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legacy-F@ust
07-03-2004, 05:48 PM
Name:War-Developement
Version:Alpha 0.1
Description:4-class based teamgame with mappers, coders, modellers and Betatesters fighting against each other!
Credits:me and uh... ME
Homepage:http://www.gamersdungeon.de/__gdc__/phpweblog/stories.php?story=04/06/29/3574998
Download:http://www.student.ru.nl/u.suberg/WarDevelopmentBETA.zip

Screenshots:
http://www.gamersdungeon.de/__gdc__/screenshots/upload/Faust_Shot00027.jpg
http://www.gamersdungeon.de/__gdc__/screenshots/upload/Faust_Shot00028.jpg

So, I just finished my first Alpha-Version of this mod and since I'm a lazy bastard, I'll just copy&paste the description out of the other forum :):

4 classes : Mapper, Coder, Modeller, BetaTester

Goal of the game : take out all enemy respawnpoints either by destroying them (using the destroy()-function) or taking them over (by changing the TeamNumber-Property).

Weapons : All classes start with an alternate assaultrifle, which allows the coder to bring alternate Projectiles to the other players so that they could use rockets or flag-grenates or redeemers, for instance.
To the Classes:

BetaTester: This is the one that can't do very special things, except he is faster then the others, has more health, regenerates and uses quad-jump.
Additionally, a coder can change some of his properties, so he can be made invisible for example.

Mapper: The Mapper can spawn all kinds of Actors and Brushes. with a spawn0r (altered translocator), he can make stairs, cubes, Planes, cones, SpawnPoints (Those would be limited) and so on... Further they can spawn map-specific actors such as custom-meshes whose availability depends on the level self.

Coder: Whereas the Mapper and the Modeller can spawn the actors, the coder can work with them by changing their properties or executing one of their functions. He selects the actors he wants to change with the selet0r (Again an altered translocator ). Further, the Coder can chose a BetaTester of his team and give him some more Power (By changing his Weapon, of giving him quaddamage, change his jumpheight, and whatever.)

Modeller: Just like the Mapper, the modeller is able to spawn actors. But the actors he's able to spawn will consist mainly of weapons, monsters and vehicles of which most will be dependend of the Map the game takes place.


Things available in the AlphaVersion:

- Class-Menu (Hit "O", since customizable keys aren't yet implemented)
- Class-Specific-Menu (Hit "P" ,Here you can choose what actors you want to spawn as a modeller for instance. Currently available for Mappers and Modellers, the Coder can just destroy actors yet)
- 6 Meshes for the Mapper (PlayerStart (Your team can have a maximum of 5), Cube, Cone, Cylinder, Plane and Stairs)
- 6 Actors for the Modeller (Monsters (There can't be more than 20 Monsters spawned): Gasbag, RazoFly, Manta Weapons: Minigun, Shockrifle, Rocketlauncher)
-1 map (k, this is basically 1 blue Cube, so don't blame my mapping-abilities, since I didn't spend very much time on that map
:p )

With this gameplay, I doubt that there will EVER be botsupport, so don't look forward to this! (You can make up your own little invasion-setup, tho :D )

Will this work online? Probably not! :D. I'm a one-Man-Team and don't have the possibility to test it over net (There are probably lots of replication bugs, so when you find some, please tell me! :-))

legacy-Phantomdream
07-03-2004, 06:00 PM
I sign up to beta test this. I would wanna learn to code.

Edit: where does a usx go?

legacy-F@ust
07-03-2004, 06:04 PM
And I would wanna learn how to lead a Mod-Team! :haha:

I'm just to stupid to organize such a betatesting session! :(

PointlesS
07-03-2004, 06:11 PM
sounds really cool...we should get a bunch of people together and play it sometime...

bartje321
07-03-2004, 07:35 PM
lol
i get stuck in the meshes each time

and somehow the menus arnt working the right way (i can make myself a beta tester, noting else) and i have to click multiple times on a menu item (P-menu)

legacy-Super_Moose
07-03-2004, 07:52 PM
Originally posted by Phantomdream
Edit: where does a usx go?
StaticMeshes.

legacy-F@ust
07-03-2004, 08:08 PM
@Bartje:

About getting stucked in the meshes: Yeah, that problem is known and i will fix that in the next version

About selecting only the BetaTester: Huh? I don't get this Problem, I can select whatever class I want (You always have to respawn before you get the selected class so I just commit suicide and spawn as the the class)

About multiple-clicking: That's versy strange, cos I thought I'd already got rid of this bug...

What Version of UT2004 do you have? And are you running instant play?

legacy-Quirken
07-03-2004, 08:13 PM
Interesting idea. I have a request, though.

Release the modified translocator as a mutator, with the option to make things slowly disappear in time.

That'd be so awesome :D creating cube staircases across maps

bartje321
07-03-2004, 09:12 PM
latest patch
and i try respwaning

edit: class changing work's, but with multyple clicking
the coder weapon is to strong, instagib effect

legacy-F@ust
07-03-2004, 09:22 PM
Oh, i had this bug with the multiple clicking now :) (Well, you have to click 4 times b4 exiting the menu).
That's definately on my fixing-list!

Didn't have that bug with the classes, though.

edit, too :p :
The coder will be MUCH altered in upcoming versions: The instagib-function to the meshes applies only to the simple geometric meshes (Like all what he mapper can spawn now). In future releases, there will be maps available with custom-meshes besides that, and they won't be that easy to destroy (Here the coder has to shoot multiple times with with TL.

That the enemy spawnpoints are destroyed that easily is something that i'll change in the next version. Then, the Coder "Markes" the spawnpoint and then has to wait an ammount of time till his action takes effect. In this time, the enemy can try to hunt him down, cos when the coder gets killed, the hacking is interrupted.

legacy-eliot
07-04-2004, 03:47 AM
nice work its funny but can you host a dedicated server so we can play!!

legacy-F@ust
07-04-2004, 05:06 AM
Since I'm sitting on a router and doesn't really understand anything from hosting a dedicated server, I doubt that that'll work, but I'm opening one now (With the ingame"Host a server"menu, that is). Of course, if some1 already has opened one, that'd be no problem! ;-)

It's closed now and as I suspected, it didn't work. I guess it's because of the router.

legacy-Major Lee High
07-04-2004, 10:16 AM
You can start a dedicated server on your own pc, then restart ut and join it on the lan menu to see if things work online.

legacy-F@ust
07-04-2004, 10:21 AM
Yeah, just found that out :D

So there are some MAJOR replication problems on clients, the playerstarts aren't replicated and the interaction isn't replicated, so that'll be the first to be fixed.

legacy-Quirken
07-04-2004, 12:53 PM
You could try port forwarding, too

legacy-F@ust
06-26-2005, 10:30 AM
I fixed all replication issues I could find, and called it BETA now. Too lazy to make a new post :)

changes: The mapper is now able to "seal" the playerspawns meaning that it won't be possible to spawn any new actors or destroy existing in a given range.

Unfortunately, I haven't got the possibility to make a server for this, so I'm relying solely on you guys for testing it on the internet.

legacy-eviL<3
06-26-2005, 11:00 AM
Well, okay i playtested it

http://img286.echo.cx/img286/3064/ut20046262005untitled121587fm.th.jpg (http://img286.echo.cx/my.php?image=ut20046262005untitled121587fm.jpg)

$hit, i'm inside a block!

http://img286.echo.cx/img286/696/ut20046262005untitled121597ht.th.jpg (http://img286.echo.cx/my.php?image=ut20046262005untitled121597ht.jpg) http://img286.echo.cx/img286/1412/ut20046262005untitled121606vd.th.jpg (http://img286.echo.cx/my.php?image=ut20046262005untitled121606vd.jpg)

Lots of blocks, and the final platform!

http://img286.echo.cx/img286/5708/ut20046262005untitled121615nw.th.jpg (http://img286.echo.cx/my.php?image=ut20046262005untitled121615nw.jpg)

How about only 2 blocks at the time per player? or a coop version, with only 1 block per player at the time? :D:up:

And a way to save your location 3 times or so

eviL

legacy-F@ust
06-26-2005, 11:20 AM
Oh I forgot to mention: With P, you can choose out of a menu what types of actors you spawn, there's stairs, cones, cylinders and other thing besides blocks :)

And with O, you get a class-menu where you can choose between different classes, so for example the modeller, who can spawn monsters and weapons.

The purpose is that the coder-class which is capable of destroying actors destroys all enemy spawnpoints. When one team hasn't got any spawnpoints left, the game is over.

EDIT: And another thing I didn't mention: The PlayerSpawnPoints can be used as teleporters. When you run over the middle of the spawnpoints, you get teleported to other spawnpoints of your team. The destination will be picked randomly. There are only 6 spawnpoints possible per team, too.

legacy-eviL<3
06-26-2005, 12:03 PM
T'is cool :up:

legacy-Quirken
07-16-2005, 01:33 PM
I must say... this is one of the MOST innovative game modes I've ever seen for any game.

Please keep working on it!

legacy-F@ust
07-16-2005, 04:54 PM
Hey, thanks! Unfortunately, I can't get enough testers for this and for further development, I need some online-tests with more than 1 guy. All people I asked refused to test this with me. Bastards! :mad:

legacy-WoW Punisher
07-17-2005, 03:11 AM
cool, but how do you get the funky crystal blocks?

legacy-F@ust
07-17-2005, 03:23 AM
When you select 'Seal the playerstart' you have to use the translocator on the playerstart, then you get this crystal around it and you're not able to spawn anything new or to destroy anything in the crystal.

legacy-WoW Punisher
07-21-2005, 12:11 AM
alright, btw, i'll online test for you!