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Left4Dead Style Complete Modification

by s3ntry_Designs on 02/22/2011 00:21, 73 messages, last message: 04/28/2011 20:42, 42984 views, last view: 05/05/2024 10:33

Hello everyone! I am looking for a team to develop a mod for Sauerbraten in which Players must survive a Zombie Outbreak.

The mod would be very similar to Left 4 Dead, where players must all reach a point on a map to progress, or kill every enemy on the playing field.

The Sauerbraten engine is by far probably the most fitting for this type of game and also one of the best to design it on. I am very interested in starting this project as soon as possible!

Please post back here if you are interested! We are accepting any members who will help ON A REGULAR BASIS! Please contact me here, or by email! Thank you!

Current Positions To Be Filled (More than one person can apply and work in a specific field)
------------------------------

Lead Designer - s3ntry_Designs

Lead Animator -

Lead Level Design -

Model Designer -

Sounds - s3ntry_designs

Coder -

Story Designer -

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#54: Re: ..

by |ice|sub-zero|L on 02/25/2011 23:38, refers to #53

clearing zombies is one thing that already is in multiplayer (in a different form though)

when you score 10 flags, you win the game (tada, there's you answer for such a thing just code it to where you frag zombies to a limit)

and then to make an "End of game" trigger, you could again use the whole flags option (say everyone had a flag, and went to an end of a map where another flag is, the score once, and the limit of that score is 1)

again, to save you from a long time of stressful re-coding, just look for other options.

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#55: Re: ..

by tman elite on 02/26/2011 00:19, refers to #54

Except this requires completely reworking the bot system, making them only use melee, making them not seek out or pick up weapons, forcing them to all be on the same team, forcing playermodels, figuring out how to make them spawn in a "realistic" way (so they don't just appear out of thin air), and creating a new game mode specifically for this where everyone has flags, humans can't respawn but zombies can, etc.

If he figures out how to make coop into multiplayer (which he could probably get help with anyway since it's been brought up tons of times in the forum and a lot of people want to see this). And this is the only change he'd have to make.

So a "long-time of stressful re-coding" is relative.

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#56: Re: ..

by |ice|sub-zero|L on 02/26/2011 00:26, refers to #55

doubt it, like you have said, people have talked about it for a long time, then it should be done by now, but its not because it takes too long.

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#57: Re: ..

by s3ntry_Designs on 02/26/2011 03:33, refers to #56

Honestly I think the method tman speaks of is more relevant. I do understand that the way you're describing sub-zero is more effective, as I could do all of that right now, rather than finding a way to rework the game's architecture entirely.

But, if I rework the game's architecture entirely, I won't have to use the back door to get all of my monsters, characters, and storylines working.

I think I'll collaborate with some other people who've thought up the idea and see what they've managed to get done, and where they were thwarted. Thanks for the insight guys.

I'll post here and see if I can add some more work on the GUI though. Speaking of which the Sauer opening menu has a small background image, which is repeated in a "tile" fashion, I would just make a elaborate setting and use that as the background if I could. Maybe I'll take a look at the menu cfg if there's anything in there to stop the tiling...

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#58: Re: ..

by |ice|sub-zero|L on 02/27/2011 08:42, refers to #57

you mean my way is more efficient, not effective.

his way is more effective for you and everyone else so they don't have to use back-doors. However your talking major reconstruction of the code, slowly dissecting and re-building it from the very basic starting point (cube 1) and working your way up from there (not to say that a lot of the MP stuff actually affects it)

your talking months, perhaps a few years to many years before that can even be done (if the project is still alive by then) and as each new release comes out, you find yourself on the losing side, the best hope you really have is either using the back-doors, or getting on IRC, talk to eihrul, and see if he will allow you to be part of the dev team to work on SP events (trigger, monsters, ect, ect.)for MP.

Overall, the best way to do this is through the back-doors unless eihrul agrees and if him and some of the dev team help you. because dude, its going to be one long and boring ride, and once you start this, you HAVE to see your way through, since we don't want to have to re-break everything down and fix what was unfinished to what it is now.

good luck to you though.

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#59: Re: ..

by tman elite on 03/01/2011 00:02, refers to #57

You don't have to rework the games architecture entirely. Basically you need a way for all of the SP events to be synchronized between all of the users. You can do this a few ways:

1. You have the server handle everything. Basically trick the code into treating monsters like bots/players. As for things like lifts and triggers, you'll have to get the server to handle them in a similar way to the server handling a base being captured or ammo being picked up in MP.

2. You elect a player as the host (the guy with the lowest ping) and what happens on his "version" of the game is relayed to everyone else. When someone moves or shoots or touches a trigger, that info is transmitted to the host, the host calculates what to do (damage a monster, activate a trigger, etc.) and the result is relayed back to all of the other players.

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#60: Re: ..

by suicizer01 on 03/01/2011 10:14, refers to #59


What about to check out red eclipse?
It has way more options than sauerbraten and isn't that stable yet as sauerbraten (wich can be nice since it's more flexible)?

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#61: Re: ..

by |ice|sub-zero|L on 03/01/2011 18:03, refers to #60

@Tman: the second idea is half good half bad. the reason i say this is because the host has to play. and his ping will jump really high. so thats the bad idea. however you are on to something. using the server (as the host) to control it. this allows it to be a simple .bat to run it without causing as much lag. so the host of the server won't lose too much bandwidth and the server won't have bad ping, the players won't have bad ping. however this will still cause many (twice as many?) packets to be sent back and forth to a player, causing lag none the less.

@sui : what on earth did you say? i got "try RE, and see if it works" tins it was all gibberish.

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#62: Re: ..

by suicizer01 on 03/01/2011 23:22, refers to #61

I\'m not sure of this, but Sauerbraten main goals are reached or won\'t change at all.
Of course the last part counts for Red Eclipse as well, but I think you have more chance that something wich is usefull for you get implented into RE than sauerbraten, since it\'s a project wich is way more dynamical than sauerbraten (especially in it\'s server options).

Correct me if I\'m wrong, since I\'m just guessing around sometimes :P.

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#63: Re: ..

by tman elite on 03/02/2011 02:08, refers to #61

I realize the host will have huge ping, however since his machine will be the one controlling the monsters, triggers, etc. the only way this lag will show up is in the other players movements and stuff. All the "SP" stuff will be full speed. He doesn't have to download any of the packets except what his teammates are doing.

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#64: Re: ..

by suicizer01 on 03/02/2011 09:51, refers to #63

But what if a teammate kills a monster?
Doesn\'t that requires any packet jumping?

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#65: Re: ..

by tman elite on 03/03/2011 22:30, refers to #64

Yeah it would, but the host is controlling this so the effects of the lag on him are minimal.

Basically when a teammate shoots a monster, the shot will be sent to the host (like they're sent to the server now), the host will decide the result of the shot (damage a monster, blow up a barrel, etc.) and then the host will send the result to all the other players.

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#66: Re: ..

by SheeEttin on 03/03/2011 22:48, refers to #65

Why not just do coop on a server too?

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#67: Re: ..

by tman elite on 03/03/2011 23:18, refers to #66

I already said you can (look at post 59). I'm just pointing out that you could chose a host if you wanted to. That's how CoD zombies works.

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#68: Re: ..

by |ice|sub-zero|L on 03/04/2011 07:54, refers to #67

the packet jumps won't be minimal, this is why you make the server host (the person who runs the server, not the one who just logged onto the server and grabbed a badge that says "host" on it.)

and may i remind you, this is not CoD or any other game, this is sauer, so you must look for a more reasonable answer.

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#70: Re: ..

by tman elite on 03/14/2011 04:49, refers to #68

This isn't sauer. This is "Left4Dead Style Complete Modification."

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#72: Re: ..

by s3ntry_Designs on 03/21/2011 00:42, refers to #70

xD Touché?

I've not been on in a while, but I am still looking into this... Even trying to make contact with the guy who made the Hellpig model mod a few years back to see if he'd like to jump on board.

Thanks again everyone for the help.

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#73: NEW NEWS!

by s3ntry_Designs on 04/13/2011 21:55

Syntensity!!

I just saw this mod, and currently there's a team working on getting co-op FPS in the Sauer Engine! I t hink I'll head over there to see what they've got going on...

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#74: Re: NEW NEWS!

by |ice|sub-zero|L on 04/17/2011 03:11, refers to #73

good luck. its still going to be a pain in the ash tray.

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#75: lol

by lenny on 04/28/2011 20:42

I can help,,,

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