• The Simple Game Base
    87 replies, posted
Thank you for this awesome update! :3
I'm working on making an easy-to-use scoreboard base. I'm thinking i'll make the colors easily moddable as well as the fonts. The function that you use to edit the scoreboard looks like this: [lua] function GM:GetPlayerStats(ply) -- this is a table of the stats from the player to display on scoreboard if not ply then -- return the header names for the stats return {"Kills","Deaths"} else -- return the player info for the corresponding headers return {ply:Frags(),ply:Deaths()} end end[/lua] I've also made most of the colors and fonts in the scoreboard easily accessible, so you can really adjust it based on your gamemode. [IMG]http://i232.photobucket.com/albums/ee200/SechsCock/gta_bonertown0037-1.jpg[/IMG]
Perhaps add some blur behind the scoreboard for kicks? Other than that it looks pretty good.
add admin buttons (kick, ban 1h, ban perm, etc.), probably bloom and it will be perfect :)
[QUOTE=Megalan;13466233]add admin buttons (kick, ban 1h, ban perm, etc.), probably bloom and it will be perfect :)[/QUOTE] Why would my admin menu need bloom?
Add bloom so it's really bright and you need to put on sunglasses, it's the cool thing to do.
[QUOTE=Rambo_6;13467067]Why would my admin menu need bloom?[/QUOTE] He means add admin buttons to the scoreboard AND add some bloom to it.
[QUOTE=Nerdboy;13468285]He means add admin buttons to the scoreboard AND add some bloom to it.[/QUOTE] yeah :)
Alright, it has been requested that i make the achievements system support incremental achievements (ie. Kill X players, Win X games, etc.) So i've added support for that. Here's my example using KOTH. [lua] function KillHook(ply,attacker,dmg) if not attacker:IsPlayer() then return end local players = GameInfo.LastHill:GetPlayers() if table.HasValue(players,ply) then attacker:AddAchievement(ACH_HILLKILL) end end function DefendHook(ply,attacker,dmg) if not attacker:IsPlayer() then return end local players = GameInfo.LastHill:GetPlayers() if table.HasValue(players,attacker) then attacker:AddAchievement(ACH_DEFEND) end end function TimeHook() for k,v in pairs(player.GetAll()) do if v:GetNWInt("Time",0) >= math.floor(GetConVar("kh_maxtime"):GetInt() / 2) then v:AddAchievement(ACH_TIME) end end end ACH_HILLKILL = 1 ACH_DEFEND = 2 ACH_TIME = 3 Achievements.Create( "Kills 4 Hills", "Kill 100 enemies who are on the hill.", ACH_HILLKILL, KillHook, "DoPlayerDeath", 100 ) Achievements.Create( "Defense Reflex", "Kill 100 enemies while you're on the hill.", ACH_DEFEND, DefendHook, "DoPlayerDeath", 100 ) Achievements.Create( "Time Master", "Stay on the hill for "..math.floor(GetConVar("kh_maxtime"):GetInt() / 2).." seconds in one round.", ACH_TIME, TimeHook, "Think" )[/lua] I've also changed how achievements work. They are now saved on the client. This means you can modify your achievements text file so that you have them all, but it really doesn't affect anything.
[QUOTE=Rambo_6;13495298]Alright, it has been requested that i make the achievements system support incremental achievements (ie. Kill X players, Win X games, etc.) So i've added support for that. Here's my example using KOTH. [lua]lau coed[/lua] I've also changed how achievements work. They are now saved on the client. This means you can modify your achievements text file so that you have them all, but it really doesn't affect anything.[/QUOTE] Yessss, now I can actually have decent achievements on GMDM now.
I was using my own code for it, but Rambo's is usually cleaner, which is why I steal from him most of the time.
Faintlink is going to be running a 32 slot dedicated server for this soon. Does that seem ok playercount wise? Or is it going to lag immensely the server should be up to it :D It is up: [url=http://www.game-monitor.com/garrysmod2_GameServer/91.192.210.79:27016/Faintlink.com_3_Simple_Games.html][img]http://module.game-monitor.com/91.192.210.79:27016/image/default/default.png[/img][/url] The IP is: 91.192.210.79:27016 We have all the default gamemodes as well as melon transport.
If your server is fairly popular i could give you all my unreleased updates. I'm sort of doing a closed beta in the sense that only people with a decent dedi can have my updates. I'm only supplying updates to dedi owners since i want direct access to the server so i can fix any immediate problems myself instead of giving a step-by-step walkthrough to the server owner. If you have a decent sized server and can give me FTP info i'll update your server with maps and shit.
Hey after playing most of the gamemodes I have some suggestions. In freeze tag maybe make the damage taken by players scale to how many players there are on the server? With ~20 players each round laster about 7 seconds. No one really had a clue what was going on in GTA there was no driver for some reason I guess it is a WIP. Melon transport is probably the most fun gamemode but I think you need to make it so props cannot be unfrozen because it seems there isn't a situation where they would need to be unfrozen and it lags when there are loads of unfrozen props. Also maybe you could have mini rounds like in dustbowl on TF2 where it is the same map but when someone gets to a specific point it moves everyone onto the next section, this way it stops people from not bothering if they are too far behind to make it possible to win. Also maybe have some sort of system where once a team wins it isn't over for the others? Maybe if you made it so there was a time limit and you had to get it done by that time and when the time limit ran out a melon spawned and the team that makes it get the furthest wins. Along the map you could even have places which give you more points if the melon hits it. That might not make sense but I think the current way involves some teams just quitting because they are too far behind to even possibly win and a points based system might work better. Also I recommend you go back to all your gamemodes and tweak them, sure they work but they need loads of tweaks that can only come with relentless testing. I added a load of stuff to melon transport: > Names float above people on your team (everyones name is displayed if you are an admin) > Fixed exploit where people would physgun a prop carrying a melon to win - It now just explodes. > Added multiple prop group support which changes every round to add a bit more diversity. > Added meloncam (say !meloncam) where you spectate the melon entity if it exists. > If the melon isn't moving for a while then it "gets bored and dies" > Added message to warn other players a melon is coming. > Added vote prop for deletion for the remover gun. If you want me to release it I will.
How do I uninstall this? I downloaded the pack 1 thing, and it messed up sandbox mode and assmod and then deleted all the sg_ gamemodes in the gamemode folder and its still on the "Base Gamemode" in serverlist and when I play it
[QUOTE=Beatchu;13590851]How do I uninstall this? I downloaded the pack 1 thing, and it messed up sandbox mode and assmod and then deleted all the sg_ gamemodes in the gamemode folder and its still on the "Base Gamemode" in serverlist and when I play it[/QUOTE] That isn't the simple game base. You have downloaded some addon that broke your sandbox so it just reverts to the base gamemode. Also Simple Game Base is NOT the same as Base Gamemode. To fix your problem you will probably have to delete your gmod folder.
Base Gamemode isn't the simple game base, its the default garrysmod base. EDIT : Ninja'd
Alright so i just finished a sequel to Build-To-The-Top. [QUOTE=conman420;13586583] > Names float above people on your team (everyones name is displayed if you are an admin) > Fixed exploit where people would physgun a prop carrying a melon to win - It now just explodes. > Added multiple prop group support which changes every round to add a bit more diversity. > Added meloncam (say !meloncam) where you spectate the melon entity if it exists. > If the melon isn't moving for a while then it "gets bored and dies" > Added message to warn other players a melon is coming. > Added vote prop for deletion for the remover gun.[/QUOTE] I don't really see the need for floating names, you can see people's names by looking at them. I dunno how someone could phygun the melon to the end, all of the props are really hard to balance a melon on. Melon cam sounds nice but that chat command doesn't sound good to me... Maybe make use of the F3 or F4 keys. The vote deletion thing sounds useless since any player can just move the prop out of the way.
[QUOTE=Rambo_6;13596884]Alright so i just finished a sequel to Build-To-The-Top. I don't really see the need for floating names, you can see people's names by looking at them. I dunno how someone could phygun the melon to the end, all of the props are really hard to balance a melon on. Melon cam sounds nice but that chat command doesn't sound good to me... Maybe make use of the F3 or F4 keys. The vote deletion thing sounds useless since any player can just move the prop out of the way.[/QUOTE] Floating names is mainly for admins. I couldn't see who was exploiting so I just had to guess if they were on the other team. People were using the wooden pallet to just transport the melon accross. Yes the meloncam implementation was a last minute thing I will probably add a menu to it. Also is it possible for gamemodes to add tabs to the main Q menu I think that would be quite useful. The vote deletion is pretty much essential when you get idiots spamming about 100 props randomly everywhere sure you can move them but that doesn't stop the lag. Also I forgot to mention I added multiple prop group support which is chosen randomly every round so the track is different every time!
How would you transport the melon with a pallet? That sounds like an incredibly hard balancing act.
[QUOTE=Rambo_6;13606014]How would you transport the melon with a pallet? That sounds like an incredibly hard balancing act.[/QUOTE] They turned it upside down and the support beams acted like a sort of barrier. It took people on average about 2 attempts to get it right but it was a lot faster than make a whole track.
Hey sorry conman for that, we had to try. It was pretty fun but I wont do it anymore ( I don't know about Kwebs though ). :) Also @Rambo, you should make premade effects for people to use in their gamemodes.
Why would i need to do that? Part of the fun of making a gamemode is making cool effects. Most of the gamemodes that come packaged with the base have some decent effects to learn from, so it won't take much effort to create some for your own gamemode if you have references.
Rambo, I don't know if you know this yet, but the voting system for maps and gamemodes is bugged. Sometimes when people vote it does not choose the map/gamemode with the highest number of vites, but rather the first thing that was first voted on.
Hey guys, I just made a dedicated server for Simple Games but it isn't working :( Here's a pic of the Assassin Gamemode: [IMG]http://i39.tinypic.com/6eklsx.jpg[/IMG]
[QUOTE=KillerCow;14973204]Hey guys, I just made a dedicated server for Simple Games but it isn't working :( Here's a pic of the Assassin Gamemode: [IMG]http://i39.tinypic.com/6eklsx.jpg[/IMG][/QUOTE] Simple Games is more than likely being succeeded by Fretta. So probably won't be support so much.
Can someone make these gamemodes for it? - Hidden - Hide and Seek - DeathRun - GJail - GunGame
Fretta is the new SGB. Let this thread die.
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