Author Topic: Snowball fight dev discussion  (Read 10097 times)

Offline peewee_RotA

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Snowball fight dev discussion
« on: December 18, 2010, 06:28:09 AM »
UPDATE
Version 1.0 available for testing. Will be hosting on ROTAMODS (forgive my servers poor connection at the moment)

(version 1.0 Source and gamex86.dll attached)

-------------------

I'll be putting together a snowball fight mod for tomorrow night and I'll have it hosted all through the new year.

I'm keeping this one extremely simple. It will be basically instagib with grenades only except they will behave like snowballs (no explosions, no bouncing)

It would be awesome if anyone wants to help, just reply here.


What I want the most is a few new maps. Christmas or winter themed.

Here's the info you need to get started mapping for this mod:
Maximum grenade velocity will be increased
All weapons will be removed
Shells and Bullets will be removed
Rockets, cells, and slugs will be replaced with snowball ammo
All players will start with 10 snowballs (may be adjusted later)



And here is my tasklist that I will check off as I go:

Key:
Quote
Pending tasks: Task Name
Current Task: Task Name
Completed tasks: Task Name

- Proof of concept Features - COMPLETE
Prevent bodies from gibbing while player is dying
Give already dead bodies 1 gib health
Put white shell on dead bodies
Rename grenade's display name to "Snow Balls"
Replace death message for grenade with something festive
Replace gibs with frozen debris
Replace rockets, slugs, and cells with grenade ammo
Add white shell to grenade (projectile and pickup)
Start with 10 grenades
Remove radius damage
800 damage direct hit
Remove all weapon pickups
Remove powerups, health, and armor
Remove Blaster
Remove NoAmmoWeaponChange from switching from grenades
remove bullets and shells
Remove Grenade timer
Change grenade max velocity
Change Grenade_Explode "think" pointer to G_FreeEdict()
Remove ticking noise

- 1st Pass Features -
New snowball ammo model
New snowball projectile model
Apply weapon tweaks based on first testing (TBA)
« Last Edit: December 31, 2010, 03:06:08 PM by peewee_RotA »
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Offline The Happy Friar

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Re: Snowball fight dev discussion
« Reply #1 on: December 18, 2010, 07:04:10 AM »
Would you like a snow ball model instead of a grenade & a pile of snow balls vs the normal ammo pickup?
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Offline peewee_RotA

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Re: Snowball fight dev discussion
« Reply #2 on: December 18, 2010, 07:13:05 AM »
Would you like a snow ball model instead of a grenade & a pile of snow balls vs the normal ammo pickup?

THAT would be awesome!


What's the chances of getting a snowshovel? I'm sure Beanstorm would chip in as well!  :please:  :afro:
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Offline Barton

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Re: Snowball fight dev discussion
« Reply #3 on: December 18, 2010, 07:33:35 AM »
You'll definitely need to make a command action that allows for the player to make snowballs.
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Offline adz1La

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Re: Snowball fight dev discussion
« Reply #4 on: December 18, 2010, 07:41:32 AM »
2box4 with snow bunkers?
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Offline peewee_RotA

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Re: Snowball fight dev discussion
« Reply #5 on: December 18, 2010, 07:55:11 AM »
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Offline Er!c@

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Re: Snowball fight dev discussion
« Reply #6 on: December 18, 2010, 10:34:35 AM »
if  you cant get a hold on enough neww maps could always go aq2 winter type maps ;p
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Offline Th0m@s29

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Re: Snowball fight dev discussion
« Reply #7 on: December 18, 2010, 02:04:50 PM »
I guess this sounds cool.
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Offline peewee_RotA

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Re: Snowball fight dev discussion
« Reply #8 on: December 19, 2010, 06:02:17 PM »
Version 1 available for testing!

see original post!
http://tastyspleen.net/quake/forums/index.php?topic=15316.0
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Offline The Happy Friar

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Re: Snowball fight dev discussion
« Reply #9 on: December 19, 2010, 06:44:43 PM »
Weapon models don't support alpha at all by default in Q2, do they? 

EDIT: how many balls do you get when you pick them up?
« Last Edit: December 19, 2010, 06:51:23 PM by The Happy Friar »
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Offline peewee_RotA

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Re: Snowball fight dev discussion
« Reply #10 on: December 19, 2010, 06:56:06 PM »
5
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Offline The Happy Friar

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Re: Snowball fight dev discussion
« Reply #11 on: December 19, 2010, 07:11:28 PM »
just figured that out.  :)

Please remove the glow around them, it doesn't look good with a snowball model.  I've got the ammo pickup done & the projectile done.  i'd say that instead of a particle impact set it up to run a stock explode animation & I'll make up a snowball splat anim for that. 

I've attached the projectile & pickup models.  Maybe I'll change the pickup from balls to a pile of snow depending on what I do for the POV model.
« Last Edit: December 19, 2010, 07:14:20 PM by The Happy Friar »
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Offline peewee_RotA

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Re: Snowball fight dev discussion
« Reply #12 on: December 19, 2010, 07:49:10 PM »
just figured that out.  :)

Please remove the glow around them, it doesn't look good with a snowball model.  I've got the ammo pickup done & the projectile done.  i'd say that instead of a particle impact set it up to run a stock explode animation & I'll make up a snowball splat anim for that. 

I've attached the projectile & pickup models.  Maybe I'll change the pickup from balls to a pile of snow depending on what I do for the POV model.
:rockon:


P.S.

I'm currently chasing down a crashing glitch, so rotamods is unstable. Please bear with me. I'll set up a debug situation tomorrow in order to step through properly.
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Offline VaeVictis

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Re: Snowball fight dev discussion
« Reply #13 on: December 20, 2010, 10:42:39 AM »
i suggest a power up for yellow snow balls... :P good reference to the old south park ps1 game
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Offline peewee_RotA

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Re: Snowball fight dev discussion
« Reply #14 on: December 20, 2010, 11:29:24 AM »
i suggest a power up for yellow snow balls... :P good reference to the old south park ps1 game

And possibly even a Frank Zappa song
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