New gametype for warsow 0.7? Help requested !
MagusZero wrote:
Steam sale. Bought Torchlight. I'll try this tomorrow.
Way to go totally offtopic. Did you even look the name of this thread? Same goes for all the replies to this post.
No, I said I was going to look into things but was distracted by
Torchlight. Reading is a wonderful thing.
Writing is a wonderful thing too. You do realize that "this" in
that sentence seems to refer to Torchlight, don't you?
Hm, actually I had been trying to create something like ET half a
year or so ago after another discussion here. It died between 30
other unfinished projects, mainly because I'm not an artist and had
no images/models/sounds. If there is enough interest I might
resume/restart it properly after my vacation.
Early development snapshot (for 0.6, I hope no files are missing):
Gametype
Testing map
My OO classes had just begun when I started this, so it could be a big mess.
Switch classes using the game menu.
Objective types:
* Constructables (an engineer of the owning team can construct it by standing at the constructor object for a while)
* Destructables (an engineer of the not-owning team can drop a bomb and arm it by standing near it for a while to destroy it)
* Capturables (stand next to it to make it a spawnlocation for your team, some objectives may cause a permanent capture)
* Stealables (stand next to it to take it and then bring it to some secure location)
You can see all of those in the test map. Everything currently works in warmup so you don't need other players.
I put some random stuff on classaction1 and classaction2 for most classes, just to test it out. Engineer bombs are there as well.
Ammo values are also really random.
The idea was that alpha always has a certain set of objectives to complete to win and beta wins if the timelimit is hit. Most settings should be given through a mapscript parsed by the gametype.
The large distributed thinking function could become a problem, I don't know.
This is probably not exactly what you were looking for, but still related and I just forgot to drop this here a long time ago.
Early development snapshot (for 0.6, I hope no files are missing):
Gametype
Testing map
My OO classes had just begun when I started this, so it could be a big mess.
Switch classes using the game menu.
Objective types:
* Constructables (an engineer of the owning team can construct it by standing at the constructor object for a while)
* Destructables (an engineer of the not-owning team can drop a bomb and arm it by standing near it for a while to destroy it)
* Capturables (stand next to it to make it a spawnlocation for your team, some objectives may cause a permanent capture)
* Stealables (stand next to it to take it and then bring it to some secure location)
You can see all of those in the test map. Everything currently works in warmup so you don't need other players.
I put some random stuff on classaction1 and classaction2 for most classes, just to test it out. Engineer bombs are there as well.
Ammo values are also really random.
The idea was that alpha always has a certain set of objectives to complete to win and beta wins if the timelimit is hit. Most settings should be given through a mapscript parsed by the gametype.
The large distributed thinking function could become a problem, I don't know.
This is probably not exactly what you were looking for, but still related and I just forgot to drop this here a long time ago.
That's actually amazing. I'm interested in seeing your code and/or
helping out. I've been wanting a nice set of OO classes for warsow,
and you've managed some interesting things. With what you've
managed already, you could probably whip up something like
ut2k4/ut3's warfare. You'd just need a simple linked list and some
booleans really.
Also, NEVER mark your pk3s pure.
(updated 2012-07-27 04:48:29)
Also, NEVER mark your pk3s pure.
(updated 2012-07-27 04:48:29)
MagusZero wrote:
Also, NEVER mark your pk3s pure.
Ah, so pure pk3s are a useless feature?
I'd like clients to get the included images/sounds/etc.
hettoo wrote:
MagusZero wrote:
Also, NEVER mark your pk3s pure.
Ah, so pure pk3s are a useless feature?
I'd like clients to get the included images/sounds/etc.
Pure packages mean every client has the download them even if they're not playing the gametype - you should never give _pure.pk3 prefix for any packages!.
Correct way to give pure flag to some media file which will trigger the download, like
"G_SoundIndex( "sounds/mysound", true )"
Gotta say, you have the clearest code I've seen yet in angelscript.
Some parts are a bit strange, like the fact that you have classes
that just define a collection of another specific class; even so,
it's better than the typical monster-method approach I've seen in
other gametypes.
Thank you. :)
Yeah I wanted dynamically sizing lists, but AngelScript doesn't support generic classes. I decided to do it this way to keep it clean, but it's actually really messy in terms of the filecount. Maybe we can build a nice little standard library for this kind of things around the any object now.
(updated 2012-07-27 18:09:20)
Yeah I wanted dynamically sizing lists, but AngelScript doesn't support generic classes. I decided to do it this way to keep it clean, but it's actually really messy in terms of the filecount. Maybe we can build a nice little standard library for this kind of things around the any object now.
(updated 2012-07-27 18:09:20)
I think for stuff like player Classes, the difference is all to do
with the values of the Class classes, meaning you wouldn't even
need generics. You could just do Class[].
Or at the very least it could be done that way.
Or at the very least it could be done that way.
if i recall correctly angelscript does define an array class, in
which you can store objects?
edit: yup
http://www.angelcode.com/angelscript/sdk/docs/manual/doc_datatypes_arrays.html
edit2: meh no automatic url parsing
(updated 2012-07-27 19:58:12)
edit: yup
http://www.angelcode.com/angelscript/sdk/docs/manual/doc_datatypes_arrays.html
edit2: meh no automatic url parsing
(updated 2012-07-27 19:58:12)
About the gametype: I think going for GT that works only 10v10 in a
small community like this is ridiculous. You should make the game
playable at 4v4/5v5 too, like bomb for example.
The playercount will mostly depend on the map. Objectives will be
entities, so smaller team maps will simply have less of them. It's
slightly more complex than that, but that's how I see it.
About the pure media file flagging: is there a reason for the
absence of that optional parameter for image and skin files, and if
not, would this be correct?
Players required for playability depends on the map indeed.
IIRC (this is 6 years ago for me :o) ET was playable with 4v4, even on larger maps.
Players required for playability depends on the map indeed.
IIRC (this is 6 years ago for me :o) ET was playable with 4v4, even on larger maps.
I'll start looking at and testing, and also perhaps refactoring
your code this week/this weekend a bit, mostly to understand it
better. If you add me on xfire (sane name as here) or steam,
(probably named Hero Mode at the moment, though my username is the
same there too), I'll keep in contact and we can make something
really flashy and get more players :D.
Ported to 1.0.
Gametype
Testing map
I hope to be able to get myself to rewrite a lot of this during the next weeks. Main aim will first be to rewrite the map scripting properly and to make the code nicer and stable.
Will edit this post from now on.
Gametype
Testing map
I hope to be able to get myself to rewrite a lot of this during the next weeks. Main aim will first be to rewrite the map scripting properly and to make the code nicer and stable.
Will edit this post from now on.
What you have there is very good looking, hetto, I hope you
continue with it.
Players required for playability depends on the map indeed.
IIRC (this is 6 years ago for me :o) ET was playable with 4v4, even on larger maps.
Ah man, Wolfenstein: Enemy Territory is dope! I used to play the crap out of that game up to two years ago, and I still find it rare to see other games that are so strongly oriented towards teamwork.
Yes, balancing a gametype to work only/ideally with 10v10 is probably a bad idea for Warsow, but if the whole thing would be something like ET-style Warsow then it could be a great idea. I was always surprised at how well ET's maps accomodate many different numbers of players, being fun with 2v2 up to 10v10 or more!
Yes, map balancing is hard to do, but it would be absolutely essential for this kind of more-instafun game mode have maps that scale well with team sizes. One thing to look at is the enormous size of Clan Arena and Bomb maps. It seems to me that in Warsow, you can always make spaces bigger rather than smaller and the balance will change little, since speed and mobility play such a big role.
I probably would have looked in to contributing a bit, but I'm quite busy with other projects ATM.

