home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


The Untitled Sauer Mod

by Acord on 05/25/2007 01:52, 94 messages, last message: 09/08/2007 00:57, 93633 views, last view: 05/02/2024 10:32

Very early screens from a Sauerbraten mod I've been working on. Comments, crits and questions welcome.

http://acord.789mb.com/mod.htm

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#35: Re: gamemode

by scyper on 06/12/2007 22:53, refers to #34

Hidden: source, have a similar gameplay style, exept that theres is one hidden, whos invisible, superfast, can jump very far, and kill a opponent with 2 hits, and the rests is a bunch of soldiers armed with various weapons trying to hunt down and kill this hidden. the one who kills the hidden, becomes the hidden next round. Its almost the same but works pretty well, and the mod actually won a prize at Mod-Of-The-Year 2006. It would be great to play it with one marine against a horde of zombies, but then the levels should be designed so the zombies can hide in dark places, and attck the player unsuspected, instead of making them hidously fast.

reply to this message

#36: ..

by Acord on 06/13/2007 06:37

Honestly, I'll put in all the fun gameplay modes I can, but I need a good programmer for most of them :(

One mode would be similar to onslaught for UT2004 where monsters continually spawn into the level until the players die, and the one with the highest body count wins. Of course, that requires MP co-op.

Another mode was vaccine, where all the players gradually lose health. There's one vaccine(a health kit) that spawns randomly. Dead players turn into zombies and can kill and be killed by human players, but zombies can't harm zombies and humans can't harm humans. Last human alive wins.


Of course, the first release will probably be the regular Sauer gameplay modes so that I can get feedback, with maybe an extra mode thrown in if I can accomplish it.

reply to this message

#37: ..

by Gyro on 06/14/2007 05:36

This looks really interesting.

I'm an intermediate C++ coder, though I have minimal experience with working with the Sauerbraten code.

Email me with a way to contact you and I'll try to get to you when my main box is running again (motherboard fried, blargh).


I can also provide you with webspace if you'll pay for the domain name.

reply to this message

#38: ..

by Acord on 06/16/2007 02:14

Finished the mech and added it to the top of the screens page. Still working on USM02, which is a huge city map that will host two single player missions and be used as a basis to create two multiplayer maps.

reply to this message

#39: sweet i cant wait

by CaRnIsCrUb on 06/16/2007 04:00

i cant wait till you release this. i will def be your biggest fand. by the way nice zombies! you should make the cartridge gun look like a psg1

reply to this message

#40: ..

by makkE on 06/16/2007 16:05

You got some REAL nice stuff going there! Impressive !!

reply to this message

#41: ..

by Acord on 06/17/2007 07:02

Added in one of the turret models today. Waaaay easier to animate than characters. Played around with the AI code to see if something can be made to act like a turret, added about five lines of code - not a big deal. Also added burst fire to the turrets and the mech. Can't get them to keep facing the player during the burst, but I'm sure it could be figured out.

Not playing with the code too much right now - just fiddling with it to see what I can make it do. It'll have to be one of the last things implemented just so the project will be up to speed with whatever current Sauer release is out.

reply to this message

#42: Re: ..

by slider on 06/17/2007 11:55, refers to #41

frickin awesome....keep those screenies coming...

Damn I wish i could do stuff like this..

reply to this message

#43: Please sort out a SF.net project

by Free Gamer on 06/17/2007 16:17

Please sort out a sourceforge project for this so your efforts can be recorded somewhere and not get lost should you suffer some form of hardware or real life problem.

http://sourceforge.net/

Then perhaps others can contribute to your very promising game.

http://freegamer.blogspot.com/

reply to this message

#44: Re: Please sort out a SF.net project

by Acord on 06/17/2007 17:54, refers to #43

I did - it's good advice. It took SF.net awhile to approve it though. Here's the link to the SF page, although I won't be using it very often yet and primarily as an off-site backup:

http://sourceforge.net/projects/bloodfrontier/

I had to choose some sort of name for it, so I chose Blood Frontier.

reply to this message

#45: ..

by Acord on 06/18/2007 03:56

Another new screen, this time of the Player Character model. Needs a little work with the vertices around the shoulders, and I need to implement the VWeaps still, but after this there are only 4 maps and some coding before a multiplayer release, and two of those maps are 50% done.

Unfortunately, I'll be gone next week, so I won't get to do any real work for a few days. Gotta visit the family sometime ;)

reply to this message

#46: Re: ..

by Passa on 06/18/2007 07:34, refers to #45

Nice stuff Acord! (although he looks a tad dwarfish compared to the zombie, which has more human proportions.. maybe its just the angle you took with the screenshot?)

reply to this message

#47: Re: ..

by Acord on 06/18/2007 08:14, refers to #46

Nah, it's because of his big helmet. Maybe I should change the animations so that he does a little more standing and a little less crouching though...

reply to this message

#48: re:

by Geartrooper on 06/18/2007 08:17

excellent turrets.

reply to this message

#49: ..

by rabyte on 06/18/2007 13:30

GREAT work. Looking forward to the finished game.

reply to this message

#50: ..

by Drakas on 06/20/2007 11:55

=D awsome!

reply to this message

#51: ..

by slider on 06/24/2007 00:36

How about another teaser screenie ???

reply to this message

#52: Tasks

by Free Gamer on 06/25/2007 10:12

Things you really should do with your blood frontier sf.net project:
* Set up a mailing list
* Enable SVN
* Import your work into SVN

IF you are not familiar with SVN, check out Tortoise SVN as an easy way to get started:

http://tortoisesvn.tigris.org/

reply to this message

#53: Re: ..

by theButcher on 06/25/2007 16:23, refers to #36

I'm starting to mess around with the source code to get some interesting gametypes. I'll talk to you if i get something going.

reply to this message

#54: Any progress

by Free Gamer on 07/04/2007 13:37

How are things going?

I don't see SVN enabled or any CVS commits. I suggest you enable SVN for the sf.net project and commit your work there.

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Unvalidated accounts can only reply to the 'Permanent Threads' section!


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
53824058 visitors requested 71596522 pages
page created in 0.049 seconds using 10 queries
hosted by Boost Digital