The "hidden" quake 4 game modes.

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o'dium
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The "hidden" quake 4 game modes.

Post by o'dium »

There are a couple of interesting game modes that are in Quake 4, but no maps support at the time of release. These modes are "assault", which i'm guessing is just like the old mode in Q3:TA where you have to assault an object (Probably better than a glowing shiney thing) and One Flag CTF.

Now, One Flag CTF seems possible in the editor, so does assault. All the entity data is there and waiting to be used.

Has anybody actually messed with it all yet?
obsidian
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Post by obsidian »

You might get a better response on LEM about this. It would be interesting to see if the community might be able to come up with a few maps for these game types.
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Foo
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Post by Foo »

Indeed. This is one for the Mappers :)
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[TJD]Rico
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Post by [TJD]Rico »

I haven't looked at it much, no, but the SDK code contains more stuff that looks like some sort of Assault was on the cards, and maybe canned because it was taking too long to get ready. For example in CTF.h:

Code: Select all

class rvCTF_AssaultPoint : public idEntity {
...
	// these could be maintained as lists to allow multiple AP paths
	// the assault point one step closer to the Strogg base
	idEntityPtr<idEntity>	toStrogg;
	// the assault point one step closer to the Marine base
	idEntityPtr<idEntity>	toMarine;

	// who currently owns this assault point
	int	owner;
	int index;
	bool linked;
...
}
And in CTF.cpp:

Code: Select all

gameLocal.Printf("Assault point %s captured by marines!\n", name.c_str());
I dare say someone with skills could possibly roll out an Assault game type without too much problem.
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Hipshot
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Post by Hipshot »

Maybe for the exp pack.
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obsidian
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Post by obsidian »

Hipshot wrote:Maybe for the exp pack.
Why wait for the expansion? If fully functional, you could probably start making a map or two.
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Hipshot
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Post by Hipshot »

Thought it didn't work cause someone said 'Was on the cards' and 'canned'.
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o'dium
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Post by o'dium »

I dont see WHY assault was canned... If it was more UT than TA Assault, then it would of been amazing.

Imagine attacking a strogg point, like a generator or something, while defending your own point....? It would of rocked...

And one Flag CTF...? Come on for christs sake, its such a cool mode to play, we added it to EECA and it just rocked. Its not exactly HARD to do either.
[TJD]Rico
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Post by [TJD]Rico »

Hipshot wrote:Thought it didn't work cause someone said 'Was on the cards' and 'canned'.
Um, I said it "looks like" it was on the cards, and "maybe" it was canned. Pure speculation.
[TJD]Rico
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Post by [TJD]Rico »

o'dium wrote:I dont see WHY assault was canned... If it was more UT than TA Assault, then it would of been amazing.

Imagine attacking a strogg point, like a generator or something, while defending your own point....? It would of rocked...
Aye, it certainly could have. Perhaps the problem is that such a game time requires larger teams than are feasible at the moment, or something.
o'dium wrote:And one Flag CTF...? Come on for christs sake, its such a cool mode to play, we added it to EECA and it just rocked. Its not exactly HARD to do either.
Again, I agree. I played 1-Flag in Classic CTF and it was manic and great fun. I've seen code in the SDSK relating to 1-Flag CTF. For example:

Code: Select all

} else if ( ( idStr::Icmp( gameLocal.serverInfo.GetString( "si_gameType" ), "One Flag CTF" ) == 0 ) ) {
	gameLocal.gameType = GAME_1F_CTF;
	gameState = new rvCTFGameState();
} else if ( ( idStr::Icmp( gameLocal.serverInfo.GetString( "si_gameType" ), "Arena CTF" ) == 0 ) ) {
	gameLocal.gameType = GAME_ARENA_CTF;
	gameState = new rvCTFGameState();
} else if ( ( idStr::Icmp( gameLocal.serverInfo.GetString( "si_gameType" ), "Arena One Flag CTF" ) == 0 ) ) {
	gameLocal.gameType = GAME_ARENA_1F_CTF;
	gameState = new rvCTFGameState();
}
So, again, it looks like it's all in there, or nearly all in there. Shouldn't be difficult (probably) for someone to get those modes up and running. I may have a pop myself, although I dare say someone's already on the case.
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