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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, 35506 views, last view: 12/09/2021 01:07

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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#47: Re: ..

by suicizer01 on 02/25/2011 13:52, refers to #46

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: ..

by suicizer01 on 02/25/2011 13:57, refers to #45

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: ..

by s3ntry_Designs on 02/25/2011 21:10, refers to #48

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: ..

by tman elite on 02/25/2011 21:27, refers to #45

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: ..

by s3ntry_Designs on 02/25/2011 21:47, refers to #50

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: ..

by |ice|sub-zero|L on 02/25/2011 23:18, refers to #51

@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: ..

by tman elite on 02/25/2011 23:34, refers to #52

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: ..

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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