I'm working on getting winning conditions in, so that the map will actually advance and there will be a clear winner at the end.
[b]Edit:[/b]
Basic winning conditions are now in.
[b]Cvars:[/b]
gmdm_timelimit <number in minutes> - Time limit for map
gmdm_teamscorelimit - TDM: The maximum number of points a team can score before triggering map change
gmdm_fraglimit - FFA: Frag limit
gmdm_endgameinterval - How long (in seconds) the end of game interval is before changing the map.
So no more infinite games?
[QUOTE=SteveUK]I'm working on getting winning conditions in, so that the map will actually advance and there will be a clear winner at the end.
[b]Edit:[/b]
Basic winning conditions are now in.
[b]Cvars:[/b]
gmdm_timelimit <number in minutes> - Time limit for map
gmdm_teamscorelimit - TDM: The maximum number of points a team can score before triggering map change
gmdm_fraglimit - FFA: Frag limit
gmdm_endgameinterval - How long (in seconds) the end of game interval is before changing the map.[/QUOTE]
I am currently using ULX Umaps to change the map. Thanks for the gamemode. IT works great and the server seem hppy with it! =]
Horrible system at that. It's inconvenient to have a big red box blocking your view.
A little bug report thing Steve, I was playing on cp_granary...by myself...and I noticed when I set a tripmine that the beam seemed to go "behind" a container, even though I was like...3 metres away from it?
[QUOTE=Nerdboy]Horrible system at that. It's inconvenient to have a big red box blocking your view.[/QUOTE]
What.
[QUOTE=PsYchOsIs]A little bug report thing Steve, I was playing on cp_granary...by myself...and I noticed when I set a tripmine that the beam seemed to go "behind" a container, even though I was like...3 metres away from it?[/QUOTE]
I need a screenshot of what you mean.
[QUOTE=Nerdboy]Horrible system at that. It's inconvenient to have a big red box blocking your view.[/QUOTE]
Yes...but it rarely comes up as my ulx is sort of messed up lol
[b]Edit:[/b]
[QUOTE=SteveUK]I'm working on getting winning conditions in, so that the map will actually advance and there will be a clear winner at the end.
[b]Edit:[/b]
Basic winning conditions are now in.
[b]Cvars:[/b]
gmdm_timelimit <number in minutes> - Time limit for map
gmdm_teamscorelimit - TDM: The maximum number of points a team can score before triggering map change
gmdm_fraglimit - FFA: Frag limit
gmdm_endgameinterval - How long (in seconds) the end of game interval is before changing the map.[/QUOTE]
Ok...but what file do I use to hold all the map names for the map cycle and where should it go?
[QUOTE=spikeman14]
Ok...but what file do I use to hold all the map names for the map cycle and where should it go?[/QUOTE]
In the newest revision in content there's a text file called gmdm_maps.txt, the gamemode forces the server to use this list for the map cycle. Put all your maps in this file.
What are the default values for winning conditions?
gmdm_timelimit is 15 (minutes)
gmdm_fraglimit is 100
gmdm_teamscorelimit is 250 (250 frags in total for all players on the team)
[QUOTE=SteveUK]In the newest revision in content there's a text file called gmdm_maps.txt, the gamemode forces the server to use this list for the map cycle. Put all your maps in this file.[/QUOTE]
Great thanks. I will look for this file and ditch umaps!
SVN updated with newer version:
- Added spawn protection (gmdm_spawnprotection default 3 seconds).
- Changed timer font and removed prefixes.
- Improved player bullet penetration for Rail Gun (uses where the bullet hit instead of where the player is)
What actually happened to the old gmdm?
[QUOTE=nardix]What actually happened to the old gmdm?[/QUOTE]
It was released by garry a while ago, this project is merely extending and improving it.
Why was it left out when I got Gmod? Infact, are there still people playing it?
[QUOTE=SteveUK]SVN updated with newer version:
- Added spawn protection (gmdm_spawnprotection default 3 seconds).
- Changed timer font and removed prefixes.
- Improved player bullet penetration for Rail Gun (uses where the bullet hit instead of where the player is)[/QUOTE]
Ok I have found some bugs with the gamemode!
1. The rail.vmt file is missing
2. If left on and there are no players(usually when people join and leave) the timer reaches the end (as it thinks players are on) and the gamemode freezes in the greyscale mode and when players join after that period they have no model and no gun and can't move!
I'm currently using Umpas to reset the map each 20 mins but could you possibly fix this? Such as a checking code to check for players and to kill the timer until a player joins again?
[QUOTE=spikeman14]Ok I have found some bugs with the gamemode!
1. The rail.vmt file is missing
2. If left on and there are no players(usually when people join and leave) the timer reaches the end (as it thinks players are on) and the gamemode freezes in the greyscale mode and when players join after that period they have no model and no gun and can't move!
I'm currently using Umpas to reset the map each 20 mins but could you possibly fix this? Such as a checking code to check for players and to kill the timer until a player joins again?[/QUOTE]
Yeah I'm probably going to make it so that the timer will freeze when there's no players. This will be in the next update.
[QUOTE=SteveUK]Yeah I'm probably going to make it so that the timer will freeze when there's no players. This will be in the next update.[/QUOTE]
Great! Thanks! Keep up the good work, this is by far the best DM Gamemode on gmod!
[QUOTE=SteveUK]Yeah I'm probably going to make it so that the timer will freeze when there's no players. This will be in the next update.[/QUOTE]
Can you add a code so each team has a specific player model or colour the players the team colour? Since you end up shooting your own team and i prefer friendly fire on!
However ugly the hud is, I still cannot wait for this, I'll make maps if you need.
What is so ugly about the hud?
[QUOTE=spikeman14]Can you add a code so each team has a specific player model or colour the players the team colour? Since you end up shooting your own team and i prefer friendly fire on![/QUOTE]
Your team-mates have their names above their head.
[QUOTE=huggybear4sh]However ugly the hud is, I still cannot wait for this, I'll make maps if you need.[/QUOTE]
Erm. It's already released. I'm hosting a DM and am looking for good mappers *hint hint*
[b]Edit:[/b]
[QUOTE=SteveUK]Your team-mates have their names above their head.[/QUOTE]
Nio they don't. You have to look at a player then the name appears when your looking directly at them.
[QUOTE=SteveUK]Your team-mates have their names above their head.[/QUOTE]
Need a quick reference other than a name. There needs to be some way of telling who is who.
[QUOTE=Nerdboy]Need a quick reference other than a name. There needs to be some way of telling who is who.[/QUOTE]
The name is in the COLOUR of your team.
[QUOTE=SteveUK]The name is in the COLOUR of your team.[/QUOTE]
40% of Fps games is "Spray and Pray".
GMDM is mainly "Spray and Pray" when there is plenty of people.
CS:S even has different models, maybe try Rebels vs. Combine or Red and Blue Colors.
I say add tint.
[QUOTE=slayer3032]40% of Fps games is "Spray and Pray".
GMDM is mainly "Spray and Pray" when there is plenty of people.
CS:S even has different models, maybe try Rebels vs. Combine or Red and Blue Colors.[/QUOTE]
I agree there! It would be much easier to have the teams with set player models. Then you can easily see who is on your team without waiting for it load the name of the player, and subsequently being shot by a rail gun before you realize you were staring at an enemy!
Different models for each team is a good idea yes.
[QUOTE=HTF]Different models for each team is a good idea yes.[/QUOTE]
Will it be implemented?
Sorry, you need to Log In to post a reply to this thread.