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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, 35509 views, last view: 12/09/2021 02:32

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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#11: Re: ..

by |ice|sub-zero|L on 02/22/2011 08:12, refers to #9

you can type /sp "map"

secondly, the bots can use .wpt files (waypoint) but by default, they just run at you. you never HAVE to use waypoints, its just preferred because that way your bot will have no trouble jumping a pit, or knowing where is dangerous to run or not. pretty much the waypoints are used to tell it where to go, however for any kinda of randomness, you can make them run into lava pits, or over or into a pit, ect, ect.

secondly, i do not recommend replacing a model for another model. however it is possible to replace the the model with your own model. but still, like i said, it would be smarter to either add a new monster, that or just use the bots.

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#12: ..

by tman elite on 02/22/2011 08:22

If you don't want to use waypoints but still want to prevent your ai from jumping into a pit of lava (not sure why there'd be lava in a desolate old city) you can use aiclip (or I guess it's called gameclip now). It stops mosnters but won't affect players, bullets, etc. Visually, though, the monsters will still look like they're running into a wall.

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#13: Re: ..

by |ice|sub-zero|L on 02/22/2011 08:39, refers to #12

granted, however its not quite as effective as waypoints (which is why as i said, they are preferred)

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#14: Re: ..

by suicizer01 on 02/22/2011 10:26, refers to #6

You can only be a proper lead designer if you have knowledge about everything what takes part in making mods.

Why do you think a chef is able to command cooks? Since he was once one of them and knows how to aproach them.

In other words, your mod would fail instantly...

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#15: ..

by Razgriz on 02/22/2011 10:31

truth is that i skipped what most people here said, its early in the morning for all this text. so i'll get to the chase.

you can follow tempest's advise on #1

apart from that, you probably fail to see the apparent problem of this mod, that is, assuming you know eihrul is the only actual remaining developer, the rest being "donations" from the community. if we HAD the extra people required to do all the stuff you need for you to get the credits for releasing this mod (hah), chances are that they would be too busy on their own with many other projects, because people who do this kind of stuff for free are few.

In any case, you might want to check in with CubeCreate irc.freenode.net #cubecreate and see if it would better suit you since its all done in python.

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#16: Re: ..

by suicizer01 on 02/22/2011 12:23, refers to #8

By only changing the skin of the playermodels would make them very unrealistic.
You can better ask if you can use the playermodels of Assaultcube and import them into sauerbraten (good luck wich that tough), then change their skin.

If your unable to do such thing, try to get permission of geartrooper to modified the playermodels of sauerbraten into zombies, like the model frenchbadping once made (even tough he didn't had any permission to make such thing).

Good luck...

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#17: Re: ..

by |ice|sub-zero|L on 02/22/2011 17:45, refers to #16

oops, my bad, i didn't think of this second thing, changing the bots playermodels makes every playermodel change if you have "force teamskin" on. my bad. lol ^.^

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#18: ..

by s3ntry_Designs on 02/22/2011 23:43

Hrm, yeah I think, even though it's apparently going to be hell, I'm going to have to find a way to get monsters in multiplayer mode.

I wouldn't want the player characters to show up as zombies too. :/

Razgriz - I understand that many, especially coders, wouldn't be willing to help for free. But to those who are, and who can, most likely will. I'm willing to put time into this, so I don't see why others who are looking to see the same result as I am wouldn't be willing to. I'm not forcing anyone to help, I'm simply asking for it. :]

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#19: Re: ..

by tman elite on 02/23/2011 00:26, refers to #18

Right now the player gets to choose what he looks like from a few player models. What you could do is have one "player model" that is not available to the player, and change his texture/model to look like a zombie. Then you'd have to modify the source so that all bots use this model.

This player model system seems to work pretty well with what you want also. For example, the different models could be different characters for each player to choose from. I don't know if you'd want to make it so that each character can only be used once though, as this would require modification.

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#20: ..

by SheeEttin on 02/23/2011 01:28

Note that there's also Red Eclipse, which already has zombies.

Unfortunately, while its predecessor, Blood Frontier, was single-player zombie-oriented, Red Eclipse seems to be more oriented towards varied multiplayer environments.

Red Eclipse is probably pretty much dead now that Quin's dropped off the face of the earth, though. (There is apparently some kind of development going on, but I don't know anything about it.)

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#21: Re: ..

by suicizer01 on 02/23/2011 02:16, refers to #19

Too bad there isn't existing such thing as an open slot for importing your own playermodels, since it's very cheat-risky (would be incredibly easy to create an "ultimate target").

In other words, modify the sourcecode to get such thing.

Good luck again...

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#22: Re: ..

by tman elite on 02/23/2011 02:50, refers to #21

Eh. If you're making a mod and trying to do minimal work, just replace the models and skins in the folders where the current player models are located. There are 5 of them right now, so just use four of them for you characters and the fifth as your zombie model. Then remove the fifth model as an option in the playermodel menu in menus.cfg so that the player can't choose to be the zombie (they could do so from the console, call it a "cheat" or "easter egg"). No source modding necessary. Your folder names would be a bit misleading but it should work in-game.

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#23: @ #22

by s3ntry_Designs on 02/23/2011 04:21, refers to #22

@ tman elite - Thanks tman, that's essentially what I'm looking to do. But wouldn't bots pick up weapons and use guns? How could I restrict a bot to only use mele, or the "bite" function that a hellpig uses? Is there a way I can reconfig the bots to use only one weapon, and assign a specific damage amount for that weapon, and not make it available to the player?

I wouldn't say I'm trying to do minimal work entirely, but the method you explained seems to work for me at the time being...

@SheeEttin - I'll probably search it up myself, but dos Red Eclipse use the Cube engine? And is it free for modification and redistribution?

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#24: Re: @ #22

by tman elite on 02/23/2011 04:32, refers to #23

This would require source modification (so would making all the bots use zombie models anyway, but this would require a lot more). Essentially all you'd need to do is make all zombies use knife/chainsaw/fist all the time. And make them not pick up items. And make them not run toward items. Look at ai.cpp and ai.h

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#25: Re: ..

by suicizer01 on 02/23/2011 10:01, refers to #22

I know that's the cheap way, but you've got to make sure the zombie-playermodel has exactly the same ammount of animations and are all carrying the same name as animation like the default playermodel did.

Why? Since it's hardcoded...

You would be able to press "/playermodel 4", wich makes you have the zombie as playermodel...

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#26: Re: ..

by tman elite on 02/23/2011 15:08, refers to #25

It shouldn't be a problem if he's just changing skins. And as I already said, let the players be a zombie through the console if they want and call it an "easter egg."

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#27: Re: ..

by |ice|sub-zero|L on 02/23/2011 16:20, refers to #26

it isn't hard to put a model in by hardcoding it (since its all copy and paste)

the hard part is getting someone to model. and the person who models can make a skin for it too.

now however you can put in cut scenes (this can be done through demo) and once you hit a trigger (this is only in sp, unless you feel like actually making it MP) the trigger will have a command (demo (number or name)) and it will play the demo that you made. (this was just an idea)

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#28: Re: ..

by suicizer01 on 02/24/2011 01:01, refers to #26

If you would only change the skin, it wouldn't look that great as your going to hope.

But go ahead, I won't stop you...

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#29: Re: ..

by s3ntry_Designs on 02/24/2011 05:57, refers to #27

Yeah, nice idea sub-zero! I was thinking cutscenes too.

A model maker is currently working with me to move things forward, so I think I can make skins for his models! :]

Basically what you and tman are saying is to:

- make 4 available players
- give each available player a different character model
- make 5th player model a zombie character
- ban players from using player model 5 unless they use a command to do so (as an easteregg as tman is suggesting)
- 5th playermodel is assigned to the bots in-game, and will be fit to use only fist/chainsaw and not pick up items, health, guns etc.

Essentially my friend told me that this would make more sense as a FFA environment rather than a team, but is it possible to cap the FFA environment at 4 players and have only the rest be bots?

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#30: ..

by s3ntry_Designs on 02/24/2011 09:25

Okay Guys, I have a few pictures of my GUI overhaul, and a logo I created for the game mod so far. A few of the things are recycled from cube itself, and the overhaul isn't finished entirely... This is just some progress..

What do you guys think?

http://img88.imageshack.us/img88/7402/28722142.jpg
http://img820.imageshack.us/img820/2830/90718566.jpg
http://img828.imageshack.us/img828/883/29023776.jpg
http://img843.imageshack.us/img843/1076/44524220.jpg
http://img217.imageshack.us/img217/8052/34522011.jpg
http://img51.imageshack.us/img51/2734/13808537.jpg

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