[QUOTE=Jocken300;38123167]This guy has posted things like this in several other threads. He is clearly just a troll, so just ignore him.[/QUOTE]
Im Not A Troll I Just Want To Know What I Did To Deserve All Of This Hate I Try To Be Nice And I Get Flamed I Try To Help People And I Get Flamed I Try To Motivate People And I Get Flamed It Just Makes Me Mad That I Do All The Work And Somebody Else Gets Credit For It
Nice work twoski, I'm very impressed how this turned out. I'll admit that at first I wasn't sure if anything was going to come out of this, but it seems you've proven otherwise. :smile:
So using SetNoDraw on players disables them drawing dynamic shadows... Dynamic shadows have been a problem from a start because it means that players with their settings set to high will be able to see the stalker better. This is definitely a bad thing.
So i'm going to mess around with this and see if i can still draw the stalker in some hook without drawing his dynamic shadow too.
Also, if you are a good mapper then i need your help in improving the map i made for this.
[url]http://facepunch.com/showthread.php?t=1218755[/url]
I am looking for menu screenshots too.
[url]http://facepunch.com/showthread.php?t=1219358[/url]
Added a new scoreboard.
[img_thumb]http://cloud.steampowered.com/ugc/596985016587555200/4C5C2EE2F2CF80471F9D05B82885E88F952E75E8/[/img_thumb]
If the list of players overflows, it'll add a scrollbar.
If you click on the avatar of a player, it'll give you a little menu option.
Ping will go from green to red based off how bad your ping is.
Did a big update today.
- I'm now using a new method to draw the stalker's model. This should in theory remove the flashlight shadows. I can't tell if it worked or not so if you're in the beta server, tell me what happens if you shine your light on him. Some people are telling me that they keep seeing the stalker in the christ pose. Need more information on that as well.
- When you're disoriented by scream/mind flay, your HUD goes wonky for a brief time.
- Added effects to the medikit.
- Footstep sounds are now changed. The soldiers play appropriate sounds, and the stalker has new footstep sounds for when he's walking on concrete.
I'm liking the updates. One little feature that would be nice is having your loadout saved in the data folder, instead of getting a random loadout each map. Sometimes I forget to change it, or I join without enough time to change it and I get things that I don't want.
I've been meaning to make the loadout use client convars, that will be for next update.
twoski, do you need any background for the loading screen? I can make some for you.
Yes please. I also need an icon/logo for the gamemode as well.
Todo list for next patch:
- Add client convars for weapon choices.
- Change how the next Stalker is selected. I think i'll do a weighted lottery system.
You get 2 "tickets" for killing the stalker (this only happens if a player actually kills the Stalker).
You get 1 "ticket" for dealing the most damage to the stalker.
You get 1 "ticket" for being a player with the lowest score. This ticket is only handed out if the Stalker dies of natural causes, or if the Stalker wipes out all of the humans.
So basically, you have a 33% chance to become the Stalker if you deal the most damage, and 100% chance to become the Stalker if you damage him the most and he dies of natural causes. You have a 66% chance to become the Stalker if you kill him, and a 100% chance to become the Stalker if you dealt the most damage too. You have a chance to become the Stalker if every human is killed and you have the lowest score (this chance is determined by how many players have the same low score).
The last ticket idea is a bad idea.
The stalker is getting too noob friendly. Stalkers who dont know what they're doing are no fun at all, and generally get killed quickly/dont do much.
The thing that made the old the stalker great was that it was merciless to unskilled players.
Also you're making too many gameplay changes from the original The Stalker, and its starting to feel like The Hidden.
Also the games kind of losing its fun, since the stalker is now 100% invisible, impossible to see, and all the gadgets are useless in finding him, and he now has 400HP on average, its impossible to really kill him, and most of the time its come down to luck. So i suggest either beefing up the laser sight/making it more sensitive to the stalker, or lowering the stalkers HP drastically, because it feels like you're trying to make it where the stalker wins the round most of the time, and its working. Its hard to see him, hard to kill him, he has tons of advantages, the only advantage the Unit 8 crew has is numbers, and its pretty much nullified. Its gotten to the point to where the stalker wins every round. Please fix this.
I think you could fixs this by doing any one of these things alone, and only alone. Doing two or more would throw it all off again.
1: bring back shadows on the stalker but make the flashlight an addon that takes up 2 addon slots, so its not overpowered
2: lower the stalkers HP, instead of 125+25x (x being the players) to create the current stalkers health, make it 125+5X instead.
3: beef up the lasersight. A LOT, its useless pretty much in aiding to spot the stalker right now.
At one point i had made flashlights a loadout option but the flashlight is such a fundamental part of this gamemode that i want to keep it available to all players.
The consensus seems to be that the Stalker is a little bit OP - which is good because i've designed this gamemode to be more scalable to higher player counts. If the Stalker is underpowered then rounds will end too fast with the entire server dogpiling on him and killing him in a few shots. That said, i'm going to buff the damage ratios for the soldiers a little bit since the Stalker can really soak a lot of damage right now.
I've also made the stalker slightly more visible (i was rendering him at 3% visibility before, now it's 4%). This is to compensate for completely removing shadows from him. I'm leaving the Stalker's base HP alone since i think right now it's perfect.
The lasersight is meant to be more of an aim assist tool than a utility that locates the Stalker. The dot now grows a little bigger if you aim at a player so it can be useful for seeing the Stalker coming at you.
I think the biggest problem at the moment is the amount of health the Stalker gets from the number of players.
It's way too easy for the Stalker to survive being shot at, to the point where I can unload nearly a full P90 clip while chasing him and he can still run away and heal. I don't think the Stalker should be able to take full firepower from someone and escape. Kills by the Stalker should have to be stealthy.
In one of my prior updates i nerfed his healing amount by 10%.
Right now his healing is calculated:
( (Max Health - Current Health) / Max Health ) * 0.30
So let's say you have 1 health and you use your heal ability. You will only regain 30% of your health. If you use this ability and you are only 50% injured, you will only regain 15% of your health.
It's pretty hard to abuse the healing ability. It burns all of your ability power, makes you visible for 5 seconds and doesn't really heal much if you aren't badly injured.
You have to remember that the Stalker NEEDS to have his health scale based on the number of players because with each player who spawns, his job becomes that much harder. If the entire map is crawling with around 20 soldiers then you're going to have a hard time being stealthy. I've upped the damage scaling on weapons slightly so it should be a little easier to kill the Stalker now.
Chessnut or whoever did the scoreboard, you should align the score or whatever it is to its own row. Looks kinda bad when it's aligned to the ping.
If someone here wants to tidy up/format my help menu HTML, be my guest. I think it needs to be separated into "soldier gameplay" and "stalker gameplay" parts.
[lua]
PANEL.Text = { "<html><body style=\"background-color:DimGray;\">",
"<p style=\"font-family:tahoma;color:red;font-size:25;text-align:center\"><b>READ THIS!</b></p>",
"<p style=\"font-family:verdana;color:black;font-size:10px;text-align:left\">",
"<b>Unit 8 Gameplay:</b> You are part of a team tasked with finding and eliminating a genetic anomaly only known as The Stalker. You haven't been briefed on the origins of this creature but you have been informed that ",
"it is barely visible to the naked eye and is highly aggressive.<br><br>",
"<b>The Stalker Gameplay:</b> You must use cunning and stealth to eliminate Unit 8 before they are able to overwhelm you. You are strongest when targeting solitary prey.<br><br>",
"<b>The Ability Menu:</b> To open your ability menu as the Stalker, hold down your use button (default E) and use your mouse to select an ability. Right click to use your abilities once the menu is closed.<br><br>",
"<b>Health and Ability Power:</b> As the Stalker, each ability draws on your mental power. Your mental power constantly regenerates unless you are using ESP. ",
"Your health slowly deteriorates over time but you regain health by killing players and ripping apart corpses. You thrive on bloodshed.<br><br>",
"<b>Extrasensory Perception:</b> As the Stalker, you can toggle ESP using your flashlight key (default F). This allows you to view your enemies through walls and see how healthy they are.<br><br>",
"<b>Jumping and Clinging:</b> Press your sprint key (default SHIFT) to jump great distances. Press it again when you're facing a wall in midair to cling to the wall.<br><br>",
"<b>Your Loadout:</b> Press F2 as a soldier to open the loadout menu. Changes you make will take effect when you spawn next.<br><br>",
"<b>Battery Power:</b> As a soldier, you have limited battery power. Using your flashlight will deplete your battery. If you empty your battery completely, it will take longer to recharge." }[/lua]
I committed a small update. I can't do much until garry fixes the WinXP crashing.
- Slightly nerfed the Stalker's attack speed.
- Changed the attack sound for the Stalker to something a little more quiet.
- Voice chat icons no longer draw on any players.
The NCIX servers have been full since GMod's release, they had to open a 3rd one to accommodate the influx of players. I need bug reports and a general consensus on what's balanced/imbalanced.
May I have the SVN?
[QUOTE=twoski;38173246]If someone here wants to tidy up/format my help menu HTML, be my guest. I think it needs to be separated into "soldier gameplay" and "stalker gameplay" parts.
:words:[/QUOTE]
After messing with it for a bit, I came up with:
[img]http://puu.sh/1iuDL[/img]
For not being a designer, I think it looks okay. v:v:v
Looks nice, but needs a font like tahoma or something. Post your HTML and i'll add it.
Also, i'm working on uploading v1.0 of this gamemode to the workshop but i need some help with icons!
[url]http://facepunch.com/showthread.php?t=1160368&p=38181462&viewfull=1#post38181462[/url]
The sooner i get some decent icons the sooner i can release. I also need a nice picture for the workshop page:
[img]http://i.imgur.com/fRloS.jpg[/img]
This one looks kind of ugly, it could use some photoshop filters or text or something.
Quick job, how's this :v:
[img]http://i.imgur.com/01Tlt.jpg[/img]
unfiltered [url]http://i.imgur.com/IgmDq.jpg[/url]
Here's an edit of that pic you posted.
[img]http://i.imgur.com/rbeXJ.jpg[/img]
Nice work guys, i like Hashmere's the most i think.
Rizzler if you have a bigger version of yours without the knife/glowing eyes i'd definitely like to use it for a background picture for the gmod main menu.
Haha alright, ill upload it later
I like to pretend that this is a SCP gamemode about containment squad taking down a reality bender.
What's SCP?
I'm trying to upload v1.0 of this gamemode to the workshop but the workshop tool [url=http://facepunch.com/showthread.php?t=1220911]is a piece of shit[/url].
here, it's 1920 x 1200 but because i'm on a 1366 x 768 screen scaling it made it look a little worse, sorry about that
[t]http://i.imgur.com/8Kkhc.jpg[/t]
enjoy
[QUOTE=twoski;38184576]What's SCP?[/QUOTE]
[url]http://www.scp-wiki.net/[/url] this, don't read any at night though :v:
That screenshot is great, think you could get a version without the text? The gmod menu will ruin the text anyhow.
[QUOTE=The Rizzler;38186435]don't read any at night though :v:[/QUOTE]
Why not?
[QUOTE=twoski;38186975]That screenshot is great, think you could get a version without the text? The gmod menu will ruin the text anyhow.[/QUOTE]
Here ya go
[t]http://i.imgur.com/I2RaX.jpg[/t]
[QUOTE=darksoul47;38186994]Why not?[/QUOTE]
3spooky5me
Hey everyone - The servers are updated to Garry's Mod non-beta. Hop in!
I've gone and done another round of nerfs on the Stalker because in its current state it's way too easy to sit back and spam heals between kills.
To start, i made corpses give 10 health when you gore them. This is the only Stalker buff from this patch. I've made the stalker lose 1 health per 1.5 seconds (it used to be 2 seconds). The Stalker's health is now calculated as
[b]100 + ( 20 * number of soldiers )[/b], it used to be [b]100 + ( 25 * number of soldiers )[/b].
I'm not sure what i want to do with the Stalker's heal ability. Currently it calculates the heal amount like this: [b].25 * ( your max health - your current health )[/b]. In other words, the more injured you are, the more you heal. I nerfed it down to .25 from .30 but i still think it will be abused.
Should i remove the heal ability and replace it with some sort of cool offensive ability and just make corpses give more health when you explode them? If i do replace the heal ability i'll need a decent unique ability to replace it with.
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