• How can I make gamemodes better?
    249 replies, posted
I am a part of the Garry's Mod 13 beta, as is almost anyone. Though, a surprising amount of these comments are about already added things (Into the beta that is.), but have absolutely nothing to do with game-modes. That aside, it may be better to have a few more generic gamemode's, or even have another contest. The closest thing we have from a standard Death-match gamemode is when somebody fucks up a code, and we're all stuck with the amazing screen of; [img]http://i.imgur.com/bSx9e.png[/img] Garry's Mod is a great thing, and people have made amazing gamemode's for it. Garry, you may not be-able to do everything, so let us; the people who have been doing it.
[QUOTE=Gamershaze;35280579] -snip- Garry's Mod is a great thing, and people have made amazing gamemode's for it. Garry, you may not be-able to do everything, so let us; the people who have been doing it.[/QUOTE] Totally agree. Another contest for a DM gamemode would keep garrys work lower, get us a DM gamemode, and give some hype too gmod.
Automatically load config files named after a gamemode when the player joins a server running them. For example, sandbox.cfg would be called whenever I join a sandbox server.
.luac support (w/ a compiler)
[QUOTE=Remscar;35348069].luac support (w/ a compiler)[/QUOTE] I think LuaJIT support would be more useful.
Actually, since gamemodes are being tied to the menu, let gamemodes define custom binds that can be changed in the options menu.
[QUOTE=Nerdeboy;35363671]Actually, since gamemodes are being tied to the menu, let gamemodes define custom binds that can be changed in the options menu.[/QUOTE] Would be useful for ZS, where no one knows how to press Z.
WHAT FANTYM SAID. [editline]1st April 2012[/editline] "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." Since I don't know how to quote
[QUOTE=dylanb5123;35377919]WHAT FANTYM SAID. [editline]1st April 2012[/editline] "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." Since I don't know how to quote[/QUOTE] Just use the reply button
[quote=ZombieDawgz]For build why not add a list of suggestions that pop up every x minutes. e.g. "Stuck for ideas? Try building a rocket."[/quote] Im going to make this right now.
[QUOTE=Greatie;35378106]Just use the reply button[/QUOTE] Aww shit.
[thumb]http://cloud.steampowered.com/ugc/542923341459922866/E39373BF6094669847C606AE28057FEAE35B102F/[/thumb] [editline]1st April 2012[/editline] Not even close to done, though. Yay, let's rate me dumb for contributing to the community.
[QUOTE=dylanb5123;35384355]Yay, let's rate me dumb for contributing to the community.[/QUOTE] ok
[QUOTE=dylanb5123;35384355] Yay, let's rate me dumb for contributing to the community.[/QUOTE] how could anyone deny an offer like this?
[QUOTE=LilRobot;35386183]how could anyone deny an offer like this?[/QUOTE] Agreed. But definitely custom binds PER gamemode is a MUST. It's annoying to have played Deception, hit V to noclip in sandbox and forgot you set V to do something gamemode orientated. OR have those annoying DarkRP adverts I see people say in sandbox too.
Can you add new buttons (like disconnect) to the menu or is it just backgrounds and the icon? If not, that would be awesome.
Get rid of the RP idiots. That would be a great start.
Would there be any way to make it easier or simply more encouraging for people to create Gamemodes that are not in first person? I don't know much about Lua myself, but from what I can see from the majority of gamemodes is that only a few of them are not first person. I'm assuming this is not just because people never have any ideas for gamemodes that would play like a rts, sidescroller, racing, or anything like that... I assume that people simply make gamemodes based around first person, because everything else is significantly harder to code. Most of the gamemodes we have now are things created with first person as the restriction to their creativity, this is why we have so many variations of Roleplaying and Team Deathmatch. [editline]8th April 2012[/editline] [sp]I also really miss Melon Racing back in gmod9[/sp] :v:
[QUOTE=Simski;35486081]Would there be any way to make it easier or simply more encouraging for people to create Gamemodes that are not in first person? I don't know much about Lua myself, but from what I can see from the majority of gamemodes is that only a few of them are not first person. I'm assuming this is not just because people never have any ideas for gamemodes that would play like a rts, sidescroller, racing, or anything like that... I assume that people simply make gamemodes based around first person, because everything else is significantly harder to code. Most of the gamemodes we have now are things created with first person as the restriction to their creativity, this is why we have so many variations of Roleplaying and Team Deathmatch. [editline]8th April 2012[/editline] [sp]I also really miss Melon Racing back in gmod9[/sp] :v:[/QUOTE] the source engine is just a bitch some times. when I tried to build an RTS or a sidescroller on source, I felt very limited in RTS and sidescrolling capabilities I could do. I ran into things like AI, pathfinding, networking, and I felt like I was creating my own engine, an entire engine, using garry's mod as a piggy back for rendering and sockets.
This is gonna sound stupid but It'd be pretty good if there could be some story based ones where for example your the combine, and theres scripted npcs who r spawned to go do this ect
While gamemode specific binds would be hugely useful, it's as easy to create a custom bind system yourself: [lua] local keysdown = {} local hookedkeys = {} local IsKeyDown = input.IsKeyDown -- this function is going to be run in Think, localizing it saves us a few CPU cycles local pairs = pairs -- same local hookCall = hook.Call local LocalPlayer = LocalPlayer NOWORLDFOCUS = false function HookKey( key, name, pressfunc, releasefunc ) hookedkeys[key] = hookedkeys[key] or {} hookedkeys[key][name] = { Press = pressfunc, Release = releasefunc } end function UnHookKey( key, name ) if( hookedkeys[key] ) then hookedkeys[key][name] = nil end end local function callkeyfuncs( tab, press, ply ) for name, funcs in pairs( tab ) do if( press and funcs["Press"] ) then funcs["Press"]( ply ) elseif( not press and funcs["Release"] ) then funcs["Release"]( ply ) end end end function GM:Think() local ply = LocalPlayer() for key,tab in pairs( hookedkeys ) do local isdown = IsKeyDown( key ) -- current key state local wasdown = keysdown[key] -- last think's key state if( isdown and not wasdown ) then -- key has just been pressed down keysdown[key] = true -- set the key state to DOWN hookCall( "CustomKeyPress", ply, key ) callkeyfuncs( tab, true, ply ) elseif( not isdown and wasdown ) then -- key has just been released keysdown[key] = false -- set the key state to NORMAL hookCall( "CustomKeyRelease", ply, key ) callkeyfuncs( tab, false, ply ) end end return self.BaseClass:Think() end -- example: -- HookKey( KEY_F1, "ToggleAwesomeMenu", ShowMyAwesomeMenu, HideMyAwesomeMenu ) [/lua]
Really, what I want most, and I guess it relates to gamemodes more than anything, is a system to download models and shit once you're IN the server.
-download gamemodes from the main Gmod menu: -upload support for developers, -a short description of the gamemode listed -ratings and reviews by players for the gamemode listed -gamemodes that appear are sorted by rating and popularity -subcategories for certain gamemodes such as DarkRP -and a list of servers hosting the gamemode
I'm thinking that, when you run a map, it also runs the gamemode that fits it. But, if you don't have that gamemode, it just runs in sandbox. Or, if you have 2 or more gamemodes that fit that map, it will let you pick the gamemode you want. Time for me to learn Lua...... and make a addon that does all this stuff for Garry's Mod 13.
Intentionally break darkrp whenever it gets updated. I'm fed up of seeing one of those mingefests on the top of the servers board alll the time. EDIT: Wait, that would flood the GOOD RP servers with rdmers, mingebags, and children.. fuck.
Multiplayer Toybox :D
is there already a way to edit the menu ? (not the default icons like settings, gamemode ... they should stay there all the time) something like a lua based menu might be cool! where i can add extra sub menus a singlepalyer gamemode dont need the multyplayer menu part but maybe... - start new game > caracter select (dont want do this ingame) - continue game - save game - load game - time attack - boss rush! ...
Maybe add Spacetech's module [url=http://facepunch.com/showthread.php?t=953805]Spacetech's module[/url] to gmod, It is extremely useful and I think it could improve SNPCS by a whole lot; of course once he perfects it.
[QUOTE=DeathByKittens;36119794]Really, what I want most, and I guess it relates to gamemodes more than anything, is a system to download models and shit once you're IN the server.[/QUOTE] Think I requested this back when this thread started, just a way to use the toybox download would be nice..
[QUOTE=Simski;35486081]Would there be any way to make it easier or simply more encouraging for people to create Gamemodes that are not in first person? I don't know much about Lua myself, but from what I can see from the majority of gamemodes is that only a few of them are not first person. I'm assuming this is not just because people never have any ideas for gamemodes that would play like a rts, sidescroller, racing, or anything like that... I assume that people simply make gamemodes based around first person, because everything else is significantly harder to code. Most of the gamemodes we have now are things created with first person as the restriction to their creativity, this is why we have so many variations of Roleplaying and Team Deathmatch. [editline]8th April 2012[/editline] [sp]I also really miss Melon Racing back in gmod9[/sp] :v:[/QUOTE] It isn't hard to make an RTS-type thing in gmod, since there are a lot of people who have done it before. The problem is that RTS games aren't all that great to make since they are a bitch to properly balance. I made a sidescroller myself and i can't say it's the most fun i've ever had. 3d platformers aren't any more fun than 2d platformers, so unless you have a great idea your platformer is gonna be lackluster.
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