts_residue0005.jpg[/IMG]
The Stalker's ability selection HUD:
[IMG]http://i232.photobucket.com/albums/ee200/SechsCock/ts_residue0008.jpg[/IMG]
A psycho prop going crazy:
[IMG]http://i232.photobucket.com/albums/ee200/SechsCock/ts_residue0010.jpg[/IMG]
ESP Vision:
[IMG]http://i232.photobucket.com/albums/ee200/SechsCock/ts_residue0014.jpg[/IMG]
[QUOTE=SteveUK;15930001]Dlaor, those better not be Garry's CS weapons (they suck, the FOV is too low on the view models, the rate of fire is too high - the AK shoots off all its rounds in something like a second, barely any recoil)[/QUOTE]
I'm too lazy to code my own sweps. I could also use HL2 weapons but they are over-used....
However, I'm not using the AK-47, there's only these classes:
Demolition guy, with Para, grenades and RPG (180 hp, walks slow)
Veteran, with M16, Glock and crowbar (100 hp, walks average speed)
Scout, with Uzi, FiveSeven and crowbar (60 hp, walks very fast)
[QUOTE=Dlaor;15938934]I'm too lazy to code my own sweps. I could also use HL2 weapons but they are over-used....
However, I'm not using the AK-47, there's only these classes:
Demolition guy, with Para, grenades and RPG (180 hp, walks slow)
Veteran, with M16, Glock and crowbar (100 hp, walks average speed)
Scout, with Uzi, FiveSeven and crowbar (60 hp, walks very fast)[/QUOTE]
Use the ones from Assassination, they should work fine (AK-47, M4 (IT'S NOT AN M16), shotgun features, ironsights etc are all in there)
[QUOTE=SteveUK;15939873]M4 (IT'S NOT AN M16)[/QUOTE]
Oh yes it is.
Comparison:
[img]http://img196.imageshack.us/img196/1397/fortwars0000layer5.png[/img]
M16:
[img]http://upload.wikimedia.org/wikipedia/commons/e/e4/Usarmy_m16a2.jpg[/img]
M4:
[img]http://upload.wikimedia.org/wikipedia/commons/b/b5/RifleM4-wGrip-Small.jpg[/img]
Which one looks more similar to you? Indeed, the M16.
[QUOTE=Dlaor;15940453]Oh yes it is.
Comparison:
M16:
[img]http://upload.wikimedia.org/wikipedia/commons/e/e4/Usarmy_m16a2.jpg[/img]
M4:
[img]http://upload.wikimedia.org/wikipedia/commons/b/b5/RifleM4-wGrip-Small.jpg[/img]
Which one looks more similar to you? Indeed, the M16.[/QUOTE]
The M4 does, except for the handle. The M16 is a lot longer.
[img]http://www.enemyforces.net/firearms/m4.jpg[/img]
Is the server gonna go back up soon?
Talked to garry, the server's back up now
nice, thanks
Hulltraces are broken by the teammate nocollide/avoid stuff that was recently added. If you disable all the nocollide/avoid stuff then the hulltraces work fine.
Also, server needs an update. :3:
Gah.
I've been trying to work with Fretta today, but you guys have managed to fill it with a lot of bloaty crap which makes converting any work I've done before on my gamemode a lot more work than it should be.
It would be very helpful if you added an option to entirely disable stuff that is sometimes just disruptive, like player classes. And before you say 'override this or that' - I don't know anything about your system or how you think, and there's very limited documentation.
Saying that, I like the basic concept, and I like the menus and voting system. I just want something a little more streamlined for when I write a gamemode from scratch that really isn't a clone of anything.
[QUOTE=Devenger;15949542]Gah.
I've been trying to work with Fretta today, but you guys have managed to fill it with a lot of bloaty crap which makes converting any work I've done before on my gamemode a lot more work than it should be.
It would be very helpful if you added an option to entirely disable stuff that is sometimes just disruptive, like player classes. And before you say 'override this or that' - I don't know anything about your system or how you think, and there's very limited documentation.
Saying that, I like the basic concept, and I like the menus and voting system. I just want something a little more streamlined for when I write a gamemode from scratch that really isn't a clone of anything.[/QUOTE]
What? I've Rambo_6 managed to covert all of his gamemodes and I had no trouble with GMDM. So I don't see the issue as you don't have to use classes.. at all.
It's kind of silly to not take advantage of classes as they make things as simple as editing a variable. Plus they have their own think, death, spawn, loadout, etc. functions too.
All you have to do is look at class_default in fretta.
I suppose it wouldn't be hard to chop off all the round start/end, etc. code if you want to just take advantage of the menu/vote system. But that's kind of a bad idea since any gamemode that doesn't go based on a time limit/rounds has the possibility of being dragged on for too long. The idea behind fretta is that any given gamemode should last for a maximum of ~30 minutes (unless you're hosting one specific gamemode on your server like some people do with Zombie Survival and games like that, which we've provided functionality for as well). The rounds system and all that jazz helps you do that without having to do all the heavy lifting.
A word of advice - don't try to convert existing gamemodes to use fretta. Start fresh. Take a gamemode that already exists, delete all the shit that you don't need from it (ie. all the effects, entities, weapons, extra classes) and start working on it from the ground up. In most cases it'll be stupidly easy. I remade the basic gameplay for The Stalker (which i first coded without fretta when GM10 came out and wasted a lot of time on) in a matter of a few hours.
[QUOTE=SteveUK;15950630]What? I've Rambo_6 managed to covert all of his gamemodes and I had no trouble with GMDM. So I don't see the issue as you don't have to use classes.. at all.[/QUOTE]
What I think he means is that he wants to change from the system he's currently using with a WIP gamemode and move it over to fretta.
[QUOTE=Rambo_6;15951570]A word of advice - don't try to convert existing gamemodes to use fretta. Start fresh. Take a gamemode that already exists, delete all the shit that you don't need from it (ie. all the effects, entities, weapons, extra classes) and start working on it from the ground up. In most cases it'll be stupidly easy. I remade the basic gameplay for The Stalker (which i first coded without fretta when GM10 came out and wasted a lot of time on) in a matter of a few hours.[/QUOTE]
Mmm, I guess I'll do this (thinking again, I think I can work around your anal player-spawn-related stuff control, which is my main issue). If that doesn't go to plan, I'll just rip out the gamemode voting parts and make a 'frettalite' base more appropriate for handling gamemodes not designed with Fretta in mind immediately (in short, asking fewer questions). And yes, I can see round handling, etc. has its advantages, but I learned how to make gamemodes a while ago - and have got pretty fast and efficient at it - and can handle the 'heavy lifting'. (You'll always find a system you wrote easier because you understand it having wrote it.)
EDIT: And you actually changed Stalker to use more classes and suchlike, so you kinda dodged a bullet in remaking it for Fretta there.
I'm still struggling with gameplay decisions for FortwarsX...
[list]
[*]The build and fight phase are both 5 minutes long. Is this enough?
[*]Is 30 props max per player enough or too much?
[*]Should I do it CTF where you have to hold the flag for a specified amount of time to win, or just your average DM where a team wins if all the enemy's props are destroyed?
[/list]
[QUOTE=Devenger;15957860]EDIT: And you actually changed Stalker to use more classes and suchlike, so you kinda dodged a bullet in remaking it for Fretta there.[/QUOTE]
I could have replicated the class selection menu shit to work for loadouts but i find it much easier to simplify the decisions players can make. It just makes it so much easier to balance the different classes/weapons out.
[QUOTE=Rambo_6;15965375]I could have replicated the class selection menu shit to work for loadouts but i find it much easier to simplify the decisions players can make. It just makes it so much easier to balance the different classes/weapons out.[/QUOTE]
I laugh in the face of easy balancing.
[url]http://www.facepunch.com/showthread.php?t=769474[/url]
Also, my gamemode will be in a playable state in a matter of days... if someone with SVN commit access could add me (my Steam name is just 'devenger'), or if someone could give me a Steam name to add, that would be helpful.
Fretta sounds interesting. I'm probably coding a simple gamemode for it. Was thinking of instagib - but a little more tactical. The maps would be full of cover, physics objects like crates and barrels and shrubbery to make it a bit more interesting - lots of abandoned buildings and places to hide in.
The weapon would have an ironsight for precise aiming and the gamemode would reward double points on headshot.
I'd use the same thing TF2 uses to show who killed you to reduce frustration when you die.
In the end I would implement it to a "3 Lives, Last Man Standing" system. Three times dead and you would be out of the round.
Using my mapping skills I'd create arena maps where one place would be unlocked from the start and the players battle there until the end of round - when the last man is standing, spawnpoints change to another area (but not locking the previous area) and the players respawn and can continue battling rounds till all areas were unlocked in which case the map ends with the very last man standing on the final unlocked area. Thus the maps would expand as the game continues, giving new tactical choices to the player everytime a round completes to prevent the map from being repetitive.
I dunno but it sounds a bit appealing, I'm not sure if anyone would play it but if I find a way of making it interesting I'll do it.
I'll start by downloading the base and developing from there.
Another spur of the moment idea i had: Once Fretta is out, if it becomes popular enough, there could be a way to find fretta servers and separate them from other servers in the browser.
It's a shame nobody properly uses the tags system.
Can you remove the build to the top? It kind of fails, as some people (quite honestly myself included) will minge about and thwart others from making it. Or other people spammed boxes.
[QUOTE=Devenger;15967032]I laugh in the face of easy balancing.
[url]http://www.facepunch.com/showthread.php?t=769474[/url]
Also, my gamemode will be in a playable state in a matter of days... if someone with SVN commit access could add me (my Steam name is just 'devenger'), or if someone could give me a Steam name to add, that would be helpful.[/QUOTE]
and you're already on my Steam list
[QUOTE=Dlaor;15962770]I'm still struggling with gameplay decisions for FortwarsX...
[list]
[*]The build and fight phase are both 5 minutes long. Is this enough?
[*]Is 30 props max per player enough or too much?
[*]Should I do it CTF where you have to hold the flag for a specified amount of time to win, or just your average DM where a team wins if all the enemy's props are destroyed?
[/list][/QUOTE]
?
I think the CTF gameplay sounds by far the most fun. The DM mode would encourage spamming props up to the limit and the game would probably drag out. And it's more depressing to have your prop fort destroyed than to lose a match just by letting the ball out of your possession for too long.
[QUOTE=Rambo_6;15968750]It's a shame nobody properly uses the tags system.[/QUOTE]
Idea: As a hook to Initialize or InitPostEntity, add the tag fretta to the list if there is already other stuff, or set it to fretta if not. During shutdown, remove the tag to clean up after itself.
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