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Author | Topic: Sin CTF Coding Status |
aldie |
![]() ![]() ![]() ![]() Just a quick update before I go enjoy my Sunday afternoon. I've been working on the Sin CTF code, and it's coming together much faster than I anticipated. The grappling hook is done, and it's not another weapon, i.e. you can fire the grapple at any time with the "use" key. You'll be able to do those acrobatic rocket kills with ease :-) I also got the flag system rules in there, and some basic scoring rules. Right now it is set up as Hardcorps vs. Sintek. Blade wears the traditional Hardcorps blues, while Elexis is wearing her classic red outfit :-) basically what's left: I will ask Beau to make some custom flags models, and possibly some skins. I will also probably be changing some of the weapon code ( this is not final ): Sniper rifle - 1 shot kill (unless player has reactive shields ). Change the rifle to fire upon release of the button instead of when it gets pressed. Chaingun - "weaponuse" key will fire grenades, and I will increase damage and shorten their life time. This is so you don't have to switch weapons to fire a grenade. This change could possibly make the Chaingun the most powerful gun in the game. Pulse: Increase the laser beam / lightning damage. Increase the range as well. If anyone has any other cool weapon changes in mind, send em to aldie@ritual.com and it may make it in there. -- |
The Last Doomer |
![]() ![]() ![]() ![]() Thank you for changing the chaingun and sniper rifle. ![]() - TLD |
Rome MiB |
![]() ![]() ![]() ![]() You GO boyyyy! ![]() Oh and I agree with TLD about the mines. |
Halo BaS |
![]() ![]() ![]() ![]() Slugs! Is it possible to have slugs in the shotgun, so when they hit they have a serious force throw effect on the victim? know what I mean? |
aldie |
![]() ![]() ![]() ![]() The spider mine thing sounds pretty good. I will put it in and see how it works out. Shotgun kickback can be increased. I'll throw that in as well. I might increase the rocket kicks as well... They seem a little weak right now. Hardly feels like you got hit with a rocket. I also had some ideas about team specific powerups that only people on that team can use. Sintek will get some sort of mutant powerup, while Hardcorps will get a weapon powerup. -- |
siko |
![]() ![]() ![]() ![]() i think you should be able to push something or someone by just hitting a button. So if you're really high up and out of weapons, you can just pushthem off a ledge. I think it would also help to be able to see if someone has armour on (where its visible) It would be great to be able to move and faster and jump a little higher. |
The Last Doomer |
![]() ![]() ![]() ![]() Siko: It'll never happen bud. ![]() Rome: Right on. Halo BaS: Right on, again! =P That's what I forgot to ask for...slugs! I've never found a game that uses slugs instead of the buckshot stuff. - TLD |
Rome MiB |
![]() ![]() ![]() ![]() How about some of the maps relying on vehicles? Like a ctf game where instead of a flag, you get cars which you have to bring back to the home base. If the car gets all shot up then it explodes, killing the player and respawning back at the other team's base. I would really like to see vehicles in multiplay. Right now they suck cause 1. maps dont support them and 2. the control is VERY bad with the keyboard. Vehicles should have mouselook on and steering should be with the forward, backpedal, strafe left and right keys. Right now, the strafe keys change the cars direction way to drastically making it very hard to steer. (for a better explanation, give Redline or SkyNet a shot |
Teufel |
![]() ![]() ![]() ![]() Guys, guys, the car thing brings it OVERBOARD. Aldie is helping us with his free will and in his free time and we arent gonna ask him for too much. Cars increase lag, give an edge to someone, and have nothing to do with CTF. Try to be reasonable with the poor guy. =) ------------------ ICQ: 7517583 EGN: 57433 |
Teufel |
![]() ![]() ![]() ![]() I forgot to mention Scott. Remember to get Beau to try modelling the Runes that WE choose. As seen on http://www.ritualistic.com/crctf/about.htm. Those are the ones that need to be coded. Most of the team decided not to go with Quake 2's. ------------------ ICQ: 7517583 EGN: 57433 |
Rome MiB |
![]() ![]() ![]() ![]() Can't blame me for trying ![]() |
Halo BaS |
![]() ![]() ![]() ![]() TLD: Yeah man thats the point!! ![]() but consider this, you are gonna have to be as accurate with them as you are the magnum, so there is a subtraction for using it. |
The Last Doomer |
![]() ![]() ![]() ![]() I'm just gonna walk up behind snipers with the shotgun and put a slug in their skull! ;D HAHAHA - TLD |
Kenny |
![]() ![]() ![]() ![]() Since there will be a grappling hook, who needs vehicles? Grappling hooks are the most efficient way of travel: no turns, bumps or bruises, just one plain direct route. |
Rome MiB |
![]() ![]() ![]() ![]() BUT vehicles in some maps would add variety to the gameplay. Especially if the car is treated like a flag then just a way to get around. |
Teufel |
![]() ![]() ![]() ![]() I am really for implementing Dogs (Bots) and Motorcycles into Cops and Robbers for KingPin, http://www.3d-unlimited.com/cr/ (3D-Unlimited is down until tommorow). But again, it increases lag, and bad things like that. And some of the team doesnt wanna f*ck wit it. ------------------ ICQ: 7517583 EGN: 57433 |
Rome MiB |
![]() ![]() ![]() ![]() Well, you could always use tricks to hide the guts of what you're doign and making it look cool. EX: In Half-Life's upcoming CTF, a scientist (or any other character) can be the flag. He will be in a "prison" or whatever (enemy base) and you have to bring him back to your base. You just run up to him but instead of picking him up, he just follows you. The guy runs as fast as you and has noclip so he won't get stuck on walls. Basically, this is the same thing as a flag but it adds to the gameplay significantly without taking away from the game's performance. |
The Last Doomer |
![]() ![]() ![]() ![]() Uh....so make it that the Hardcorps have to rescue JC and Sintek has to rescue Mancini. They're the flags and will follow you when you hit use on them...also, as stated, give them the noclip property so the don't get stuck. That'd be pretty neat. - TLD |
aldie |
![]() ![]() ![]() ![]() I talked to the 2015 guys last week, and they were interested in implementing the CTF code into the Wages of SIn mission pack. They have a really good implementation of hoverbikes which might make for an interesting version of CTF. ------------------ |
The Last Doomer |
![]() ![]() ![]() ![]() Yeah, but how will adding CTF to the mission pack affect it's release time? I'd like to play it sometime or another... =) - TLD |
12Gauge TNT |
![]() ![]() ![]() ![]() Just got back from a weekend of hurricane-guzzling, bead-propositioning, and various other forms of debauchery at mardi gras and then I check out the rit page...oh shit, look at all the updates! First issue to mr scott alden: if you're gonna alter the weapn code, please reduce the splash radius of the pulse rifle (we at TNT call it the 'bitch gun'). That is the closest weapon comparable to the low-skill BFG in q2, with its mile wide blast radius (although the ease of self-damage and limited ammo are good balances). In addition, the sniper rifle issue (one shot kill) harkens back to the discussion me and rome had about the locational damage...is that one shot anywhere or just to vital body parts (head, etc)? The helmet and various armor should have some impact on whether a guy dies or just gets damage as well. Last one man: please push for q2 style tech runes...some of the runes teufel suggested are good but the long jump one is kind of iffy. Compromise would be great on this one, I'd say push for the q2 runes haste (time accelerator) and power amplifier (or equivalents) and go from there...I'm sure a lot of players would associate the long jump rune with the bind "drop tech". Oh shit, speaking of drops, got another possible addition that may have been left out...I'd like to see drop weapon and ammo commands (drop commands in general)from the console for ctf, plus say_team message mode 2. Drops are essential for maps with not much ammo and with weapons that dont stay, plus it really helps promote 'team first, individual second'. You, teufel, and the rest of the team are probably way ahead of me on these, but just checking. TLD, dont agree on the mines...they should be increased for regular deathmatch but in ctf, teams could just mine the flag constantly, camp it, and we'd see a lot of 0-0 games (caps). The damage should be same as grenades, not nuke power because that would give a heavy advantage to the D. Ammo on maps should be limited too and in hard to reach areas. Halo, the slugs ammo idea for the shotguns is a great one for a secondary fire mode for the shotgun, or maybe separate ammo. It would be pretty hard to hit moving targets with the lack of any spread at all; the slow reload and single shot aspects of the shotgun, coupled with the tiny bounding box in sin would make it a really limited weapon. But, I think it's still a great idea. Rome, the vehicles idea is a little too ambitious for the present netcode. I'd like to see some vehicles too, but the lag would be really bad. I get really shitty lag on sincity with the moving crane, and that's just one animated object! imagine having 3-4 of those cranes on the city, net play lag would be incredible and, ultimately, unplayable. The human substitution for the flag idea...I dunno man. Seems like it would be really hard to cap, all the defense would have to do is lob some pulse shots into your general area and kill you, the hostage, or both. With the grappling hook in use are we going to see blade pick up this scientist in his arms like luke/leia in star wars and grapple all over the place? Wait a minute, if you substituted the scientist with one of the female bank hostages...maybe that is a good idea! Let's wait on that one though. I think everyone here in sin world wants to play some good ole standard CTF as soon as we can, save it for the add ons. Pardon the long post, but I am really psyched about this CTF. Keep the info rollin! -12 |
The Last Doomer |
![]() ![]() ![]() ![]() Jee 12, just come on back from your mardi gras and shoot everybody outta the sky!!! Anyway... Good with the runes...I read over the orginal Teufel runes, and uh, 'aqua rune?' That'd mean that every single CTF map would have to have water or else it'd be worthless. 'Drop' and team messagemode is good. With the mines, the damage really doesn't matter, I just want the way they're thrown changed... Speaking of the sniper rifle, kill all the opening and closing animations...it's really not needed. Just a waste of time between weapon switching. BUT, it's for balance you cry...you know how GD annoying it is to be mown down while waiting for it to open or close so you can attack!?! Besides, I doubt the snipers will be running around the level and rather take up a sniping spot. Also, as a cure for the 'one shot kill' deal, have the sniper rifle 'charge' as you hold down the fire button. The longer you hold the button down the more powerful. This'll make up for the balance of taking out the opening/closing animations because someone running backwards with the sniper rifle wouldn't be able to just click and kill the person chasing them, they'll have to 'charge' up the rifle enough for a one shot kill which by that time...they'll prolly be dead... Good idea? Bad idea? No go on the vehicles. I still think Rome's hostage idea is cool tho, CTF needs some diversity. I mean, take orginal Team Fortress, count how many different ways you can play that. =P Tell me if these ideas need any further explanation as so descriptions were rather vauge. ;] - TLD |
The Last Doomer |
![]() ![]() ![]() ![]() BTW, a lot of ya'll need to just play Team Fortress...then some of this stuff would click. You think the increased damage with spider mines and camping would create 0-0 games, not exactly. I mean, the demoman can set up pipe bombs all around the flag in TF if he wanted, that doesn't create any 0-0 games...well, most the time anyway. - TLD |
Outsider |
![]() ![]() ![]() ![]() Oila, Isn't it a good idea to see who is attacking you, just like in unreal? ------------------ Come and (try) to frag us at http://www.gamepoint.net/gp_net/sin/sinserv.html |
Smack2 |
![]() ![]() ![]() ![]() TLD, 12, and Rome - cool, cool, cool. The secondary mode for the shotgun would be cool, but like 12 said, it's hard enough to use the thing in deathmatch with the reload time and tiny target areas - the shotgun gets used when you can get right up in somebody's face and want a one-shot kill. The sniper rifle could definitely use the type of improvements that are mentioned above - I hardly even try to use the thing in deathmatch 'cause you're asking to get wasted as soon as the animation starts up. TLD's idea of a 'charge-up' period would help balance that weapon well. Multiple mines would be cool - I have a question for anyone who knows - I've never walked up on the mines left around a gun or powerup and had them detonate in a deathmatch - if the user dies before he triggers them, do they just hang there until the end of the game? It'd be kind of cool if they were motion triggered or they exploded when the launcher got fragged . . . Grappling hook would definitely beat the vehicles (sorry, Rome) - as a HPW modem player, anything that adds even another 10ms of lag is going to just bust my chops even more - I love playing SiN online, but anytime the map rotates to SiNCity or Railroad, I spend a lot of time hanging in space with the cute little SiN icon in my upper left screen, and then waking up in small bloody pieces. Can't wait to get out and play on the new maps, et. al. To the guys at Ritual and the CTF team - THANKS for listening and checking in - build it and we will come - hehehehe . . . |
Teufel |
![]() ![]() ![]() ![]() The "Aqua" was a little far fetched, I know. I think the two of us who thought of it were a little 'off' that night. Anyways, I would still like to hear of any runes that you guys would like to see. As for the WOS pack, the team was already thinking of redoing our SinCTF\CRCTF to work with WOS. It won't be very hard but will take a little bit of time off of 2015 and get the damn game out faster. ------------------ ICQ: 7517583 EGN: 57433 |
Rome MiB |
![]() ![]() ![]() ![]() The human flag can be immortal and would respawn back where it started if the player "carrying" it dies. Doesn't really seem like alot of work if the CTF code is already done. The vehicles *will* probably lag up the game so maybe it's not the best idea.. I say this cause when I take the eleveator in the oilrig, I usually lag like mad until the thing stops. Other games got their net code to tip top shape and cars added 0 lag (skynet, redline, Half-Life and those rail carts) but maybe Sin considers the car and the player seperate entities and keeps trying to sync them together or something (I'm clueless about these things tho). More damaging mines would not hurt CTF cause if you come to tale the flag and see it covered with a ton of those mines, you can either take out the guy with the detanator or just log a grenade or rocket into the mines and they will explode on their own. The charge up sniper rifle idea sounds like it's straight out of Tribes.. but hey, it works great there, so why not have it in Sin? |
The Last Doomer |
![]() ![]() ![]() ![]() 'you can either take out the guy with the detanator or just log a grenade or rocket into the mines and they will explode on their own.' Exactly! It just sounds like some people don't wanna use mad skillz to cap the flag! ;D Since the mines can be 'removed' by other explosions there really is no need for a time limit...as that would just be very annoying. Instead of just having the respawn when the carrier dies, make it so the hostage holding team must touch or hit use on the hostage to return them. BETTER YET! Just have the stupid sob run around in circles around the map 'til one of the teams catches 'em! Hahah... There is a sniper rifle in Tribes? =P - TLD |
Outsider |
![]() ![]() ![]() ![]() Oila, Mh i like to see that overloader (you know) are being punished ![]() All lamers are doing that, and i think that is not right. i know this has not much to do wth ctf but stil. Its better that if's someone overloads he get -5 frags or something ![]() Hope i am not the only one thinking about this idea CyA ------------------ Come and (try) to frag us at http://www.gamepoint.net/gp_net/sin/sinserv.html |
sparK |
![]() ![]() ![]() ![]() let's not make the game too much like tribes, now. and ya know, don't really care about vehicles either. would really, really like to see some custom maps, even if had to wait a few minutes while they download. SiN for me just fills that need to 'go postal' and frag til the ammo runs out. if want tribes' features, will play that (but rarely do). ------------ |
The Last Doomer |
![]() ![]() ![]() ![]() Hey! Chicken wing! What about the people that don't have tribes...perhaps they'd liked to see some tribes features, EH!? - TLD |
12Gauge TNT |
![]() ![]() ![]() ![]() TLD, you have to have a time limit on those spidermines (think it's like 3-4 mins now) because if you deploy enough of them on the server they lag the shit out of it. The whole map starts to hiccup that activation beep and the game slows down. I dont think that having regular mines (like they have now in sin) would make 0-0 team scores, but I do think nuke-powered mines (higher damage) with no time limits would adversely affect the game and give too much advantage to the D. There would be no quick in/quick out flag retrievals with the hook (ala q2ctf3, the smelter)...you'd have to kill most or all the defenders in the room, then blow up the mines with a splash weapon. I think if the mines had a little bit more oomph, but still had a certain residence time and limited ammo it would be cool. But having tons of mines, with no time limits, and with BFG-like damage for them the game would be unbalanced. The defense could just mine the entrances, the flag, the path to the flag, and post guards...try running into that and see if you make it out alive. I say the mines stay with the same damage, but maybe add proximity mines in addition to player-activated ones. The idea shouldnt be to kill a guy who runs into the flag room with full health using a single mine; should be to weaken him while he gets the flag after which he gets assaulted by the defenders, or to slow him down by forcing him to blow them up. I think the mines also have a good use as cameras for the opponents flag room if you could hide it well(kinda like those guys in quake who would die in the flag room and dont respawn for awhile, reporting to his team through message mode 2). I can already see this ctf man, it's beautiful! Lots o' fun to be had, lots o strategies to come up with. I dont know about you guys, but I cant wait. -12 |
The Last Doomer |
![]() ![]() ![]() ![]() Eek, you're going insane. They don't need to have 'nuke damage' or BFG damage, jeez. A 3-4 time limit is fine. It's not like everyone is going to be using the spider mines and you can only carry a limit of 10 anyway. F0k the damn cameras! Nobody uses 'em now! And besides, if they had a time limited then you'd have to go replace the damn cameras and what good would that be cause you'd prolly be killed in the process! Think! You're only looking at everything one way. - TLD |
The Last Doomer |
![]() ![]() ![]() ![]() Aren't there any GD programmers out there in the community that can do some of this 1337 stuff?! - TLD |
12Gauge TNT |
![]() ![]() ![]() ![]() first of all, tld, nobody uses the cameras cuz all we do these days is deathmatch. If the sole goal was to help the team rather than get the most frags on the server, then the cameras (and mines in general) would be used more. The spidermines never seemed to be made for deathmatch, they're more suited for this kind of game (CTF). And about the base cameras...there are plenty of times when I find the enemy base empty. Go in there, throw a few mines on the wall, entrances, flag area, whatever...and go camp. You can keep an eye on their D when their flag gets returned, tell your buddies about strengths, blast whoever thought those were friendly mines, and go tear-assing through their base...grabbing the flag in the process. I dont think that is far fetched. Yeah, I did exaggerate with the bfg ref, but hey...I think the damage is just fine with those things. Maybe a little more, but not the 10000 damage like aldie's implementing with this sniper rifle modification (really dont agree with this). -12 |
Bass2496 |
![]() ![]() ![]() ![]() I was wondering if ne 1 else thinks it would be cheap for someone to get the ionizer and overload themselves at the enemy base, killing the defense. Do you guys think that feature should still be included? ------------------ |
12Gauge TNT |
![]() ![]() ![]() ![]() oh damn bass, good call! didnt even think of this. Teufel, aldie, you HAVE to take this suicide factor out or ctf is gonna be really lame. Oh shit, forget about the mines and the snipes rifle, that nuke gun suicide is going to be used quite a bit...that feature is worse than the bfg in quake2. the quantum destabilizer itself is great, but the ability to kill everyone by suicide isnt. -12 |
Outsider |
![]() ![]() ![]() ![]() Mh I did say that before! so ![]() but ok -5 frags would be nice! hehe i want CTF now!!!!!!!!!! ------------------ Come and (try) to frag us at http://www.gamepoint.net/gp_net/sin/sinserv.html |
Stroggos2 |
![]() ![]() ![]() ![]() I, along with all of my friends that are sinners, am VERY excited by SinCTF.... FINALLY... something besides deathmatch =) Hopefully this will bring SiN back into the limelight because SiN's netplay is rock solid and Half-Life's netplay still sucks goat balls IMHO. I would suggest you NOT copy the "capture the scientist" idea from Half-Life's Lambda Run CTF as I know the "leader" of the mod team TC's Minions.... He would be VERY UNHAPPY if you copied.. =P Anyway... I'm happy to see this come togeather so rapidly. What a nice suprise!! ------------------ [This message has been edited by Stroggos2 (edited 02-16-99).] |
Ryno |
![]() ![]() ![]() ![]() There needs to be slugs for the shotgun, like when you walk up to an HPB stuck there in lag, you can load a slug down his throat! HAHA!!! A potato gun would be cool, launch a fat potatoe in someones stomach and blow him 20 yards away! Sin kicks ace! Who's Your Daddy? ------------------ |
Ryno |
![]() ![]() ![]() ![]() I was replying to Halo, Slugs all the way! ------------------ |
KlumsyNIN |
![]() ![]() ![]() ![]() I think that CTF is going to be great... I just ask one fav... can ya keep me posted as in email me when it's finally finished... I'd like to use the coding for a mod I'm workin on... I'd give credit no doubt but I need some of that coding to save some time... thanx ------------------ |
Halo BaS |
![]() ![]() ![]() ![]() Yea Ryno! I have been in all shotgun mode gettin ready for it , Man I can't wait! <Maybe Fay will go back to the blaster> ![]() |
Ding |
![]() ![]() ![]() ![]() . [This message has been edited by Ding (edited 02-18-99).] |
NightHawk |
![]() ![]() ![]() ![]() Destabilizer suicide move definately must go. How about letting lamers overload it, but a hugeass energy pulse that's conducted by the gun's metallic construction is surged into the poor fool instead of an explosion? Incorperate the exploding graphic of the pulse cannon and have the player blow into little pieces of gib. ![]() Also, for spider mines, I see a good future for them as survailance items. Why not allow the user to maneuver them in camera mode? How cool would that be? However, they'd have to be limited in speed or destructive power so that they couldn't be abused in any way. Marching an army of those into somebody's base wouldn't be cool. Maybe they could be weakened severely so that a shot from the mag would detonate them. It'd keep players on their feet. ------------------ [This message has been edited by NightHawk (edited 02-19-99).] |
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