[MOD]Taucannon/gaussgun
Hey guys. I've been lurking around since about 0.12 and finally
decided to register ;)
I was reading this thread about rail jumping and when people started talking about something like a taucannon I thought hey, I'd like to try that out :D
So I made a mod which replaces the electrobolt with the taucannon from Half-Life and here it is.
Download
I was reading this thread about rail jumping and when people started talking about something like a taucannon I thought hey, I'd like to try that out :D
So I made a mod which replaces the electrobolt with the taucannon from Half-Life and here it is.
Download
Well I didn't change any of the graphics or sounds to keep it a
server-side mod. But feel free to contribute if you wish ;)
Also, if you're running a server you can use this as a kind of
mutator. Just put the dll in your basewsw directory. This way the
game won't create a taumod directory for people who join and it
will use the config in basewsw so they don't have to keep two
config files updated.
Too bad mods don't stack this way :D
Too bad mods don't stack this way :D
really nice, keep up the work
but i found a "bug" or atleast something i dont like:
you don't need a wall for the EB jump!!
a random shot in the space gives you the same speed as if you stand directly in front of a wall and do a rail jump.
i don't know how a gauss works so i can't say it's a bug.
nevertheless, i like the rest ;)
but i found a "bug" or atleast something i dont like:
you don't need a wall for the EB jump!!
a random shot in the space gives you the same speed as if you stand directly in front of a wall and do a rail jump.
i don't know how a gauss works so i can't say it's a bug.
nevertheless, i like the rest ;)
your mod totally owns on 13vast map :P really adds something to
ictf :)
found a bug : when u fall down and fire tau you take fall damage, even in midair
found a bug : when u fall down and fire tau you take fall damage, even in midair
the strong ammo shouldnt fire soon as its powered up
imo this mod would be an idea for the official EB :)
imo this mod would be an idea for the official EB :)
Does it go through walls too like hl? Now, THAT would own in warsow
:)
T-B0N3 wrote:
when u fall down and fire tau you take fall damage, even in midair
Hmm, that's an interesting way to calculate falldamage. Sounds like it depends on acceleration and not contact. I'll have a look at it.
SNP wrote:
Does it go through walls too like hl?
atm it doesn't go through walls. Maybe next version ;)
*Edit*
I just noticed that linux server files are missing or have I overlooked something?
Can someone build them from source?
I just noticed that linux server files are missing or have I overlooked something?
Can someone build them from source?
Very nice thus far. I don't know how far you plan on going with
this mod, but so far as tau/gauss goes, you've almost perfectly
mimicked the weapons behavior. :)
A few suggestions to consider:
- Reduce or eliminate weapon switch delay. Currently, it's almost impossible to switch to, let alone fire a weapon after tau jumping due to the long
reload times of wsw. The appeal of a weapon like gauss/tau (imo) is largely contingent on the tranformation it brings
to the standard 'quake style' grounded fighting. The way it is presently, the only weapon you can really engage your opponent with in a fight
following a gauss jump is the eb(tau). It'd be fun to experiment with a faster weapon switch to allow some hl style aerial combat using all wsw
weapons. :)
- Slightly reduce the damage a fully charged tau(eb) inflicts. Currently it kills an opponent that's 100/100.
- Some kind of audible indicator to gauge the level of charge (tau)
- Different color beam for weak tau
- As somebody else mentioned, wallgauss: splash damage when shooting through thin brushes, splash damage when hitting corners and edges of
brushes from approprate angles
Again, I don't know how far you're planning to go with this mod.. These are just things that I'd play around with if I knew the first thing about coding. :) Nice work!
A few suggestions to consider:
- Reduce or eliminate weapon switch delay. Currently, it's almost impossible to switch to, let alone fire a weapon after tau jumping due to the long
reload times of wsw. The appeal of a weapon like gauss/tau (imo) is largely contingent on the tranformation it brings
to the standard 'quake style' grounded fighting. The way it is presently, the only weapon you can really engage your opponent with in a fight
following a gauss jump is the eb(tau). It'd be fun to experiment with a faster weapon switch to allow some hl style aerial combat using all wsw
weapons. :)
- Slightly reduce the damage a fully charged tau(eb) inflicts. Currently it kills an opponent that's 100/100.
- Some kind of audible indicator to gauge the level of charge (tau)
- Different color beam for weak tau
- As somebody else mentioned, wallgauss: splash damage when shooting through thin brushes, splash damage when hitting corners and edges of
brushes from approprate angles
Again, I don't know how far you're planning to go with this mod.. These are just things that I'd play around with if I knew the first thing about coding. :) Nice work!
I'm pretty excited about this mod as well. The ability to "eb jump"
really adds another dimension to the game as far as movement goes,
and also makes fights more interesting imo. Another suggestion:
-- To go along with the charge up sound suggestion above, it would be nice to see your ammo number decrease as you charged up, or possibly some type of bar in your hud that would fill up the more you charged the eb, in combination with the charge up sound As it is now, it's difficult to judge when your fully charged so you know when to release to get the maximum knockback for movement purposes.
-- To go along with the charge up sound suggestion above, it would be nice to see your ammo number decrease as you charged up, or possibly some type of bar in your hud that would fill up the more you charged the eb, in combination with the charge up sound As it is now, it's difficult to judge when your fully charged so you know when to release to get the maximum knockback for movement purposes.
Invalid download link.
You Will Be Redirected To Homepage In 10 Seconds.
Reupload? :z
You Will Be Redirected To Homepage In 10 Seconds.
Reupload? :z
Fixed a small bug and reuploaded to another host. Check the first
post.
To those of you who aren't happy with the weapon change times, there's not much I can do about it without rewriting the weapon change code (I think. If any of you leet programmers has a better idea, please let me know). As it is now, the weapon has to reload before you can change so I recommend playing around with g_tau_reloadtime. By default it's set to 1 second, which I agree is a bit much. But reload time also determines fire rate so it's a fine balance.
Remember that none of the values are set in stone. That's why I made them accessible via the console. If you play around with them and find a number that fits warsow better, please let me know in this thread and we can discuss it and maybe make it default in upcoming versions. If I ever release a final version I'd like all numbers to be hardcoded.
I haven't been working much but things I have planned for the next version are the ability to hold the weapon changed longer ("Don't let it overcharge!"), and the ability to shoot through walls. Please look forward to it. :)
To those of you who aren't happy with the weapon change times, there's not much I can do about it without rewriting the weapon change code (I think. If any of you leet programmers has a better idea, please let me know). As it is now, the weapon has to reload before you can change so I recommend playing around with g_tau_reloadtime. By default it's set to 1 second, which I agree is a bit much. But reload time also determines fire rate so it's a fine balance.
Remember that none of the values are set in stone. That's why I made them accessible via the console. If you play around with them and find a number that fits warsow better, please let me know in this thread and we can discuss it and maybe make it default in upcoming versions. If I ever release a final version I'd like all numbers to be hardcoded.
I haven't been working much but things I have planned for the next version are the ability to hold the weapon changed longer ("Don't let it overcharge!"), and the ability to shoot through walls. Please look forward to it. :)
I'm indifferent about this replacing the EB. The tau cannon has
always been my personal favorite over the rail gun. However, I
don't see it playing a similar role in warsow since there are no
footsteps in Warsow. Love the mod so far and I would love to see
stalkyard and boot_camp make an appearance. Oh that would be pretty
exciting, lots of AG players would agree. :P
well, someone already made a boot_camp to fit the warsow style
already. Was made by reyalp (fellow ag player) and another guy. So
all that's need is stalkyard ;)
I compiled it on linux and it seemed to work quite nice, see
taumod_1.01.7z.
Linux server with taumod online: warsownews.game-server.cc:44700;
password warsownews. boot_camp_b3 running.
lokirulez wrote:
Linux server with taumod online: warsownews.game-server.cc:44700; password warsownews. boot_camp_b3 running.
Anyway you could update boot_camp to the latest verion? Here's the link:
http://www.uploadit.biz/download.php?fi ... 499701.zip
Thx for the tau mod server :).

