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Re: Gunslinger's Academy I've updated the blood shader. Currently just making use of a basejka shader, so no need for the new ones. It also pulses, and is stronger if you're lower on health. Going to go through the .pk3 soon. I'm having some .efx issues with missing shaders, and I don't have any mods installed that it could conflict with. |
Re: Gunslinger's Academy Let me know when you guys need something tested. Just throw me the file and ill Test anything you need me to. |
Re: Gunslinger's Academy Playing around with the IP file stuff now...I might get Didz to lend you his account system (Coder for ArbModding and CoreMod) Changed the window title to 'Gunslingers Academy' and set up a few client-side engine hooks to give you an idea on how it's done. Edit: Here's a whole bunch of code that might help you :) Code: static void CSF_ParseFile( void )Quote:
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Re: Gunslinger's Academy If you're missing shaders, I can hand you some of my personal files (which may have the referenced shaders, I don't know what is missing exactly) Take a look at this pk3, it may solve some shader issues: http://www.filefront.com/15122369/assets4LOLWUT.pk3 Explain to me a few things from this: Quote:
Second, if you lack this file, does it write one based on your IP address? Does it load it properly, based on IP address? Third, What is maxunits used for? Fourth, those new ammo types, are those implemented? Fifth, can you set up a sort of "saved password recovery" so if you change IPs, you can type in a password and save a secondary file? (which tells the game to load stuff, I'll explain in a moment) This recovery system, this is how it works. You type something like this in the console: Quote:
QCOV files look like this: Code: qcov_tNote that ALL of this is handled serverside, so your settings will vary per server Now, let's say our IP changes. we can then do /recover blahblah which: 1. Checks for blahblah.qcov 2. If blahblah.qcov exists, open it and read it 3. Open the IP listed in second param, and store it as a char 4. Read your current IP 5. Append your new IP into the second param of the qcov 6. Delete the IP file that is stored as a char Of course, there needs to be a default (for localhost and bots) What I plan to use these IP files for is for a EXP/levelling system, maybe include other things as well |
Re: Gunslinger's Academy The file I used as an example is for ArbModding, which uses a class system. The .CSF (Class Specifics File) defines all of the properties for each class based on the map being played. If the file doesn't exist I set it up to load from the default CSF, and if that's not there (Which it should be!) then their game won't load properly :p I also use a 'token parser' which is heavily based off JA's own token parser (For reading .sab files etc) IMO you should use a username/password login system. The file(s) could look like this.. All stored in one file Quote:
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Personally, I'd log their data in ent->client, and only touch the file once they disconnect/time-out. May as-well make a struct inside of ent->client to record their username etc. |
Re: Gunslinger's Academy Poped a DL at thoes shaders and looking at them now. Hope they solve that shader issue. :) |
Re: Gunslinger's Academy So uh, my theory is, if we change the networking of playerState_t::weapon to 16 bits, and declare it as byte weapon[2] then we can effectively have dual-wielding through that. Then you'd remove altFire, and make that behave as firing your second weapon.. Then you gotta override networking for playerState_t::weaponTime to 16bits, and declare it as short weaponTime[2] (I think...short is 16bit, right?) so we can effectively keep track of both weapons. Then, it'd only be a few other tweaks and we'd have it working...then clientside rendering of the second weapon, and animations. That's the trickier part. |
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For killstreaks, we need to move these to clientside (they are serverside now -> g_combat.c). I suppose we could use the EV system, but we also need to make obits clientside as well (so we can change where the position is, to the bottom of the screen) You also need to take into account weapon switching, on your theory. So, my question for you, Raz0r is this: what have you done thus far to the code? |
Re: Gunslinger's Academy Something i dont kow if you are aware of or not, but the ammo needs to be look at again... I bring this up because im running through a map with the rockets and i run across the Flechette weapon, and blammo, 25 brand new rockets for me to unleash onto the unsuspecting bots before my game comes to an inevitable crash. Just thought id let you know that. I think going from 3 rockets to 25 from 1 pickup is a bit drastic..... |
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Re: Gunslinger's Academy Allright, Cool. Didnt know if you where aware or not, so guess that solves that issue. :) so far i havent encountered anything Major that needs adressing aside from the crahing which i know your looking into and trying to solve. :) Keep it up everything is comming along nicely. |
Re: Gunslinger's Academy I suggest you wait until I rework the code into using a proper weapon table. I haven't done any weapon modifications as of yet, just planning. What I suggest for obituaries and whatnot, is to use the 'reliable command' system. Check out cgame -> cg_servercmds.c -> CG_ServerCommand so you know what I'm talking about. Server sends a command with a few extra args, client interprets and reacts accordingly. Link this together with a custom chatbox thing (I believe chatbox uses reliable commands too, actually) and you have a working obituary in the cleanest way possible. Using the event (EV_) system is bad, you can run into PVS issues where the event isn't broadcast to the client. Reliable commands never fail. Also, this is from my console.. Quote:
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When it's interpretted, you take note of the time it was recieved (Store in something like cg.lastKillTime), and when you draw the shader, do a check to see if ( cg.killCmdReceivedTime > cg.time - 2000 ) which will make sure it only draws the image for 2 seconds, then once you get another kill it'll draw for 2 seconds after that. You could also send the command only when you get a kill-streak bonus. But I really do urge you to track it all serverside and interpret it client-side :) Quote:
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Re: Gunslinger's Academy Wow, looks like you guys are making some major progress... I cant wait to test the new package when its put together. Just let me know. :) I have hopes the crash situation has been worked out. Oh some Ideas for the Fencing game type for holocron FFA, Have the swords reflect what stances you have, Like a 2 handed greatsword needs more power, so you have the strong stance as default, or the rapier is fast and nimble so you have the fast stance as a default. Just an idea. I still like the idea for thoes ppl who want to go dark ages on a stormtroopers ass and lop his head off with a bastard sword. :) |
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Check out the rapier stance: Spoiler: Spoiler: Another little tidbit: if Raz0r's theory works, and we can Akimbo weapons, Akimbo might be a powerup (like the Ysalimari, it would last for 30 seconds or so). I was thinking of also making the Blaster Rifle use Bryar animations, seeing as how the blaster rifle is going to be a mini uzi) |
Re: Gunslinger's Academy That sounds really cool. The fact you can lock stances with a weapon will allow for more strategy and player preference, so thats always a plus, one thing that will need to be looked into is the damage and weapon speed, we dont want ppl picking the strong broad swords for their almost one hit kills, there needs to be a balance, which could be hard, or easy to achive depending what you already have in mind. And akimbo powerup would be sweet, but we need to moderate spawn rates, and a random spawn would be nice, Insted of everyone camping where it spawns because its set, have it spawn randomly, no rotate, but a totally random respawn system so players cant predict where the powerup is so they can rape all opponets. i figured this falls under coding which raz0r seems to be very skilled at, along with you. Oh i dont remember if i mentioned this but for regular Gunslingers, Insted of a lightsaber customization have it so you customize what guns you spawn with, have it so not everyone spawns with the bowcaster. I think it sould be limmeted to the Bowcaster, E-11, the heavy repeater, the flechette, and the sniper. Im sure this would be a bit more complex, but if it can be achived, this would make it so much more interesting. Okay so thats it for now... if i have anything else that could possibly make this any more interesting ill let you know. |
Re: Gunslinger's Academy If you would like some help with stance animations I'll help out. One piece of advice; If you change the legs position that will give you a glitch when standing on slopes or on ledges. This is because the game will switch between the cutom stances leg position with the Leg_up positions. So you can do one of three things: 1. Remove the need for Leg_up animations. 2. Make all the stances use the same leg position as their default stance. 3. Make new leg up positions. |
Re: Gunslinger's Academy The rapier stance should be turned more side-on to the enemy, presenting a smaller target to him. Other than that, I like the look of what you've done so far. |
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You have a broadsword, a longsword, and a shortsword. When you change your style, you also switch weapons. So when you change to fast, you get shortsword, when you switch to red, you get broadsword, and yellow is longsword. It would be so much more interesting! |
Re: Gunslinger's Academy eezstreet: May need to look into using 32 WP_ slots if we're going to be doing all this customisation. Having extra room to push boundaries is helpful. EDIT: Okay, I just wrote an epic function to draw the weapons we have o.o You can polish it off however you want - maybe draw the ammo for each weapon and implement reloading/clips too o.o Code: #define DRAW_PIC( x, y, w, h, shader, colour ) \Spoiler: |
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Short Sword - 2 pounds Bastard Sword - 5.5 pounds Long Sword - 3 pounds Armor: About 4 pounds (roughly) MP5: ~1 pound Total Weight: 15 pounds. So you're running around with fifteen pounds of gear. Seems to me like carrying all these swords would be a heavy burden. Not to mention that you need to copy all lightsaber code twice (Which isn't that bad I suppose) Quote:
From what I can tell, basically what you're doing is placing all the weapons on the screen (which is Q3-like). I assume this is a pic from ArbModding? |
Re: Gunslinger's Academy Yeah, loop through the weapons, if we have it, add it to a list and prepare the x and y coordinates. TODO: Semi-highlight the ones we have ammo for (Or dim the ones we don't have ammo for) Nudge our selected weapon to the right and make it fully highlighted. This would look great with ammo indication, also a reloading/clip system. And yeah, that pic is from ArbModding as it stands. |
Re: Gunslinger's Academy Hm. I was just thinking of leaving the weapon system as it is. |
Re: Gunslinger's Academy well to be honest i like the idea of reloading. While ppl see it as a burden it actually is very very very stratigic, you need to manage ammo and everything. Not to mention having a clip of 300 rounds to spray randomly allows you to have horrid aim, but as long as keep the bullet hail near your target, its gaurenteed kill... take the bots for example. with perfect aim on jedi master they are quite hard to kill. you will find yourself Spraying an uncontrolled, and almost uninterrupted spray of 30-50 (even more rounds depending on range) bullets non-stop to try and kill your target. Having a few seconds in between a specified ammount of bullets allows for the target to eather get away with their life (barely) or for you to get the kill insted due to better ammo management. And not to mention, some guns are really OP currently. Take the E-11 for example, with 300 rounds and an absoulutely CRAZY rate of fire i can run through a map and not stop shooting, my target has no chance. the reloading gives them not only a chance but makes the player pay attention and do this amazing thing called aim insted of relying on an unrealisticly large magizine and RoF to kill a target. Not to mention it brings a totally new playstyle that suits the gameplay and style that Gunslingers is supposed to bring. :) I totally think reloading would be cool. It brings controll and strategy to the gun system. :) |
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Re: Gunslinger's Academy About the weight... we dont know what kind of swords, specific length (Just because its called a short sword dont mean its short. its just not a dagger and not a longsword...) along with what material they are made of. If we are talking about futureistic swords, we might be getting into materials like titanium,and Aluminum alloys... stuff thats light, and very strong. but if we are going into dark ages swords with heavyer metals, like bronze and iron. hell we could be talking about mithril swords. so i dont think the weight estimation is too outrageous. i do think weapon management and hotkeying will be a pain if we have 3 meele weapons and 32 other guns, not to mention explosives. Gun weight, i do agree, a regular 9mm pistol weighs on average 2 pounds. so heavyer weapons will need to be heavyer. Armor is another sunbject to material and time peroid discussion... when it comes time to make the swords and weapons i can help you with model ideas and everything seeing as ive played alot of the balders gate games, Both nwn, and Nwn2, i used to play Wow (4 and a half years, then i got bored...) Elder scrolls: Oblivion i currently have dragon age: origins, alng with Many many other games that have alot of unique and interesting swords. let me know and ill make a pic library for a reference. reason i offer is i kinda want variation so its still a sunject to personal taste in blades, as well as having the same simple, generic blade models is well... Boring IMHO. |
Re: Gunslinger's Academy I don't think the real issue for weapons is the weight, but the mass they cover on the body. Sure all three of those swords are not so heavy they can't be carried, but think of all the movement they incumber. A sword and sub machine gun on the back, a long sword on one hip and a pistol on the other, a short sword across the lower back, and ammo clips on the chest would greatly impede movement. If you are worried about realistic(ish) movement, I'd say one melee weapon, one large gun, one small gun, and grenades. |
Re: Gunslinger's Academy Very good point, i agree, movement would be akward with all that equipment on you... also i dont want it to look like its Slo-mo... |
Re: Gunslinger's Academy Is this project still being worked on? I'd like to see it eventually get finished and be released ^^ |
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Though I think Raz0r's mod pretty much tops my mod in all aspects. You should go check it out. While my mod is more for casual gunners, his is more focused towards a Left4Dead 2 type of experience. If I get time. I'm also working on two othwer mods at the moment (but this one is rather low priority, given that A) Raz0r's mod > mine, B) Not many people actually want this mod) But hey, it needs to get done. |
Re: Gunslinger's Academy Personally, I think that if you put your whole effort into Raz0r's mod, it would cover almost all aspects this mod would cover, simply adding zombie warfare. Perhaps later, you could work to add a non-zombie version of the mod, possibly adding/removing some weapons to balance it for sane human-only gameplay. |
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Re: Gunslinger's Academy ..Meep. Sorry for stealing the show and whatnot. PM/IRC me if you're after the SVN details. :o |
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