Author Topic: Mod Out  (Read 5634 times)

Offline Wheet

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Mod Out
« on: July 14, 2006, 03:55:05 AM »
I can do some mod work on any of the servers where any type of mod would be helpful. When I have free time it gives me something to do.
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Offline X'tyfe

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Re: Mod Out
« Reply #1 on: July 14, 2006, 06:41:03 AM »
if you can come up with a better railz mod :) we need one
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Offline Wheet

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Re: Mod Out
« Reply #2 on: July 14, 2006, 07:49:47 AM »
What's wrong with the current railz mod?
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Offline X'tyfe

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Re: Mod Out
« Reply #3 on: July 14, 2006, 07:59:04 AM »
well many people would disagree
but i think we need some spawn protection on it

unfortunatly, its not possible with the mod that is currently used (well it is, except you cant have it when you spawn with a gun)
and its closed source :( afaik from what console has said
we are using osp tourney

but im sure if you could reproduce all the features that are used on the railz server
plus add something so we could have spawn protect + spawn with rail

i was thinkin that the player shouldnt be able to shoot when in spawn protection mode
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Offline Wheet

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Re: Mod Out
« Reply #4 on: July 14, 2006, 08:18:21 AM »
I could do that stuff no problem, I don't know what the "extra features" are though.

If quadz would agree to it I could whip up a new railz as open source.

I can do pretty much anything, adding in a lot of heavy code takes some time to do plus working out bugs and what not but from what it sounds these would just be easy changes.
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Offline console

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Re: Mod Out
« Reply #5 on: July 14, 2006, 09:10:10 AM »
Actually, hmm...

The codebase you started with for the Sheridan mod already has some of the needed features, including spawn-protect.  (In fact, we used to use that codebase for railz.)

The main thing it was lacking was the ability to specify which weapons and ammo the player should spawn with.  (For railz, I have it set to spawn with railgun, slugs, and hand grenades.)

I used to fake it by using the entity-remapping features I'd added to just remap all the weapons and ammo on the map to railguns and slugs.  (I'd added the enitity-remapping features so that on vanilla, for instance, when powerups are turned off, the quad and invuln could be replaced with other items.)

OSP uses a whole slew of cvars to provide the "allowed weapons and items" functionality:
Quote
set allow_shotgun 0
set allow_supershotgun 0
set allow_machinegun 0
set allow_chaingun 0
set allow_grenadelauncher 0
set allow_rocketlauncher 0
set allow_hyperblaster 0
set allow_railgun 0
set allow_bfg 0
set allow_ammo_cells 0
set allow_ammo_grenades 0
set allow_item_powerscreen 0
set allow_item_powershield 0
set allow_item_quad 0
set allow_item_invul 0
set allow_item_pack 0

set damage_railgun 1000

set weapon_initial 256
set weapon_have 16

set start_shells 0
set start_bullets 0
set start_cells 0
set start_grenades 50
set start_rockets 0
set start_slugs 50
set start_health 100
set start_armor 0
set start_armortype 0

// weapon_initial:
//      Specifies which weapon a client will start with in-hand.
//      (bitmask -> single)
//
// weapon_have:
//      Specifies which weapons are in a client's inventory whenever
//      they respawn into the game.  (bitmask -> multiple)
//
// Weapon bitmask:
//      * 0 - Blaster
//        1 - Shotgun
//        2 - Supershotgun
//        4 - Machinegun
//        8 - Chaingun
//       16 - Grenade
//       32 - Grenade Launcher
//       64 - Rocket Launcher
//      128 - Hyper Blaster
//      256 - Railgun
//      512 - BFG10K
//
// statrt_armor:
//      Amount of armor a client respawns with (default = 0).
//
// start_armortype:
//    * 0 - Jacket Armor (Grey Armor)
//        1 - Combat Armor (Yellow Armor)
//        2 - Body Armor (Red Armor)

...but anyway... the codebase you started with to develop Sheridan already has item remapping cvars to control what items can spawn on the map.  Borrowing from the OSP cvars, what's missing is:

weapon_initial 256        # spawn with railgun in hand
weapon_have 16          # spawn with grenades in inventory
railgun_damage 1000
start_grenades 50         # is this redundant ??
start_slugs 50

I notice OSP sometimes uses explicit cvars per item (the allow_ and start_ cvars), and other times uses bitmasks (the weapon_ cvars.)

If I chould choose one or the other, i'm not sure which I'd pick.  But it seems strange to me that they didn't pick one way.

Well anyway...

I've been thinking (even just in terms of the Sheridan mod) I should set you up with a CVS (or Subversion) account so that the code can be under revision control...


Regards,

:mrgreen:
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Offline Wheet

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Re: Mod Out
« Reply #6 on: July 14, 2006, 09:33:19 AM »
Yeah, that base code for the Sheridan mod was pretty nice. I could add in the cvars for what we would find useful to the railz mod. Having the entire thing completely customizable like this mod seems to be would probably take quite a bit of time. Maybe even throw in some best time to fraglimit map specific high scores also. The CVS would be nice also.   :bigshades:
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Offline [BTF]Defiant!

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Re: Mod Out
« Reply #7 on: July 14, 2006, 10:02:28 AM »
I can do some mod work on any of the servers where any type of mod would be helpful. When I have free time it gives me something to do.

Awesome.

1) I've thought a rails vs WOD ctf would be fun: but, the concept needs development and would require the WOD codebase and rights.

2) I've coded some small AI-centric games.  I am interested in modding your codebase for fun - if it is openly available. 

Def
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Offline [BTF] Reflex

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Re: Mod Out
« Reply #8 on: July 14, 2006, 12:07:33 PM »
hey!  this could mean the end of rails crashes!? :D
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Re: Mod Out
« Reply #9 on: July 14, 2006, 03:14:20 PM »
hey sign me up! :)
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Offline [BTF]Gator

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Re: Mod Out
« Reply #10 on: July 15, 2006, 05:08:45 AM »
i would love a mod for Q2 that had some Call Of Duty features.

1. to be able to lean around corners for more cover while shooting
2. Killcam - replays the last five seconds before your death from the opponents view.  Great for hack detection and quiets down the constant screaming of HACKS!!

i dont think either of these are possible with q2 physics or code, are they?
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Offline UUD-40

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Re: Mod Out
« Reply #11 on: July 15, 2006, 05:59:51 PM »
Killcam would be nice in q2.

Any other game, no. Kill the Killcam!  :)
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Offline [BTF]Sigma

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Re: Mod Out
« Reply #12 on: July 15, 2006, 10:11:25 PM »
It dawned on me today that a cool feature would be a FPH count that was applied to the time when you are actually spawned in the game. This would exclude spectator time and corpse time.

If you know of a way that could be acheived it could definitly bring a better look at people's fragability when active.
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Offline [BTF]DeathStalker

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Re: Mod Out
« Reply #13 on: July 16, 2006, 12:41:19 AM »
fragability ???
Oh my Goodness :lolsign:

Someone call Webster, We've gott a new word. :bananaw00t: :bravo: :notworthy:
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Offline [BTF]Sigma

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Re: Mod Out
« Reply #14 on: July 16, 2006, 06:33:36 AM »
Whoops...missed the space bar on that one.

Should have been "bring a better look at people's frag ability when active."
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