Get together and make a HIDDEN mod for quake 3 arena!
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But it could be fun in q3 mebe?shiznit wrote:Hidden mod is so frustrating.
Faster and more what ya used to...
we tried the model and it was hilarious... although, would have been funnier if the weapon model dident show.
Weird seeing a Rocketlauncher coming through the air... wandering by itself :icon32:
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couldent we alter a running mode of OSP to offer this?
Force One player on say the Blue team ( called the hunter ) Then the rest of red.
when the "Hunter" Spawns They will get say 10 invis Charges on them, ( or maby more? ) replace the Sound with blankgoodness so we all dont hear Invis.. Invis.. Invis.. Invis.. Invis.. Invis.. Invis.. Invis.. Invis.. Invis.. invisability
Then for the blue team, give them the gaunt ( dont take out the Flair shatter when they are Firing it ) and it should all basically be downhill from there.. right?
Force One player on say the Blue team ( called the hunter ) Then the rest of red.
when the "Hunter" Spawns They will get say 10 invis Charges on them, ( or maby more? ) replace the Sound with blankgoodness so we all dont hear Invis.. Invis.. Invis.. Invis.. Invis.. Invis.. Invis.. Invis.. Invis.. Invis.. invisability
Then for the blue team, give them the gaunt ( dont take out the Flair shatter when they are Firing it ) and it should all basically be downhill from there.. right?
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i mean i've just glanced over the Clan Arena mode cfg on osp, and it offers a few nice little things that could be tweaked to see this though. right?
then all the Clilentside need to do is download the Extra Pak's and they will be set ( as long as they have osp..
)
That way we dont need to Create a Transparent model, That would lead to cheating ( IE players using that model when they are the Hunted ) and etc..
then all the Clilentside need to do is download the Extra Pak's and they will be set ( as long as they have osp..

That way we dont need to Create a Transparent model, That would lead to cheating ( IE players using that model when they are the Hunted ) and etc..
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Errr, i wasent thinking about Map's... but ok.. the way that i was thinking was to get it done with out doing all of that work.. simply.
Rig up a CFG for OSP, run it, then all clients that have osp allready have the needed files.
if you are really considering this, you need to work from the ground up, Rather then planning maps and shit now, that is basically Last unlesss its a total conversion Mod.
Rig up a CFG for OSP, run it, then all clients that have osp allready have the needed files.
if you are really considering this, you need to work from the ground up, Rather then planning maps and shit now, that is basically Last unlesss its a total conversion Mod.
Anyway I'm having a blast playing hidden on hl2, it's so hard to see the person in dark areas. 75% I get a random kill, as soon as I see a blur I start shooting 360 degrees with a shotgun. Also it's much easier to see it in light areas so I ussually find good spots around hallways.
I was hidden for a long time also until after 3 or 4 rounds it switched me automatically. Everyone would stick togetther so I would nade them to low health then finish them off with the knife. Also I like throwing nades right in front of them, they walk right into them. A lot of fun.
I was hidden for a long time also until after 3 or 4 rounds it switched me automatically. Everyone would stick togetther so I would nade them to low health then finish them off with the knife. Also I like throwing nades right in front of them, they walk right into them. A lot of fun.
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sorry amidy.. i dont know shit about anything.. i PLAY games, thats all.AmIdYfReAk wrote:
if you are really considering this, you need to work from the ground up, Rather then planning maps and shit now, that is basically Last unlesss its a total conversion Mod.
I've made maps for Blackhawk down, farcry and joint ops.. made a few skins for Day of defeat... i wouldent call myself a modder

Im just trying to get forum members together for yet another "lunatic" idea (see the Q3W video thread

If a script is made... how do we work around the Hidden invisible player?
We still need him to be invis.

Grunt, did ya try the hidden beta?
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so... if i got this right..
could you script so that anyone joining the red team is invisble? and only one guy can join it?
Can u script so the guy killing the hidden...automatically switches to red team and become the hidden the next time?
I guess you can script everything as a gametype... you can script so red team always have unlimited time of invisibility and you can script so blue team have these weps and this amount of ammo...right?
it sounds so simple...excuse my ignorance..

could you script so that anyone joining the red team is invisble? and only one guy can join it?
Can u script so the guy killing the hidden...automatically switches to red team and become the hidden the next time?
I guess you can script everything as a gametype... you can script so red team always have unlimited time of invisibility and you can script so blue team have these weps and this amount of ammo...right?
it sounds so simple...excuse my ignorance..

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Persionally there are the Two options IMO:
Simply Gamemode Mod:
Play off of another Mod, or Create a Simple mod that is small in size for people to download on the fly.
Use The Game map's untill all of the Bugs are worked out
After all of the Bugs are out, Make other Model's and map's
Total conversion:
Make a game plan ( litterly ) ,
Start Building the Guns, Model's, Map's and etc
Give the Game a Mod/Standalone with Custom Maps, textures, player models, etc
Start working on the Modes and etc that you want the Conversion to be.
Test.
fix,
test,
Realease.
Simply Gamemode Mod:
Play off of another Mod, or Create a Simple mod that is small in size for people to download on the fly.
Use The Game map's untill all of the Bugs are worked out
After all of the Bugs are out, Make other Model's and map's
Total conversion:
Make a game plan ( litterly ) ,
Start Building the Guns, Model's, Map's and etc
Give the Game a Mod/Standalone with Custom Maps, textures, player models, etc
Start working on the Modes and etc that you want the Conversion to be.
Test.
fix,
test,
Realease.
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reefsurfer wrote:so... if i got this right..![]()
could you script so that anyone joining the red team is invisble? and only one guy can join it?
Can u script so the guy killing the hidden...automatically switches to red team and become the hidden the next time?
I guess you can script everything as a gametype... you can script so red team always have unlimited time of invisibility and you can script so blue team have these weps and this amount of ammo...right?
it sounds so simple...excuse my ignorance..
We'll in some of the maps and shit for Trickjumping, when you Enter a Area, you will Get X amount of Certan powerup's. i'm not sure if this can ONLY be scripted into Map's or OSP Can do it Due to teams.
And no, The max players will be 1 for Red, wile the rest is the Max that the server is Set to..
so when Say Bob joins red, When he Spawns he will revice 15 invisability's and only have the gauntlet ( that will be setup to do 999 dammage ) and everyone else will be on red.
They can Spawn with the weapon's and slef dammage off Very simular to CA..
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Simplifie this option:AmIdYfReAk wrote:
Total conversion:
Make a game plan ( litterly ) ,
Start Building the Guns, Model's, Map's and etc
Give the Game a Mod/Standalone with Custom Maps, textures, player models, etc
Start working on the Modes and etc that you want the Conversion to be.
Test.
fix,
test,
Realease.
Make a gametype..yes.
Use q3a weaons.(gauntlet instagib for red team, grenade,shotty and mg for blue team)
Only add 1-2 custom made maps and make the "mod" playable with vanilla maps.
Reskin Doom guy for blue team, use Bitterman as hidden, make him transparent.
Test and release.
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I found this in osp docs...
"Now, another way to view alternate server configurations is to
define them as new custom game "modes". OSP takes this to the
next step by allowing server operators to utilize custom game
modes in the same manner in which "g_gametype" is used. That
is, a server's start-up configuration can be a simple shell of
a configuration that defines such things as the hostname, MOTD
to display to clients, maxplayers, etc. with a "mode_start"
setting that defines the set of core gameplay parameters to
tweak when the server is launched. Essentially, "mode_start"
is a much more powerful version of "g_gametype" that allows
the setting of parameters in addition to the gametype.
Alternate game modes are defined in a configuration file
specified in the server's start-up .cfg with the
"mode_customfile" parameter. The format of this file is
as follows:
<new modename> [tab] <mode filename.cfg>
"
"Now, another way to view alternate server configurations is to
define them as new custom game "modes". OSP takes this to the
next step by allowing server operators to utilize custom game
modes in the same manner in which "g_gametype" is used. That
is, a server's start-up configuration can be a simple shell of
a configuration that defines such things as the hostname, MOTD
to display to clients, maxplayers, etc. with a "mode_start"
setting that defines the set of core gameplay parameters to
tweak when the server is launched. Essentially, "mode_start"
is a much more powerful version of "g_gametype" that allows
the setting of parameters in addition to the gametype.
Alternate game modes are defined in a configuration file
specified in the server's start-up .cfg with the
"mode_customfile" parameter. The format of this file is
as follows:
<new modename> [tab] <mode filename.cfg>
"
Just wondering are the following what you are looking for?
As you can see it is invisable enough to see textures clearly through it yet detailed enough to see that it is the razor model because of his knife on his lower leg.


This one is the major model just so you can see a female version.


I created these some time ago as part of my "Shaderific" model pack and was reading your thread and thought I would see if they were kind of what you were talking about.
As you can see it is invisable enough to see textures clearly through it yet detailed enough to see that it is the razor model because of his knife on his lower leg.


This one is the major model just so you can see a female version.


I created these some time ago as part of my "Shaderific" model pack and was reading your thread and thought I would see if they were kind of what you were talking about.
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
I see. Wow that is a cool effect. Never tried that one, but I figure the same effect or at least level of transparancy could be done in the Q3A engine.
I could make the model totally invisable if needed, but
1. You would still see the weapon floating around unless I made an invisable weapon as well.
2. Woulden't that seem like mission impossible.
Perhaps if you kept the hunted's shadow that would be the hunter's only clue to where the hunted is. Even at that there would be spots in the maps that are shadowed so the hunted could hide undetected blending their shadow into the map's shadows untill it is too late for the hunter(s).
I could make the model totally invisable if needed, but
1. You would still see the weapon floating around unless I made an invisable weapon as well.
2. Woulden't that seem like mission impossible.
Perhaps if you kept the hunted's shadow that would be the hunter's only clue to where the hunted is. Even at that there would be spots in the maps that are shadowed so the hunted could hide undetected blending their shadow into the map's shadows untill it is too late for the hunter(s).
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]