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Cube & Cube 2 FORUM
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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, 35510 views, last view: 12/09/2021 02:32 |
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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)
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Lead Designer - s3ntry_Designs
Lead Animator -
Lead Level Design -
Model Designer -
Sounds - s3ntry_designs
Coder -
Story Designer -
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#38: Re: .. |
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by tman elite
on 02/25/2011 03:35, refers to #37
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I don't think he'd have to hide the playermodel command. Sure I'd know, you'd know, anyone reading this forum would know, anyone who's familiar with how the engine works could probably figure it out. But how much of the game audience is that? I'd venture to guess that 10, maybe 15 percent of the games players would ever use the "/playermodel n" command to change their model anyway. Most would do it from the menu. And those few who do use the console, how many of them would know that the zombie model was one of the playermodel options? Most people would have to look around a bit to find this out, or else type "/playermodel 5" by mistake or out of curiosity.
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#39: Re: .. |
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by |ice|sub-zero|L
on 02/25/2011 04:00, refers to #38
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*hrm* except anyone who has read this thread (a good 10-50%)
or anyone who looks at the trhead after its released.
which is why you change the playermodel command.
this is of course why i said that rather than saying "leave it alone".
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#40: Re: .. |
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by s3ntry_Designs
on 02/25/2011 05:59, refers to #37
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sub-zero, I was simply saying that I WANT the option of team-kill to be available, just as it is in reality. The chance of team-kill was the first thing I thought of, and I agreed on the fact that it would also make it harder for you to play KNOWING that you could possibly kill your teammate should you take a poor shot at a zombie, or throw a grenade into a zombie swarming a teammate.
What I'm going for here is realism, and while I know that it doesn't make sense to actually DO IT, it does make sense that the option to do so, is present. I do not want to force players to play any specific way, but I do want players to have fun. Perhaps I can do a teamed match, and allow team-kill, so players can opt out of it if they are reckless with who they lace with bullets.
Also, to be honest, I don't think it was so hard to understand what exactly it was that I was either saying or attempting to say, it just took a second to read, and comprehend it? Perhaps I'm overestimating your understanding of English, I'm on this end assuming you're from America and I don't know that at all... I apologize.
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#41: Re: .. |
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by tman elite
on 02/25/2011 08:14, refers to #39
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Yeah, I said that anyone reading this thread would know:
"Sure I'd know, you'd know, anyone reading this forum would know,"
A good 10 to 50%? Hahahahaha you're kidding right?
Sauerbraten's sourceforge page has 40,000 downloads every month. That's fifteen terrabytes per month. Rounding off at 500 MB per game download, Sauer is downloaded 1000 times PER DAY. And so far 8 people have posted. Eight people! You really think 10 to 50 percent of players read this forum?
And you're calling his friend the fool.
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#42: Re: .. |
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by tman elite
on 02/25/2011 08:19, refers to #40
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Having the option of team-kill and being in an FFA environment are COMPLETELY different things. In every game mode in Sauerbraten you can kill your teammates. In team modes, you just lose points. In an FFA environment you are REWARDED for killing the people you are playing with. So setting the game to FFA is not a great idea, unless you want the game to be competitive frag-match last man standing with a zombie twist. Think about it, do you really want to give players a point for shooting your friend point blank with a shotgun while he's sniping zombies?
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#43: Re: .. |
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by suicizer01
on 02/25/2011 08:22, refers to #40
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-.-...
s3ntry, Realize that "Free For All" is something different than "Teamplay" (Team DeathMatch), where only in "Teamplay" options can be caused a teamkill. Why? Because in ffa, like it's saying, your standing alone and try to survive while getting the most frags as possible.
You both mean the same but your not saying it right, unless you want to mod the sourcecode so ffa gets something like teamplay...
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#44: .. |
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by SheeEttin
on 02/25/2011 09:16
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Hey.
How about SOME semblance of on-topic posting.
(This may be a foreign concept to some readers, but you don't HAVE to respond to every post.)
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#45: Re: .. |
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by s3ntry_Designs
on 02/25/2011 11:37, refers to #42
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I see where you're coming from, but I'm not so sure the points system would be relevant since this is a co-op game only, where the objective is to reach a certain point, or clear zombies.
The more troubling issue is how I would get Bots to not kill each other if I were to set things in a FFA mode.
Over teamkilling, I think that the above issue is a more pressing matter... And so, for that reason it would be more relevant to make a teamed thing.
However with teams, isn't there a limit? I'm visioning hundreds of zombies per match, not exactly 30 at a time. Although if they are constantly respawning that could make it seem more populated...
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#46: .. |
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by s3ntry_Designs
on 02/25/2011 11:43
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Also here is a screenshot with the edits I've done with the loading bars...
http://img69.imageshack.us/img69/5056/screemf.png
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#47: Re: .. |
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by suicizer01
on 02/25/2011 13:52, refers to #46
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Nice idea, but I think that would fit more to a \"comic zombie\" themed mod (or is that what your trying to create?). Maybe some more dirt and darkness in it (think about graveyards?), so it really puts a mark on the zombies.
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#48: Re: .. |
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by suicizer01
on 02/25/2011 13:57, refers to #45
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0.0 Have you even listened to me?
If you don't want bots kill each other, base the mod on "teamplay", not "free for all"!
No, there is no such thing as a limit for how many teammates can be in 1 team (ever participate on prenium sauerbraten league when it was on it's glorious days? The server had 64 people on it where like 50 people were killing each other in the warmup period).
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#49: Re: .. |
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by s3ntry_Designs
on 02/25/2011 21:10, refers to #48
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xD yes I've been listening to you man, I just didn't see you point out directly that bots would kill each other, and that, stupidly, never occurred to me.
At this point, I agree with everyone in here about a Team Play mode rather than FFA. I used to play on Sauer like 4 years ago, and stopped for at least the past two years, so a lot is new to me, which is probably why I'm so dumb to all of this. I do remember the 64 player matches, but I wasnt sure if there was an auto-balancer here, or if that was on Quake III...
And in regards to the snapshot, I do agree with you that it loks a bit cartoony.... I really would like to change the background, it's way too bright, and I want the game to be dark. like really really dark...
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#50: Re: .. |
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by tman elite
on 02/25/2011 21:27, refers to #45
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If the objective is to "reach a certain point, or clear zombies" then your game would work a lot better if you could make a co-op SP mode (yes I realize that that's an oxymoron) because only in the current SP can you "win" a level by making it to the end. And, like I said, having respawning zombies means that they'll just appear out of nowhere, possibly inches from the player. In SP mode you can choose exactly where the zombies start, and you won't have the problem of them appearing out of nowhere.
You could make a zombie mode in an teamplay environment, but it won't be "objective-based." There won't be any "end" of the level, you'll just have to keep killing until time/lives/score limit is reached.
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#51: Re: .. |
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by s3ntry_Designs
on 02/25/2011 21:47, refers to #50
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I see, so basically the SP mode is the one that allows objectives?
Do you think there's a way to in essence "merge" the two modes of gameplay? So i could utilize both their features during gameplay?
As in, one level uses the SP mode, where you have an objective, and after reaching the objective, you get the MP mode, where you must beat a time limit, or kill a specific number of zombies?
I think we're circling back to the same point of needing to enable co-op play in a SP mode...
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#52: Re: .. |
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by |ice|sub-zero|L
on 02/25/2011 23:18, refers to #51
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@Tman: your wrong, you have two ways of winning a SP match, either kill ALL of the monsters, or two, find the ending trigger (to keep up with it all, back a long time into cube 1, triggers were carrots (often) idk why)
@sentry, thank you for realizing not to listen to what your friend was saying. most people commenting here have enough experience in the game and out that we know what fits.
the loading-bar and back ground, like sui said, would be good with the whole graveyard look (maybe a zombie hand sticking out of a grave, ect.
now, however you could mod the src for the bots, create says "bot2" the purpose for this is so that you could take out a few lines of code so like monsters they for the most part attack human's.
and for your mode, just mode the src (source) to make a new mode that allows over 100 kills and fix the M_TIMER so it doesn't affect your mode. you really don't need to over throw the entire source to make this. (that would be trying to merge SP with MP) since all you have to do is make ONE CPP file and perhaps a H file. and just add includes.
to progress some of the game however you will need mappers, so once this takes off (if it does) make sure there is a SVN for some people so they can keep up with the updates, and make/update maps for it.
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#53: Re: .. |
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by tman elite
on 02/25/2011 23:34, refers to #52
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Umm I'm not wrong, did you even read my post at all?
He said he wants the humans to be able to "win" by "reach a certain point, or clear zombies." This is exactly how you win in SP mode. You can't win a game of teamplay by making it to the end of the level, which is what he says he wants.
Therefore it would require either making SP coop-based (which would solve his zombie coding problems, since he could just modify the default enemies) or making end-of-level triggers work in teamplay, modifying the bot system, modify the end of game settings, etc.
If you want both objective-based (ie end-of-level) and survival or kill-count based, you'll need SP mode, or at least SP triggers.
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#54: Re: .. |
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by |ice|sub-zero|L
on 02/25/2011 23:38, refers to #53
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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: .. |
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by tman elite
on 02/26/2011 00:19, refers to #54
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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: .. |
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by |ice|sub-zero|L
on 02/26/2011 00:26, refers to #55
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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: .. |
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by s3ntry_Designs
on 02/26/2011 03:33, refers to #56
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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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