I'm going to try fixing the laser module bug and also implement what ptown2 posted. Are there any other prominent bugs?
[QUOTE=ptown2;39831207]I'd recommend you add a hook.Call for round end when someone wants to actually make a votemap system instead of using the mapcycle.
Something like this might work:
[lua]
hook.Call("RoundEnd", GAMEMODE, t, ply)
[/lua][/QUOTE]
Implemented this.
[lua]
hook.Call( "LoadNextMap", GAMEMODE )
function GM:LoadNextMap()
timer.Simple( 8, function() for k,v in pairs( player.GetAll() ) do v:ChatPrint( "Next map: " .. game.GetMapNext() ) end end )
timer.Simple( 15, function() game.LoadNextMap() end )
end[/lua]
so i guess you can go and write your own function to override this or whatever you wanna do.
i also (hopefully) fixed lasersights not working...
Released a small update.
- Buffed the stim injector.
- All weapons use combine hands models now.
- Other small fixes.
Apologies for bump for a question.
Would it be worth the work to redo the clientside effects to use usermessages instead of nwvars? I plan on making a server and want to fiddle with a few things and figured I might be able to do this. Would it create less "lag"?
the only thing that uses NWvars is lasersights afaik, so i don't know what you're talking about
there is no "lag" at all in this gamemode, the only potentially expensive entities are the ragdolls that players become when they die.
Added GLMVS support to this gamemode, thanks twoski. Since this hook is only when the round limit reaches I did a simple setting for it.
[lua]
GAME.ID = "stalker"
GAME.Name = "The Stalker"
GAME.MapPrefix = {"ts"}
GAME.MapFileDB = "map_stalker.txt"
GAME.HookEnd = "LoadNextMap"
function GAME:OnInitialize()
-- This is to prevent the gamemode change the map automatically.
function GAMEMODE:LoadNextMap() return end
end
function GAME:GetEndTime()
return 30
end
function GAME:OnStartVote()
timer.Simple( self:GetEndTime(), GLMVS_EndVote )
end
[/lua]
Ghost bump!
There appears to be a shitton of people making videos of this game now for some reason
[url]http://www.youtube.com/watch?v=pSMzbRy8LCQ[/url]
[url]http://www.youtube.com/watch?v=rGL7mv80jKU[/url]
[url]http://www.youtube.com/watch?v=rQU1wMTVxt4[/url]
[url]http://www.youtube.com/watch?v=83Hlhjn424s[/url]
I might make a few changes if i get the time..
Specifically, scanners are kind of shitty i think and i wanna make them a little more useful for soldiers
[QUOTE=twoski;43607372]Ghost bump!
There appears to be a shitton of people making videos of this game now for some reason
[url]http://www.youtube.com/watch?v=pSMzbRy8LCQ[/url]
[url]http://www.youtube.com/watch?v=rGL7mv80jKU[/url]
[url]http://www.youtube.com/watch?v=rQU1wMTVxt4[/url]
[url]http://www.youtube.com/watch?v=83Hlhjn424s[/url]
I might make a few changes if i get the time..
Specifically, scanners are kind of shitty i think and i wanna make them a little more useful for soldiers[/QUOTE]
THanks to SeaNanners I want to try this gamemode now.
So a few things for next update:
- Made a bunch of changes to ts_escape (it is now ts_checkpoint)
- Added ventilation shafts to several rooms and made a new area reachable by only the Stalker.
- Added some more props in the main room and removed some static props.
- Removed a handful of static props that were cluttering the lab areas.
- Changed the models of the static lights in the main area.
- Removed some static props in the sewer area.
- Buffed the SG552 (improved its rate of fire and give it more damage - it is severely lacking in firepower compared to other guns).
- I want to redo the flashlight augment utility or replace it. Ideas?
- I also gotta make scanners suck less. Maybe improve their move speed and make their weapon a little easier to use. Ideas?
Still need ideas to make the spectator scanners and flashlight augment less shitty. I would rather outright replace the flashlight perk with something worthwhile.
What i was thinking: A special UV-ray flashlight that has a shorter range but will damage the Stalker slightly when it walks into its path. Although i think this idea overlaps with the lasersight in terms of utility and could ultimately be too cheap.
Some screenshots of the new areas i've added:
[IMG]http://i.imgur.com/FJH9teH.jpg[/IMG][IMG]http://i.imgur.com/AiFSWVO.jpg[/IMG][IMG]http://i.imgur.com/Y15zqxL.jpg[/IMG][IMG]http://i.imgur.com/K2UsF4v.jpg[/IMG]
You can see that the Stalker now has another vent to climb into, situated right outside of the labs in that dark hallway with the leaky steam pipe. You can jump into it and it brings you above the sewer room with the ceiling holes, which you can now jump down (and up, if your aim is good). That upper area also leads to the square room with the hole in the ground. Ideally this will make it harder for people to camp that room since it seems to be a camper favorite.
[editline]2nd February 2014[/editline]
I committed an update for the time being. You can get it from the SVN link. I will put it on the workshop too.
- Scanners do more damage and can scan more frequently now.
- ESP no longer sees through walls. This was mainly because it was buggy and looked bad.
- SG552 has a higher rate of fire and deals more damage now.
- Flashlight lags less (follows your view more closely).
- Augmented flashlight is slightly brighter now and has a fluorescent color to it.
- Made a bunch of changes to ts_escape (it is now ts_checkpoint)
- Added ventilation shafts to several rooms and made a new area reachable by only the Stalker.
- Added some more physics props in the main room and removed some static props.
- Removed a handful of static props that were cluttering the lab areas and fixed some lighting issues.
- Changed the models of the static lights in the main area.
- Removed some static props in the sewer area.
For now i'm just buffing the flashlight augment slightly but in the future i want to replace it with something cooler.
Okay so here is my final proposition for changes being made.
I am going to remove medkits and the improved battery charger perk. Replacing the battery perk will be an auto-medical healing unit thing that heals you for 50 health when your health drops below 50. It does not heal instantaneously but rather over time at a fairly quick rate.
Regular flashlights are going to be nerfed like crazy. The default flashlight will have a very narrow cone and won't be that bright. The flashlight augment will have a very bright light with a wide cone which lasts longer as well.
Replacing the medkit in the secondary tool slot will be a Deployable Seeker Drone thing. Think of it like those mapping drones from Prometheus. They will hover and occasionally scan their surroundings. If the Stalker gets close to one, it will make a noise and start moving towards the Stalker. If it gets close enough it will point out the Stalker. These drones rely on battery power upon deployment (ie. if you have lots of battery power, your drone will take all of it and last longer) and will remain active for 1 minute at most. Once they drain their battery they will shut off and fall to the ground. You have to go find yours and pick it up to deploy it again.
This might be OP with lots of players using them but I am going to give the Stalker's scream more utility. It will now be able to cause tripmines, spectator drones and seeker drones to malfunction. Tripmines will lose their laser and continually beep until they are picked up and reset (if the owner of a tripmine is dead then his tripmine essentially will become a free distraction tool for the Stalker). The seeker drones will go haywire and fly around like crazy, or malfunction and detect a soldier as the Stalker. Both sound like funny ideas so maybe i'll give them randomized glitchiness. Spectator drones will lose the ability to use their weapon for a while or something.
I also have another map i will add to the addon.
If anyone has any ideas or improvements for this i would like to hear them.
In relation to extra stalker on a large server, you could make 4 individual stalkers with just one power each so TK doesn't bug out?
You should also make something like a paint bomb that we can place and explodes when a stalker goes over it and makes it slightly less transparent maybe 80% of the original
I dont think i will ever implement multiple stalkers, too much code would need re-writing and it would be generally imbalanced.
And i did at one time add a weapon which would make the stalker more visible but it turned out to be too OP. Plus it ruins the fun of hunting him.
The item i am working on now will be useful for people who actively hunt the stalker. It will act like the spectagraph things from the Prometheus movie. Ideally they will hover around and scan their surroundings and alert players when it finds the Stalker. The Stalker can also disable these by smacking them. This item is mainly an anti-camper utility for soldiers in case the stalker is spending a lot of time in hiding.
I've done a bunch of fixes too. Weapon shadows are no longer buggy, the stalker can't "hit" the green lasers anymore, telekinesis works better on corpses now and the USP has been buffed.
The heal ability for the stalker needs fixing too, i think i am going to make it so that when activated, it makes your hits heal you for the damage you deal. This will force stalkers to play more offensively instead of running and healing
The update is live, if you have a server running this, then update it!
I was told to post my map here by the dev, so I will!
[IMG]https://dl.dropboxusercontent.com/u/3922896/2014-01-23_00003_small.jpg[/IMG]
[QUOTE]SOMETING IS STURRUNG IN THE MAOP.
A PREDATOR HAS INVADED OUR PROTAGONIST'S HOMELUND. PROTECT THE NANCHO'S FROM THE DEUDLY STALKER IN THIS THRILLING EXPANSION OF UR FAVORITE MAP (part 3).
This map is more than just an environment. It is an expression of artistic value, held within carefully placed brushes, with excellent graphical ability.
16 years in the making, this map is the pinnacle of map design and interactive media. A beacon of design in a cesspool of mediocre architectural projects.
SBaHJ - The Map is quite possibly the best map of all time, and for all gamemodes. It deserves map of the year forever.
This one is for The Stalker.
-----
Sweet Bro and Hella Jeff - THE MAOP is a personification of the comic of the same name, in a 3D and interactive form.
The comic is an ironic take on the state of webcomics, created as a satire mini-comic within the Homestuck webcomic. It has a large following due to the association.
It is located here: [url]http://www.mspaintadventures.com/sweetbroandhellajeff/[/url]
This map is an attempt at that same principle. On the face of it, the map looks poorly made. However, this map took about a month and a half, in total, to make. It is professionally made, to look exceedingly unprofessional and fun.
This map features:
beautiful environments
stairs
custom models
custom sound
custom materials
Hiding-boxes
humour
fire
explosive barrels
extreme platforming
irony
other things I've missed but are probably equally as important.
Enjoy this work of art! [/QUOTE]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=228072145"]DOWNLOAD LINK[/URL]
(this maop also comes in [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=219039516"]TTT[/URL] and [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=220357929"]Murder[/URL] gamemodes)
Thoughts? :v:
It's definitely interesting. Looks like it'd be a pretty good map for the gamemodes you mentioned. I like it.
Well apparently i can't update the OP because this forum is crap and you can't edit old posts. Wonderful.
I need mappers: [url]http://facepunch.com/showthread.php?t=1364540[/url]
Wow I remember when I ran like 2 severs running this mode a while ago. Also nuke just reply to your op and copy it, then paste it in the edit.
Been interested in setting up a Stalker server recently.
I've played this mod on and off for a rather long time and can remember a feature on one server where holding the 'R' key caused an Area of Effect damage bubble around the stalker at the cost of movement speed.
Was this in an official update?
Also, are there any leaderboards that you have possibly drafted up or been testing?
~ Cheers
James
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