First tiny mod compiled with SDK - Beefy CTF

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Victrix
Posts: 33
Joined: Tue Nov 01, 2005 11:51 pm

First tiny mod compiled with SDK - Beefy CTF

Post by Victrix »

Nothing serious or major yet :)

Post about it on shack
http://www.shacknews.com/ja.zz?id=11103888


http://www.gizstuff.com/victrix/BeefyCTF/game000.pk4
http://www.gizstuff.com/victrix/BeefyCTF/readme.txt

Just makes players significantly stouter, with the intent of drawing out fights and allowing more serious assaults on the opposing base, rather than frantic 'oh god please don't kill me in one shot' flag runs

This is going to require changed maps down the line (larger), particularly if that spooky grapple makes a return. Or runes for that matter. But that's for later, for now, give this a shot if you're sick of running around at 75/20 :P
[TJD]Rico
Posts: 109
Joined: Tue Oct 18, 2005 8:19 pm

Post by [TJD]Rico »

"Railgun nerfed severely. 45 damage now."

Bollocks to that, frankly. I'll wait for the other CTF mods, including the grapple one I know is already progressing.
SOAPboy
Posts: 8268
Joined: Sun Apr 13, 2003 7:00 am

Post by SOAPboy »

[TJD]Rico wrote:"Railgun nerfed severely. 45 damage now."

Bollocks to that, frankly. I'll wait for the other CTF mods, including the grapple one I know is already progressing.
Awww no more insta kill rail whoring for jooo
[size=75][i]I once had a glass of milk.

It curdled, and then I couldn't drink it. So I mixed it with some water, and it was alright again.

I am now sick.
[/i][/size]
[img]http://img162.imageshack.us/img162/3631/171164665735hk8.png[/img]
[TJD]Rico
Posts: 109
Joined: Tue Oct 18, 2005 8:19 pm

Post by [TJD]Rico »

SOAPboy wrote:
[TJD]Rico wrote:"Railgun nerfed severely. 45 damage now."

Bollocks to that, frankly. I'll wait for the other CTF mods, including the grapple one I know is already progressing.
Awww no more insta kill rail whoring for jooo
Hardly, I'm rubbish with the railgun. My RG accuracy's normally about 30%. =)
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Why not go for something like CPMA's specs: 80 dmg, 1250 ms reload.
Victrix
Posts: 33
Joined: Tue Nov 01, 2005 11:51 pm

Post by Victrix »

I don't like adjusting reload times, it fucks with peoples timing if they go from playing this back to vanilla.

Granted, if you play Beefy for awhile, you start developing 'bad' habits like closing to close range and deliberately getting into bouncy rocket wars or diving off high ledges to get close range shotgun kills, both of which tend to result in swift death in vanilla.

Thinking about the 'runes' idea some more, I was considering doing something like a 'lengthy powerup' instead of a 'permanent' rune. Once the timer elapses if you're still alive, it wears off respawns elsewhere. Though honestly, rune whoring by an entire team is more of a clan match concern than an issue for public servers.

Been digging around in the source looking at cvar stuff. It's only tangentally related to the gameplay changes I'm making, but if I can clean up the source a bit to either improve performance or enable more player CVars, so much the better.

There is some pretty incredible bloat left over. Want some Doom 3 PDA code? What I'd *really* like to do is completely stop the loading of all single player assets, which the game does _every time you start Q4_. That'd really help the load time. Not sure if that can be fixed in code or not, I'll have to keep looking.

Anyway, after extensive testing last night (musta played for five hours straight), I'm addicted to my own mod :P Haven't had fights like that since QW. 10 armor per shard is probably a bit high in dm/1v1, but its certainly hilarious. Also, dying with armor still remaining is certainly a novelty :P
Victrix
Posts: 33
Joined: Tue Nov 01, 2005 11:51 pm

Post by Victrix »

New version is up

http://www.gizstuff.com/victrix/beefyctf/

Full readme:

BEEFY CTF version .2
Date: 11/20/05
http://www.gizstuff.com/victrix/beefyctf

Current test server: None yet! Contact if you can provide server space.

PREMISE
-------
Quake is more fun when fights last longer than 3 seconds. Flag runs are more fun when the Flag Carrier can take more than 3 hits. Rocket battles are more fun when you can bounce a person with more than 3 rockets. Beefy CTF is designed to enhance players to a serious level of toughness, rather than the one rail is lethal style 'pioneered' by Q3 and continued in Q4. If you prefer sturdy players and longer battles, this mod is for you. If, on the other hand, you are completely happy with Q3/Q4 vanilla, stay far away!

The primary changes that affect player sturdiness are the removal of health and armor bleed, and a general increase in the amount of armor given to the player. Additionally, team armor damage is removed if team damage is disabled, meaning the Flag Carrier will no longer get wasted by friendlies while getting mobbed by enemy players. Several other changes emphasize player toughness, most other tweaks are either general annoyances (eg, Machinegun volume), or improvements to the base game (new weaponswitch code).

For any version of Beefy CTF, check the changelog here in the readme to see exactly what changes have been made to the game.

SETUP
-----

1) Place the beefyctf.pk4 file in a \beefyctf directory under your Quake 4 directory (eg H:\games\Quake 4\beefyctf\beefyctf.pk4)

2) Start Q4 with +set fs_game beefyctf (eg "H:\games\Quake 4\quake4.exe" +disconnect +set fs_game beefyctf)

3) Connect to a Beefy CTF server!

The use of an external server browser is highly recommended, as the in-game browser is not particularly useful. Try Echelon (http://q4echelon.thewizclan.com/) for a simple, no-frills server browser.

Configuring weapon switch priorities
------------------------------------
Normally, when your currently selected weapon runs out of ammo, Q4 automatically switches you to the 'highest' weapon in your inventory - which is rarely the best weapon for the current situation, or your preferred 'fallback' weapon. This cvar allows you to set your weapon switch priority preferences, in any arbitrary order, and allows you to use the Gauntlet as a 'stop' to prevent from autoswitching to potentially suicidal weapons (typically the DMG, but could be anything explosive - rl, nailgun, grenades, etc)

Set the new cvar beefy_weaponSwitchOrder from its default string "0,9,8,7,6,5,4,3,2,1" to your custom string

To configure it, set the weapons in your preferred order
0 = Dark Matter Gun
9 = Lightning Gun
8 = Railgun
7 = Rocket Launcher
6 = Nailgun
5 = Grenade Launcher
4 = Hyperblaster
3 = Shotgun
2 = Machinegun
1 = Gauntlet

If you don't fill the string completely, and you don't have one of your preferred weapons when your ammo runs out, you autoswitch to your 'highest' currently available weapon, as Q4 normally does

For example, if you want your order to be Rocket, Lightning, Shotgun, but you don't care about the rest, set your string to

beefy_weaponSwitchOrder = "7,9,3"

But if you want a fully custom order, fill every weapon in

beefy_weaponSwitchOrder = "7,3,9,6,4,2,8,1,0,5" - in this case, the Dark Matter Gun and Grenade Launcher will NEVER be automatically switched to - you'll switch to your Gauntlet should you run out of ammo for other weapons. You can use the Gauntlet as a 'stop' to avoid switching to weapons that can damage you, for example. The same pattern ending in 1 would work just as well.

At some point we'll add a menu option with this and other Beefy CTF tweakable attributes

Newbies, if you don't know how to set this, hit ctrl+alt+` (or equivalent on your keyboard) to access the console, then type in beefy_weaponSwitchOrder = "your numbers separated by commas"

If you type seta com_allowconsole 1 while at the console, you can access the console simply by pressing ` in the future (no need to hold ctrl+alt).

The console also features command completion, so if you press TAB in the middle of a cvar, the console will fill in the rest (or show you multiples if more than one cvar matches). Typing beef and hitting TAB will fill in the rest of the cvar automatically.

NEW CHANGES in .2
-----------------
Added cvar to allow player configured weapon priorities (so you switch to weapons in the order of your choice, rather than 'highest to lowest')
Removed Team Armor damage when si_teamDamage is 0 (why the hell was this in there to begin with?)
Fixed FOV to allow for ranges from 30 to 170, no longer clamped to 90-110, enjoy
Lowered Machinegun volume to a less irritating level
Quad is now Quad again :P
Added version info on loading screen, rather useless. Need a game browser visible cvar, si_version doesn't seem to be usable

CHANGES in .1
-------------
REMOVED Armor and Health Bleed completely. Beefy.
REMOVED Falling Damage. Chunky.
Increased Small Armor pickup to 75 armor. Thugly.
Increased Large Armor pickup to 125 armor. Studly.
Increased Health and Armor shards to 10 Health and Armor respectively. Meaty.
Railgun nerfed severely. 45 damage now. Sorry railboys! Use it at a distance, don't expect to kill people in one shot and a few machinegun plinks. The days of it grossly outdamaging all other weapons on a per hit basis are gone. Still very useful for long range combat, mid range combat, odd angles, and any time someone foolishly hits a jump pad, but it won't dominate games anymore, which is the intent. Larger hitboxes, highly skilled players, low pings, and high framerates put that weapon into the realm of extremely unpleasant. Rocket whoring recommended. Expect lots of close range fights.

FUTURE CHANGES
--------------
Being within a certain radius of the Flag Carrier will give bonuses to 'escorts'
Being within a certain radius of the Flag in the base will give bonuses to 'defenders'
Possibly add Runes, at least for public games


DOWN THE ROAD
-------------
Look at enabling a set of server variables that can be easily configured and loaded as a 'batch'. Particularly useful for various leagues/ladders, as they could easily get servers to conform to a certain set of configurations
See about enabling more cvars that allow players to more easily reach a stable 60fps

Look at allowing the player to customize their hud. I'd rather not hardcode a 'new' 'better' hud when the tools are in place to allow nicely customized uis.

Grapple? Other alternate movement tool?

More as they occur

Mappers! I'd like to talk to you. Ex 'pro' or at least 'know they're actually skilled' players from QW/Q2/Q3, and mappers with D3 experience would all be useful. This mod to CTF gameplay is going to require larger maps, to give more room to breathe. The base Q4 ctf maps are ok, but the distance between the bases is designed for caps that take a few seconds. I'd like to make that process a bit more epic. Flag running and escorting should actually mean something. Get in touch with me if you're interested.

Another issue that's blatantly apparent with the base maps - rapid strafe jumping (and sometimes just hitting jump pads and steering yourself!) often results in slamming into a low ceiling, or some stupid pipe sticking out of the wall. Lame! Needs more space! More room for beefy brawls.

CREDITS
-------
Designed, built, and tested by Phillip Marcus (eg|victrix) and Derick Linkous (eg|giz)

Other bitches too busy writing sock sorting programs to help

#evilgamers on the GameSurge irc network

Contact me at egopowered@hotmail.com for questions, comments, or hot sex

In terms of files or other stuff, steal as much as you want. I'd also like to share the source, but I'll probably wait until this is made into a sourceforge (or similar) project to allow for easy code distribution.

http://www.gizstuff.com/victrix/beefyctf
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Hmm. This doesn't sound too bad actually. :) Not sure about 45 RG dmg, but it needed to be lowered anyway. I think better maps with more armor and health (the Q4 maps don't have enough) would have lessened the need to beef up the player in your mod though.

I'll try this. :)
Victrix
Posts: 33
Joined: Tue Nov 01, 2005 11:51 pm

Post by Victrix »

It works without having to mod the maps, which is a big advantage - plus, the health bleed/armor bleed/falling damage all add up to really lesson player durability

The rail at 45 is damn near useless with this much armor (it isn't meant for DM to begin with, but try a round on The Fragging Yard non 1v1 to see what I mean), but I stopped at removing it completely, as it is the only true long range weapon in the Q arsenal - I just don't want it being the one true weapon at all ranges. I may fiddle with that, don't know. It's not a focus though - the primary intent here is really tough players for fun CTF games.

I'll probably go ahead and do a 1.0 release on http://www.moddb.com and advertise it more widely on news sites once the flag effects and the gui is in to allow for option changing there. I dislike mods that demand new players understand the console, and I want the flag bonuses in to give flag escorting and flag defense some extra oomph.

Let me know if you get some matches in, just keep in mind it isn't meant for 1v1s or DM in general (though it is fun! we did plenty of testing with it, you get some pretty intense brawls with thugly players walking around)
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

I understand the beefing up is a good thing on the stock maps, now that there are not many well balanced custom CTF maps yet, but on a balanced custom map it might turn out to be a bit too much. That was my point.
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