• Old Age - Official Gamemode Thread!
    1,270 replies, posted
ugh, you had to go and use ep2 textures didn't you -_-
You should make a system where the npcs are actually ClientsideEnts, and are synced using usermessages. That way, you can control what clients receive data about what npcs (so a distance check in this case). Would probably kill most of the lag in the server. It's alot of work, I know, but I have some code for you if you're interested. [editline]08:06PM[/editline] Oh and I'll do the map thing tomorrow, when I get on steam.
[QUOTE=themaw;20684133]Following updates will be applied to the server when am done: -> Added group system -> Added shared XP (between group) -> Updated the HUD -> More items -> Fixed NPCs getting stuck in whatever they are doing and never attacks back again -> Added new sounds to the weapons -> Added new items to the trader -> Added HP regeneration[/QUOTE] Group system, new items and hp reg was just what we needed :) Are you going to make a multi-character system later? I really would like that. Dont care if its simple or not :) I understand that it will have a low priority if u will get one just wondering if you'll ever have one:psyduck: P.S. I would like to se a quest or two when you release oa_mainland after the Z-Clipping fix ;) P.S.S. What will be the difference on the HUD?
According to the thread I posted, its failing because I was compiling on fast settings... Yesterday, I attempted to compile it on normal but at the rate it was going it was going to take literaly 3 days... It got stuck on "portal flow" To make this go faster, I need to use a func_viscluster which is a brush entity... The only problem is, i'm not sure where i'm supposed to put it... (make it cover the entire map or specific parts?)
[QUOTE=thomasfn;20686190]You should make a system where the npcs are actually ClientsideEnts, and are synced using usermessages. That way, you can control what clients receive data about what npcs (so a distance check in this case). Would probably kill most of the lag in the server. It's alot of work, I know, but I have some code for you if you're interested.[/QUOTE] A few reasons why this is a stupid idea: - You're going to have to send data anyways. - You're going to have to process it with UMsgs, which are slightly larger than engine originated messages. - You're going to need to sync those messages, then you're going to have to act on them - You won't have prediction, even if Garry was assed to add prediction for NPCs, most likely he didn't considering the pathetic SNPC system. - Did I mention that you're going to need to transmit that data anyways? - You won't be able to do as good as a job as the engine acting upon the data would. You may be able to nearly achieve this, but do consider you're going to have to run this in Lua, which is rather slow compared to the engine.
[QUOTE=themaw;20684133]Following updates will be applied to the server when am done: -> Added group system -> Added shared XP (between group) -> Updated the HUD -> More items -> Fixed NPCs getting stuck in whatever they are doing and never attacks back again -> Added new sounds to the weapons -> Added new items to the trader -> Added HP regeneration[/QUOTE] Wheres the HP reg?:wookie: Nice HUD btw, i LOVE the stats thingy, its the best idea ever to have it over the inventory menu and that it auto shows the item youre holding youre mouse over the item!
[IMG]http://i42.tinypic.com/6nv0g2.jpg[/IMG] Jova?
Server just crashed >:( i accidently posted that on another thread but yeah... Really nice gamemode, cant leave the server cause its so awesome >:O when is the server going back up?
[B][I]Suggestion(s):[/I][/B] 1. Where did the flying rock monster go? It must be added back! 2. (Repeat) Also, the menu that shows player equipment 3. Level up effects. 4. Right click on a loot item = take. 5. (Repeat) First person view models..? 6. Different mounts: Antlion, Antlion guard, Synth, Flying rock, Fast zombies, ect.. With corresponding level requirements. 7. DISGUSTING WOOD ---(name change)-----> Horribly cut wood 8. Change player speed when attacking -> 50% 9. Health regenerates at a constant (slow) rate, regenerates faster when there are no enemies or players labeled as a threat nearby. Regenerates at a further increased rate when at spawn. (Idea for the suggestion. :P) 10. No friendly fire when in groups. 11. (Magic) Chants lower the player by 80% unless the spell needs to be done in one spot (lower speed by 100%) or is a fast spell (no speed cut) 12. Slower speed increments. (You take longer to reach your max running speed.) 13. Antlions and zombies hurt each other! :l 14. (Repeat :3) Day/Night with events that happen at a specific time. (Certain enemies that only come out at night and vice-versa.) 15. Spells that do not require wands. (The spells are weaker than if used with a wand.) 16. Secondary Fire for either: A slower more powerful attack. (Kill steal-tastic!) or Wand-less magic spells OR an attempted block of an enemies attacks. 17. Level 500 cap, for the grindable value. 18. Damage is dealt to the player before the attack animation of the enemy is played. (Intentional???) 19. (Repeat) Exp relative to how much damage dealt. Exp given at the end of the kill? 20. Weapons damage more than one enemy if they are next to each other? 21. Slider for the range at which you can see other entities health. (0 - Max) 22. "Reload" on mounts will turn it to where you are looking. 23. [QUOTE=Mod;20670703]Different group exp share methods.[/QUOTE] 24. "Save item" Toggle on an item in your inventory to prevent yourself from accidentally removing/selling/dropping/destroying (or worse) the item. 25. (Repeat) Sell all of one item. 26. (Repeat?) Sell all in inventory. 27. When you hover your cursor over a loot item, it shows name. 28. Higher level custom Snpcs. (Quite like the floating rock monster in terms of customization.) (Eventually the players will be killing the level 101 synth like an antlion.) 29. Players can choose whether they want to automatically damage other players upon swing, or wait until they are attacked, for their damage to be enabled for the player. 30. Players who are 300 units within their spawn cannot be killed..? :o 31. While in first person, Snpc hp is displayed on the Snpc instead of over. 32. Damage dealt is also lower while in first person. 33. Move loot menu, text chat is covering it. 34. Weapon enchantments 35. Radius chat and speak. :o 36. Team chat is chat for groups. Probably adding more later. Accept/deny/maybe would be appreciated.. :ohdear:
[QUOTE=Mod;20691635][B][I]Suggestion(s):[/I][/B] 1. Where did the flying rock monster go? It must be added back! :eng101: 2. Also, the menu that shows player equipment? 3. Level up effects. 4. Right click on a loot item = take. 5. First person view models..? 6. Different mounts: Antlion, Antlion guard, Synth, Flying rock, Fast zombies, ect.. With corresponding level requirements. 7. DISGUSTING WOOD ---(name change)-----> Horribly cut wood 8. Change player speed when attacking -> 50% 9. Health regenerates at a constant (slow) rate, regenerates faster when there are no enemies or players labeled as a threat nearby. Regenerates at a further increased rate when at spawn. 10. No friendly fire when in groups. 11. (Magic) Chants lower the player by 80% unless the spell needs to be done in one spot (lower speed by 100%) or is a fast spell (no speed cut) 12. Slower speed increments. (You take longer to reach your max running speed.) 13. Antlions and zombies hurt each other! :l 14. (Repeat :3) Day/Night with events that happen at a specific time. (Certain enemies that only come out at night and vice-versa.) 15. Spells that do not require wands. (The spells are weaker than if used with a wand.) 16. Secondary Fire for either: A slower more powerful attack. (Kill steal-tastic!) or Wand-less magic spells OR an attempted block of an enemies attacks. 17. Level 500 cap, for the grindable value. 18. Damage is dealt to the player before the attack animation of the enemy is played. (Intentional???) 19. (Repeat) Exp relative to how much damage dealt. Exp given at the end of the kill? 20. Weapons damage more than one enemy if they are next to each other? 21. Slider for the range at which you can see other entities health. "0 - Max" 22. "Reload" on mounts will turn it to where you are looking. 23. 24. "Save item" Toggle on an item in your inventory to prevent yourself from accidentally removing/selling/dropping/destroying (or worse) the item. 25. Sell all. 26. Sell all in inventory. 27. When you hover your cursor over a loot item, it shows name. 28. Higher level custom Snpcs. (Quite like the floating rock monster in terms of customization.) (Eventually the players will be killing the level 101 synth like an antlion.) 29. Players can choose whether they want to automatically damage other players upon swing, or wait until they are attacked, for their damage to be enabled for the player. 30. Players who are 300 units within their spawn cannot be killed..? :o 31. While in first person, Snpc hp is displayed on the Snpc instead of over. 32. Damage dealt is also lower while in first person. 33. Move loot menu, text chat is covering it. 34. Weapon enchantments 35. Radius chat and speak. :o 36. Team chat is chat for groups. Probably adding more later. Accept/deny/maybe would be appreciated.. :ohdear:[/QUOTE] Please suggest new ideas. Your suggestions are outdated, already added or already suggested. EDIT: ...or is this a summary? Confused right now sorry.
I am happy to report that the issues are resolved and the map is ready for testing :dance: Thanks to: themaw for all the help on the correct placement some entitys on the map and making that awsome test map :D And everyone else for their ideas. [editline]01:41AM[/editline] ninja'd by themaw XD [editline]02:09AM[/editline] I just sent the map to you, maw :v:
Uhh I think Jova needs a new server
[QUOTE=themaw;20692892]Please suggest new ideas. Your suggestions are outdated, already added or already suggested. EDIT: ...or is this a summary? Confused right now sorry.[/QUOTE] Did you read past the first 2? I'm pretty sure you don't have those in the gamemode, active. Or I would not have suggested them. :< I also put a few in there that were suggested on the server (eh) for a reminder..
[QUOTE=AlfieGroove;20693559]Uhh I think Jova needs a new server[/QUOTE] That's being planned on happening soon, a long with a bunch of other stuff.
[QUOTE=AlfieGroove;20693559]Uhh I think Jova needs a new server[/QUOTE] i think jova is a great hoster, not much lag, ofcourse it lags if you are like on the other side of the earth. :p
[QUOTE=Almighty0;20694731]i think jova is a great hoster, not much lag, ofcourse it lags if you are like on the other side of the earth. :p[/QUOTE] Jova doesn't host them, he buys a server box and let Maw use a place
[QUOTE=AlfieGroove;20697000]Jova doesn't host them, he buys a server box and let Maw use a place[/QUOTE] I'm almost 100% sure he didn't buy a server [i]box[/i], unless it's a horrible one. I think he's either renting servers from a website or hosting them on his PC. This may all change soon though.
and i think there should be added some new monsters, etc lvl 60-80 monsters for lvl 40-60's? and instead of zombies at low levels headcrabs. since lvl 45 antlions is like 500 xp at lvl 50's :d but ofcourse maw is editing/fixing/doing alot of stuff atm
Please make slower lvling! Theres like 10 people being lvl 40 -.- And you said something about skills a week ago, are they coming?
[QUOTE=Zenolijo;20702661]Please make slower lvling! Theres like 10 people being lvl 40 -.- And you said something about skills a week ago, are they coming?[/QUOTE] They've been in there for a long time. They are just useless at the moment. Optimized a bit on the scripts: -> Server no longer causes any laggspikes (This is due to the MySQL saving multiple times) -> Equipping and other HUD are responding faster because of the above reason. -> Fixed Equipment on a player not disappearing after disconnecting. [b]FAQ[/b] -> When is the skills done? -< It's already done. Their just useless now. You can use an axe on a tree to gain XP in woodcutting and wood item (for selling) -> The drop chances are waaay to low, why don't you increase them? -< Because their fine. -> When is the big map done? -< When Mr.Clean is finished. -> Why don't you make ranged weapons? -< There already is. I just made them undropable because they are abusive atm. -> You should make Attack, Defence and Magic skill -< I got the skills list done. No need to require more and more until suddenly the woodcutting skill is just wielding an axe. -> You should make it so we can run around again while fighting. -< Sigh, this just enables level 1 players to kill level 1000 creatures. -> NPCs are spawning underground? -< I know. Don't remind me of that! -> The Synth is walking at the most random places on earth? -< Not really important to fix right now. -> Do the stats do anything? -< No. I didn't finish the stats systems yet. -> What have already been suggested?` -< Here: [b]PAY ATTENTION!!!![/b] Health potions, Mounts (Their already there but people aren't paying attention) Traders (Their already there to and you spawn right next to them -_-) Ranged Weapons (Also there...) High level npcs (....) Health Regeneration More Items Bigger map Greater damage Item Stats Item Info box on the loot menu. Character menu unequip feature
[QUOTE=Cruma;20686846]A few reasons why this is a stupid idea: - You're going to have to send data anyways. - You're going to have to process it with UMsgs, which are slightly larger than engine originated messages. - You're going to need to sync those messages, then you're going to have to act on them - You won't have prediction, even if Garry was assed to add prediction for NPCs, most likely he didn't considering the pathetic SNPC system. - Did I mention that you're going to need to transmit that data anyways? - You won't be able to do as good as a job as the engine acting upon the data would. You may be able to nearly achieve this, but do consider you're going to have to run this in Lua, which is rather slow compared to the engine.[/QUOTE] Sorry for replying to a post back on another page, but I just want to clear this up. - Yes you're still gonna have to send data, but consider that Source sends LOADS of unneeded stuff like the exact colour, position, angle, velocity etc of an entity. (Might be slightly different for npcs). There are no lua bindings to control what data needs to get sent. Like maw said, the valve npcs were not designed for multiplayer. - Umsgs are actually very effecient, I've seen the c++ code behind them, they're encoded as a bit stream. (If you synced 8 booleans using a umsg, it only takes 1 byte). Considering you're sending as much data as you need (alot less than source entities, all you need to send is position vector, target vector, model). - What do you mean sync the messages and act on them? That happens for ANY message... - Prediction would be done in a Think hook by lua - Yes, you did. - Lua can do everything c++ can, provided hooks are bound. (In this case, the only hook you need is umsg, ClientsideModel and Think) It's true that if such a system was created and optimised in source, it would be faster and alot more effecient. But it isn't. I have created such a system, and it works perfectly. /rant
Lua is only as slow as you code it.
Who ever was on the server when they tesed my map all know that it lagged... [B]ALOT[/B] I did a bit of optimisation and the maps compile time was reduced by 50%. I'm hoping that is a good sign and the map will actualy work now :/
[QUOTE=MrClean;20724145]Who ever was on the server when they tesed my map all know that it lagged... [B]ALOT[/B] I did a bit of optimisation and the maps compile time was reduced by 50%. I'm hoping that is a good sign and the map will actualy work now :/[/QUOTE] Nice, keep on working :D Cant wait seing zombies doing those jump nodes xD EDIT: you guys do need a new server or open more slots when youre releasing the new map. The map is alot bigger and get ready for more players soon!
[QUOTE=GraffitiRTST;15403991]Swear to god I was expecting to open this thread, to find a game mode based around wrinkly prunes with walkers and segways and wheelchairs. Problably an RP variation, all about driving 12 miles per hour on the wrong side of the road, falling asleep occasionally, trying to survive the trip to the pharmacy to pick up you 20 prescriptions and some medicine to alleviate your explosive diarrhea. But with that aside, this looks fucking awesome. I'm so glad it isn't what I assumed.[/QUOTE] I know this is old, but this one gave me a good laugh
[QUOTE=Zenolijo;20724395]Nice, keep on working :D Cant wait seing zombies doing those jump nodes xD[/QUOTE] If you like jump nodes, download this :D [url]http://www.garrysmod.org/downloads/?a=view&id=82450[/url]
Small suggestion: "Blacklist" for the future "loot all" button. (Example: You blacklist "DISGUSTING WOOD" so now whenever you press the "loot all" button, you will take everything from the loot besides the wood.) Sorry if it is already suggested/implemented.
[QUOTE=MrClean;20725129]If you like jump nodes, download this :D [URL]http://www.garrysmod.org/downloads/?a=view&id=82450[/URL][/QUOTE] LoL nice, i will test the map but dont mind using hammer, i will just total fail xD [QUOTE=entershikari;20724663]I know this is old, but this one gave me a good laugh[/QUOTE] HAHAHAhahaha, hilarious
[QUOTE=MrClean;20724145]Who ever was on the server when they tesed my map all know that it lagged... [B]ALOT[/B] I did a bit of optimisation and the maps compile time was reduced by 50%. I'm hoping that is a good sign and the map will actualy work now :/[/QUOTE] It's also because the server it's being hosted on isn't the best. This (might, hopefully) be changed soon. Oh, also, you should make it so the items in the inventory are movable. I like to sort stuff, and it'd be more clean. You should work really hard someday soon and have a big update, like magic, or some kind of crafting to make weapons with wood, with mining too or something cool.
[QUOTE=Neux;20725378]It's also because the server it's being hosted on isn't the best. This (might, hopefully) be changed soon. Oh, also, you should make it so the items in the inventory are movable. I like to sort stuff, and it'd be more clean. You should work really hard someday soon and have a big update, like magic, or some kind of crafting to make weapons with wood, with mining too or something cool.[/QUOTE] I have though of that the items should be moveable too alot, the inventory feels very lame whithout it :( [editline]10:34PM[/editline] [QUOTE=Zenolijo;20587641]Nice that the party system works :D btw, it was only what i think should be fixed, nothing you need to care about if you dont want to :) Its youre gamemode :) EDIT This is awsome, would be cool to have this in Old Age [URL]http://www.facepunch.com/showthread.php?t=298007&highlight=RP+Gamemode[/URL][/QUOTE] Look at PERP 2, they got both day/night and snow, rain, thunder, etc. Still think that day/night will fit perfectly on Old Age :) [B]EDIT:[/B] Dont make rain and thunder because thats depressing and theres aldready enough depressing gamemodes and maps on GMod like FalloutRPs and alot of maps xD
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