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back[GT] Hoard

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halvorggg
Member
(13 posts)

Hello! Hoard is a race gametype where the goal is to pick up all the items on a map (in any order) as fast as possible!

It has the usual race features, personal records, server records, race restart from any position.


Rules: You can not have more than 500ups speed on your first item pickup, "prejump" protection.

Commands:
"racerestart": Restarts your race and if you have a position saved it will teleport you there.
"position save": Saves your current position and facing angle so you can resume from this position at any time.
"help": HALP

TODO:
1. Clean up the code, it is a mess right now. Basically a cut and paste job all over from the Racesow gametypes with patchwork fixes so it works.

2. Either find a way to only show items to player that have not collected them,
OR to show a decal over items that have been collected to the players that have.

(This is really only a problem the first few times you run a map though)



VIDEO TIME:
This is a run I did on wdm5, I'm sure the time can be improved drastically (like dropping down to ya as the first move!)
HOARD demonstration!

Download:
Click me!

The source code is hosted here: https://github.com/halvorgb/GT_HOARD
as well as in the pk3(duh) :D
(updated 2012-08-31 09:44:18)

Hero

Kiddy-ho!
(981 posts)

Hey nice work there halvorg! Only thing I can say is good job!

linduxed

Member
(16 posts)

Tried playing this yesterday when the server was up. Really fun way to improve your movement.

halvorggg
Member
(13 posts)

I've removed some of the more profane comments in the source and deleted some large blocks of redundant comments. Also fixed something, but I can't recall what. : )

hugteddy

Member
(139 posts)

Nice idea really. Awesome! This is a good way to improve movement on duel maps etc.

Yhe this is needed for overall experience.


2. Either find a way to only show items to player that have not collected them,
OR to show a decal over items that have been collected to the players that have.


You could also add, Some kind of start text like "Pickup the items!"

And a checkpoint when you picked up half of the items. Should kind off show how good your time is compared to others.

halvorggg
Member
(13 posts)

Your two ideas are good and I'll implement them.

For the item indicator problem I'd have to go pretty deep in the wsw code to enable it I think. It is a worthwhile task though, as I know others have wanted the same functionality.

A_Pink_Name

Member
(66 posts)

So sexy I did this: 74.91.112.242:11111

hettoo

Member
(104 posts)

Great work!

halvorggg wrote:

2. Either find a way to only show items to player that have not collected them,
OR to show a decal over items that have been collected to the players that have.


I think you are looking for SVF_ONLYOWNER. It does mean you will have to copy the items/indicators for every player.
If you are going for indicators you may like SVF_BROADCAST as well.

Edit: Oops, SVF_ONLYOWNER is not in the AS interface?
Edit2: Yes it is, just not in the reference. :D
(updated 2012-08-29 11:40:49)

halvorggg
Member
(13 posts)

Awesome hettoo, thanks again!

Edit: hm, I see "#define MAX_ITEMS 64" in q_comref.h, this might force me to make indicators instead as there are 20+ items per map already. Or is this the max amount of different items that can be defined?
(updated 2012-08-29 13:36:08)

BBQsauce

J.M.
(599 posts)

I think this is the max amount of different items, and items not being entities, I don't think you are affected by this limitation in either way
(updated 2012-08-29 17:12:30)

learn_more

Member
(3312 posts)

BBQsauce wrote:
I think this is the max amount of different items

yes it is.

halvorggg
Member
(13 posts)

New version up! ty to learn_more!

Items now disappear when they are collected!
Pickup sounds are now only played to the player who picked the item up.
Fixed a retarded bug in the personal record code.
And another.
Fixed callvote map being broken.
Added a "Pick up all the items!" announcement when the race starts.
(updated 2012-08-29 23:02:00)

learn_more

Member
(3312 posts)

why yes that code could use a cleanup ^^

wouldnt it be easier if you just kept an array of all items on the player,
instead of an array of bools?
if the user touches an item, you can remove it from his personal array and the map, and when the array is empty he is done,
and you can easily display messages like x items left (array.length() )

Xanthus

Member
(220 posts)

Cool gametype! On my server (North American) at xanthus.nuclearfallout.net

When I played by myself, the items dissappeared just fine. After we jumped around with multiple people, the items reappeared a few seconds later after grabbing them.

halvorggg
Member
(13 posts)

I've fixed the bug where spectators reset every item every 5 seconds, I've also restructured some of the code (similar to what learn_more suggested). + unfucked some parts.

Added a checkpoint when you collect half the items.

Added a command "itemlist", upon writing this you will get a message of how many items there are total, how many you are missing and a dump of every item you have not collected.

Edit: the command is itemlist, not what I wrote previously.

Out of 18 items, you have picked up 12!

Items you have not picked up:
Yellow Armor
Green Armor
Rocket Launcher
Riotgun
50 Health
Plasma


Still to do:
Find a way to prevent players from being able to "position save" on top of items.
Fix bugs I guess? I dunno.
(updated 2012-08-30 20:47:03)

Xanthus

Member
(220 posts)

I have an idea of what you can do if you're up for it. Have a setting clients can set so they can see where the remaining items are through walls. You can use the circles that control points use to do this :>

If I feel like it I might dig around and try to implement it.

halvorggg
Member
(13 posts)

Xanthus wrote:
I have an idea of what you can do if you're up for it. Have a setting clients can set so they can see where the remaining items are through walls. You can use the circles that control points use to do this :>

If I feel like it I might dig around and try to implement it.


Good idea, this would really help when planning a route or playing on a new map.
Would be sweet if you wanted to implement it, I'll probably wind up doing it if you don't though.
Edit: Although the minimap kinda already serves this function.

Also I need to give spectators the same vision as the players they are spectating, I forgot about that.
(updated 2012-08-31 10:00:42)

SoLomonK

Founder
(2902 posts)

Brilliant !
This GT has obviously some great potential. Vgood for item pick-up training, vgood for movement training, vgood for fun in official dm maps.
GG to all for the vgood work =)


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