• How can I make gamemodes better?
    249 replies, posted
[QUOTE=somescripter;34783192]Being able to force overwrites on custom content that differs from the servers would be amazing.[/QUOTE] Like the ability to have it stored in the cache for just that server I guess?
better ways to find fretta servers, and find a way to bring fretta back..
It would be nice to have some way to see which servers need which games/addons so you don't join while you can't play.
There needs to be some kind of placeholder model that isnt a giant error sign to replace certain things like weapons and players. For example when people try to play TTT without CS:S, all the players and guns are giant error signs which makes it impossible to aim and see anything. There could easily be something that would automatically replace all the player models with a default one like Kleiner, or maybe two in the case of teams, and replace all the weapons with the SMG or something. It's not ideal but it allows people to at least kind of play without owning the required games.
[QUOTE=superadamwo;34789909]There needs to be some kind of placeholder model that isnt a giant error sign to replace certain things like weapons and players. For example when people try to play TTT without CS:S, all the players and guns are giant error signs which makes it impossible to aim and see anything. There could easily be something that would automatically replace all the player models with a default one like Kleiner, or maybe two in the case of teams, and replace all the weapons with the SMG or something. It's not ideal but it allows people to at least kind of play without owning the required games.[/QUOTE] Like using player.mdl for players instead of the giant error sign, or something with animations.
Not really a gamemode but rather a suggestion in general. I know we have all been there, looking through the hundreds of maps to find the one that you want. I think there should be a search bar for picking out certain maps in singleplayer, similar to the one we have in the filters for multiplayer servers. It would help save time and make picking maps easier. That's just my opinion though and an idea I think will be nice.
Or filter the maps by gamemode, like if you were playing ZS it would only show maps with ZS prefix.
[QUOTE=garry;34776960]I did a lot of work improving the gamemode system today, and re-wrote big chunks of it. One of the big changes is that I got rid of sv_gamemode and sv_defaultgamemode and all the other convars that complicated shit up. Now there's just one, called gamemode. It auto-completes, and typing it without any arguments tells you about the current gamemode. It's a change from the old way because gamemodes as a concept only existed in-game. Now the game is always in a gamemode state. So I'm going to start doing some of the good things, like a main menu option to change the gamemode, gamemode backgrounds, allowing gamemodes to disable the addon system - and choose which content should be mounted. We're gonna make gamemodes rock.[/QUOTE] That's pretty damn awesome! Does that mean that gamemodes will act like complete mods, with their own menu background, config files and such? That would open a bunch of new possibilities. Also, I know that has been discussed before, but would it be possible to have a way to customize loading screens with Lua? If people are going to code singleplayer gamemodes, there might be full campaigns with several maps, and it would be better if those didn't bring up a loading screen that completely obstructs the screen at every map transition.
Custom loading screens would be neat but i think garry already addressed that request some time ago.
I also seriously think something must be done about the ridiculous amount of roleplay gamemodes being made. I don't know what exactly that something would be, but they are like a disease that needs to be cured. Most of them are exactly the same but with maybe one or two unique features, and the time spent developing them could be put to much better use making something that is actually original, and good.
[QUOTE=superadamwo;34796564]I also seriously think something must be done about the ridiculous amount of roleplay gamemodes being made. I don't know what exactly that something would be, but they are like a disease that needs to be cured. Most of them are exactly the same but with maybe one or two unique features, and the time spent developing them could be put to much better use making something that is actually original, and good.[/QUOTE] it doesn't affect you, why should you care
Because the 30 or 40 coders that are obsessively making roleplay modes could be making fun gamemodes instead, which I already explained.
[QUOTE=superadamwo;34796998]Because the 30 or 40 coders that are obsessively making roleplay modes could be making fun gamemodes instead, which I already explained.[/QUOTE] Some People have a different opinion on what is fun than you do.
Yes, but my point is that there are way too many gamemodes serving the same purpose. It's like if people decided they all wanted to make TTT spinoffs, and suddenly the entire section is full of "Trouble in Terrorist City", "Problems in Terrorist Village OPEN SOURCE" etc. which all have basically the same gameplay but different, inconsistent interfaces that confuse players and one or two gimmicky features like adding a golden crowbar for the terrorists to use for some reason. Same thing with roleplay, "my new mod has all the features of ____, but I added the ability to elect mayors!" except the mod was coded from the ground-up. It's just a massive waste of time in my opinion.
[QUOTE=superadamwo;34797162]It's just a massive waste of time in my opinion.[/QUOTE] The person who's coding it doesn't think so.
[QUOTE=superadamwo;34797162]Yes, but my point is that there are way too many gamemodes serving the same purpose. It's like if people decided they all wanted to make TTT spinoffs, and suddenly the entire section is full of "Trouble in Terrorist City", "Problems in Terrorist Village OPEN SOURCE" etc. which all have basically the same gameplay but different, inconsistent interfaces that confuse players and one or two gimmicky features like adding a golden crowbar for the terrorists to use for some reason. Same thing with roleplay, "my new mod has all the features of ____, but I added the ability to elect mayors!" except the mod was coded from the ground-up. It's just a massive waste of time in my opinion.[/QUOTE] We have ~4 Rp gamemodes (which are really different from each other) developed now and a whole page of good gamemodes which are not related to RP in any way If you are talking about those DarkRp edits which are renamed to EpicRp and such, they did not take any effort to make so no skills were wasted on them
the main players for RP scripts are really Tacoscript Kuroscript/clockwork/whateverthefuckherenamesitto DarkRP Cakescript Everything else is pretty much derived from those.
[QUOTE=superadamwo;34789909]There needs to be some kind of placeholder model that isnt a giant error sign to replace certain things like weapons and players. For example when people try to play TTT without CS:S, all the players and guns are giant error signs which makes it impossible to aim and see anything. There could easily be something that would automatically replace all the player models with a default one like Kleiner, or maybe two in the case of teams, and replace all the weapons with the SMG or something. It's not ideal but it allows people to at least kind of play without owning the required games.[/QUOTE] Don't do this. I'd rather have everyone who doesn't have CS:S see large errors everywhere than spending hours trying to figure out why all my players are Kleiner when it's just a model path issue. It's an impedance to development.
Then use a unique model like the black mannequin thing you see when you go third person in HL2. No reason for people to be giant error signs, it looks awful and makes no sense.
Because Garry's Mod makes a whole lot of sense and that immersion must be preserved. It's not worth hindering developers.
How about add a convar. Everybody is happy
[QUOTE=Nerdeboy;34798229]Because Garry's Mod makes a whole lot of sense and that immersion must be preserved. It's not worth hindering developers.[/QUOTE] I think you know that's not what I meant. Why is it logical to have a giant ugly error sign replacing a human when you could have something that looks like a human?
[QUOTE=somescripter;34777297]If you made the server browser in GWEN, you could do some seriously cool stuff with servers and what gamemodes they're running. You could have it so clicking on a server in the server list would bring up a window with a connect button as usual, but would also display some information retreived from the server's gamemode (perhaps via a GM:GetServerInformation() hook). This information could be formatted, or something cool could be done with it perhaps. Another thing is a direct response from the gamemode when the user attempts to press Connect, the gamemode could deny the player if he doesn't meet certain requirements. For example, like Lexic said, they do not own a specific game. Also I hate the way you can't infinitely derive base gamemodes. It just doesn't work. Try having a gamemode that derives from a gamemode that derives from Sandbox: stuff like the Q menu [for no good reason] just doesn't work and other random shit. Another [i]very useful feature[/i] would be the ability for the server to define strings [of any size] that are sent to the player on connect [cached, doesn't resend if not different] that are loaded before anything else on the client. [b]You would be able to change a shared string at any time, and new connecting clients would receive it.[/b] The idea of the shared string is not to network a string, but just to send a string to newly connecting clients, so client-side scripts can do specific things from the very start. [i]SERVER[/i] [lua] game.SetSharedString("MyString", glon.encode(SomeData)); [/lua] [i]CLIENT[/i] [lua] local myData = glon.decode(game.GetSharedString("MyString")); [/lua][/QUOTE] Does SetGlobalString not send to newly connected clients? PS why is there no umsg.Table that sends glon encoded strings and bfread:ReadTable() that just decodes a table. I mean I know you can just umsg.String but still..
[QUOTE=Nerdeboy;34798229]Because Garry's Mod makes a whole lot of sense and that immersion must be preserved. It's not worth hindering developers.[/QUOTE] And I don't see how it would hinder developers. I'm not saying everyone would see the players as Kleiner or a placeholder model, just the people that don't have the models. It literally wouldn't affect development at all and would work with all current gamemodes.
[QUOTE=superadamwo;34798402]And I don't see how it would hinder developers. I'm not saying everyone would see the players as Kleiner or a placeholder model, just the people that don't have the models. It literally wouldn't affect development at all and would work with all current gamemodes.[/QUOTE] There was a script released that instead of errors, it shows a lua rendered model around the physics of the model, and the client could see it instead of an error. That was really nice and i think that should be added to Garry's Mod, if anyone has the link please post it.
[QUOTE=LauScript;34798411]There was a script released that instead of errors, it shows a lua rendered model around the physics of the model, and the client could see it instead of an error. That was really nice and i think that should be added to Garry's Mod, if anyone has the link please post it.[/QUOTE] Would it be feasible to extend this to props too? If someone was missing a model, the client could query the server for collision box information and draw a placeholder model according to that. I don't know if this would be any different than just sending the model to the client but I'm thinking the server could keep track of just enough info about the collision box of each object to let the client draw something on it. Don't know if this is possible at all but it would be awesome.
[QUOTE=superadamwo;34798458]Would it be feasible to extend this to props too? If someone was missing a model, the client could query the server for collision box information and draw a placeholder model according to that. I don't know if this would be any different than just sending the model to the client but I'm thinking the server could keep track of just enough info about the collision box of each object to let the client draw something on it. Don't know if this is possible at all but it would be awesome.[/QUOTE] It did props, not player models.
[QUOTE=LauScript;34798562]It did props, not player models.[/QUOTE] Oh damn I misread your post, yeah that would be awesome.
Why not add a second argument to SetModel, a fall back variable, if the model doesn't exisit then the fall back is used instead, this would also allow custom error models if someone wanted.
[QUOTE=LauScript;34798411]There was a script released that instead of errors, it shows a lua rendered model around the physics of the model, and the client could see it instead of an error. That was really nice and i think that should be added to Garry's Mod, if anyone has the link please post it.[/QUOTE] [url]http://www.facepunch.com/threads/1149102[/url]
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