• z0rcery development jerkoff thread [hey y'all!]
    90 replies, posted
When will the server be back up?
Shortly, i am still fixing bugs that cause your loadout to fuck up and stuff. Just finishing up.
So I can expect this to be up in about an hour? I can't wait to test this out, it seems very promising.
Server is up right now. It seems i fixed most of the pressing bugs. However the spellcasting classes are still boring as fuck to play (not many spells), and spell effects are buggy. The combat classes are surprisingly functional though. If anyone finds bugs then please tell me how to recreate them ingame so i can figure out how they happen. I'm going to be gone for 5 days on a hunting trip so hopefully leaving this server running 5 days straight will give me plenty of feedback by the time i get back.
[del]What are the commands used to join the combat queue and pick a class? I have them unbinded for some odd reason.[/del] Restoring to default worked.
Unfortunately you can't play unless there's 2 people in the queue so grab a friend if you want to do anything.
Welp, no one is online at 1 in the morning, so i'm just going to head off to bed and hop on once some people want to play. Great so far nevertheless, the selecting classes and choosing abilities is very organized and easy to maneuver. The only problem I had was that when you open the class selection, you can't go back, and if you try to select the same class it resets all of your chosen abilities. Not a big problem but kind of annoying.
Bump for justice
I'm back from my hunting trip. Since i was fucking around with bows and .357 magnums for 5 days i managed to think of more perks for the archer class (that are now implemented). - Critical Shot: Headshots deal more damage. - Higher Focus: Arrows arc 50% less. - Penetrating Shot: Base damage of arrow is increased (before damage calculations are done). And 1 new perk for berzerkers: - Last Stand: You gain a 50% damage boost when your health is low. Also Gmod.org stopped tossing salad so i uploaded a content pack. [url=http://www.garrysmod.org/downloads/?a=view&id=126384][img]http://www.garrysmod.org/img/?t=dll&id=126384[/img][/url] Have many people been to the server? I am looking for some critiques and suggestions. I fixed a lot of bugs and added the new abilities.
Me and a friend have played on your server for a while over the weekend and we have a few things to say about it. - The archer speed seems to be (by default) slow while strafing, and very slow when walking backwards, this is really an issue when it comes to battle. We are not sure if this is supposed to happen but we recommend that it shouldn't be. - The icons for the ability and menu and class menu should have something different, having only a thunder/wave icon as every single selection possible can be confusing as well as boring, so we say that you should change that up, either get a art person or just rip the icons off of the World of Warcraft link that you posted. - Regarding the map, the map looks very nice, but is not designed well for most classes. For example, the archer is a big letdown here because he is only involved in close combat, whereas him being a ranged class is a huge dilemma. We say that you should add a higher place to stand for archers at the ends of the arena.
By default archers have the "withdraw" perk which makes their strafing slower. If you press F4 as a spectator you can customize your archer loadout. Icons will be fully functional when the new GMod update goes live (it will hopefully allow me to use PNG as opposed to VTF for the icons - there's a lot of icons so this is probably for the best). The map is shitty but it works for the most part. Archers can see to the other side if they look diagonally through the map center. I've got a bit of a conundrum right now. There are a number of modifiers that spells can affect. [lua]MOD_CRITS = "Critical Hit Chance" MOD_SAVE = "Saving Throw Chance" MOD_WEAPON = "Weapon Speed" MOD_DAMAGE = "Weapon Damage" MOD_ARMOR = "Damage Resistance" MOD_SPEED = "Movement Speed"[/lua] In order to keep redundancy among spells down (ie. multiple spells that do the same thing essentially) i'm trying to group modifiers into spells. So instead of there being a jillion different flavors of a spell that slows down a player i want there to be a maximum of 2 (one for level 2 and one for level 3). This means i'm going to have to rethink my current list of spells since there's a lot of redundancy.
Ugly UI and silly 0 in the name. How's that for C&C.
Yes thank you for your extremely useful feedback conna. I am definitely going to print out that post and file it in the circular filing cabinet under my desk where i also file important things like food wrappers and used tissue. In other news I've gotten around to adding 2 more spells. Clerics can now resurrect people. [img_thumb]http://i.imgur.com/59AMg.jpg[/img_thumb]
2 more spells complete. [img_thumb]http://i.imgur.com/X1obm.jpg[/img_thumb] Magic missile (level 1) - a single magic missile is launched towards your targeted enemy. Magic barrage (level 2) - 3 magic missiles are launched towards your enemy. They follow the enemy to an extent (a quick rogue could probably dodge them completely, which is neat since it's consistent with the D&D 4th edition ruleset or w/e).
The map is simply for beta testing, at least it's not orange and grey. It's got cubemaps and a skybox so as far as i'm concerned it's top notch for a test map. I'm waiting for the new GMod update to come out before i redo the GUI + icons. So essentially all i can fix right now is the HUD which for the most part looks nice. Needs gradients or something to give it more appeal though. videos coming shortly.
If you needed someone to make a map for you I would be happy to apply, as long as you can send me those textures through PM (unless they're already in Hammer).
They're CS:S textures. I lost the vmf for the map. To make a map you need to have info_player_terrorist/counterterrorist spawns for both teams, as well as info_player_start for the spectators. [media]http://www.youtube.com/watch?v=ZYW2s2tulNc[/media] also a video of me fucking around as a rogue. [media]http://www.youtube.com/watch?v=9wEmdyA_ix8&feature=youtu.be[/media]
Bad visuals. [editline]12th November 2011[/editline] You need to find your own style and stick to it.
i already said that the GUI is a heavy WIP and the HUD is being worked on too. I'm waiting for PNG support before i add spell/ability icons. jesus christ. i guess if that's the only real criticism you have then we're in good shape though. [media]http://www.youtube.com/watch?v=o7ChH1wmUlI[/media] New spell finished, Storm. [img]http://i.imgur.com/Ni9oE.jpg[/img] The first of many rapespells for the mage. The cloud looks like a big mattress so i'll have to fix that. I've updated the server. Every class is fully playable right now, although mages and clerics don't have much selection.
Cloud looks unrealistic. Too square-ish.
I already fixed it. Now it looks more cloudy and less like a waffle
Also the zooming with the crossbow is kind of weird. You should make it so you actually look through the scope (we have render targets for this)
I'm planning on having an actual bow model although i don't plan on doing that right now. Finished another spell - Blight. You poison a person and they take 100 damage over 50 seconds. Healing will remove the disease. Also ANOTHER spell - Blink. The token teleport spell. I decided to give it to clerics since it'd be way overpowered if given to a mage. [img_thumb]http://i.imgur.com/0hGtP.jpg[/img_thumb] It looks better ingame. Also fixed the betting menu. All the icons are placeholders and the VGUI skin still sucks. [img_thumb]http://i.imgur.com/10KVt.png[/img_thumb]
At this point it's hard to keep track of the spells i've added. I added some spells that increase/decreate crit chances as well as The Ultimate Skill Fuckery Spell which basically decreases every skill modifier on a targeted enemy. The server is up and the best way to test this is with lots of players!
PLEASE CHANGE THAT SKIN
If you're that bothered by a placeholder skin (which isn't really any different from the default Derma skin) then you need to seriously just take a breather.
I need to find some time tomorrow to try this out, I'll play it for a bit and see if I can make some suggestions
Stop finding excuses to have ugly visuals. Just fix them or ask us to help you if you can't on your own.
i'll fix the vgui skin when i feel like it. someone in the waywo thread offered to make a skin for it so with any luck i won't even have to do anything. if anyone feels like giving it a shot, here's the code for the base panel. you'd probably only need a total of 9 different textures (or maybe even less). 4 textures for the panel corners, 4 for the corresponding edges and one for the middle. from there the code would be easy. i'd likely be able to do it if someone just gave me the textures. [url]http://code.google.com/p/z0rcery/source/browse/trunk/gamemode/vgui/vgui_panelbase.lua[/url] once i've coded a few more mage/cleric spells i'll be able to focus on modeling some weapon models for the sword/axe/bow.
Add a deathball spell that kills anything it touches, ricochets endlessly and becomes bigger every time it ricochets, to the point where it takes up the entire map and kills everything on spawn. Also it should be capable of friendly fire.
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