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Posted: Tue Sep 13, 2005 4:48 am
by reefsurfer
yea, magnus...make that please, and make the wep invisible.. gauntlet will do because that is all that he is gonna use. :shrug:

Posted: Tue Sep 13, 2005 5:42 am
by Magnus
OK, I'll get on it in the morning. Getting kinda late right now.

I will have them ready by around noon or earlier.

Sleep well all.

Posted: Tue Sep 13, 2005 5:43 am
by Foo
So with that Hidden mod for HL2, if your squad beds down in a room with 2 guys watching each doorway, doesn't it become fairly easy to detect him?

Posted: Tue Sep 13, 2005 7:22 am
by reefsurfer
Foo wrote:So with that Hidden mod for HL2, if your squad beds down in a room with 2 guys watching each doorway, doesn't it become fairly easy to detect him?
You might think that..but it isent, DL the mod and try it for yourself foo... you prolly just hear a "voosh" from the knife and then your own gargling when the blood leaves your throath. :shrug:


*Magnus, thx for the help man, appreciate it! :icon25:

Posted: Tue Sep 13, 2005 7:37 am
by MKJ
dzjepp wrote:Dude u was supposed to post this in programming forum... that's where the coders hang out >_<
also, there already are 1849thousand mods like this around. google for them dude

Posted: Tue Sep 13, 2005 9:59 am
by glossy
I love the compelte and total ignorance harboured by so many people in this thread:

This is most likely possible as a server-side mod.

You cannot do any fancy invisibility bullshit without breaking engine compatability.

All you need:
- A coder with 30 minutes spare.

give the 'hidden' player invisibility (the pickup) with infinite time left. once the hidden is killed, make the killer the invisible player. remove ammo from the map, and assign the weapons to each non-hidden player.

all the above is do-able as a serverside mod. i'd do it for you, but i'm not living at home for a week or two so i don't know when i'll have internet access, let alone access to my own computer

Posted: Tue Sep 13, 2005 10:06 am
by Oeloe
Reefsurfer, what you want already exists in the Ultra Freeze Tag mod. I'm surprised nobody seems to know this. It's called 'Hunt mode'. The person that's the hunter is invisible (except for his breath) when he stands still, and becomes more visible the higher his speed is. There are some other games (like Soldat) with a 'predator' powerup where the players that picks it up becomes invisible and can sneak up to others and kill them.

I suggest you try Ufreeze in Hunt mode.

Posted: Tue Sep 13, 2005 10:27 am
by Mr.Magnetichead
What does this mean.

Image

Posted: Tue Sep 13, 2005 10:28 am
by reefsurfer
glossy wrote: i'd do it for you, but i'm not living at home for a week or two so i don't know when i'll have internet access, let alone access to my own computer
sweet, thx glossy!

Posted: Tue Sep 13, 2005 10:29 am
by reefsurfer
Mr.Magnetichead wrote:What does this mean.

Image
It means you should raise yer hunk memory.

Posted: Tue Sep 13, 2005 10:30 am
by Mr.Magnetichead
How i raise hunk?

Posted: Tue Sep 13, 2005 10:31 am
by reefsurfer
Oeloe wrote:Reefsurfer, what you want already exists in the Ultra Freeze Tag mod. I'm surprised nobody seems to know this. It's called 'Hunt mode'. The person that's the hunter is invisible (except for his breath) when he stands still, and becomes more visible the higher his speed is. There are some other games (like Soldat) with a 'predator' powerup where the players that picks it up becomes invisible and can sneak up to others and kill them.

I suggest you try Ufreeze in Hunt mode.
So is it instagib and everyone including the hunted have rail?
Dont want it like that... :icon26:

Posted: Tue Sep 13, 2005 10:32 am
by reefsurfer
Mr.Magnetichead wrote:How i raise hunk?
in yer q3a cfg.

Posted: Tue Sep 13, 2005 10:32 am
by Mr.Magnetichead
More details be needed

Posted: Tue Sep 13, 2005 10:36 am
by reefsurfer
Mr.Magnetichead wrote:More details be needed
Go into your q3a directory>baseq3>q3.cfg that you open with word pad, do a search for hunk ands you'll find this line: "
seta com_hunkMegs "56", change that.

Posted: Tue Sep 13, 2005 10:40 am
by Mr.Magnetichead
NM did it all by myself

Posted: Tue Sep 13, 2005 12:31 pm
by Oeloe
reefsurfer wrote:So is it instagib and everyone including the hunted have rail?
Dont want it like that... :icon26:
You can configure which weapons you have and which items are on the map in Ufreeze. Ufreeze isn't an instagib mod (not by default)... :dork:

Posted: Tue Sep 13, 2005 12:40 pm
by Foo
reefsurfer wrote:
Mr.Magnetichead wrote:More details be needed
Go into your q3a directory>baseq3>q3.cfg that you open with word pad, do a search for hunk ands you'll find this line: "
seta com_hunkMegs "56", change that.
You'll not trick me into searching my own computer for hunks.
Image

Posted: Tue Sep 13, 2005 2:18 pm
by Magnus
Well actually you can do an invisability thing. :rolleyes:

Here ya go reefsurfer.

First some pics

Phantom(razor model)
Image

Spirit(major model)
Image

Now the phantom.pk3 and spirit.pk3.

http://users.adelphia.net/~magnus3204/files/phantom.pk3

http://users.adelphia.net/~magnus3204/files/spirit.pk3

You can save them straight to you baseq3 and they will be pickable as a model in the ingame list. Also just for fun I made them into bots as well.


I will have the gauntlet in a bit.

Later.

Posted: Tue Sep 13, 2005 2:25 pm
by o'dium
Thats not what hes after. It turns into a shite fest when you cant "see" it. The point is it must be visible invisible ;)

Posted: Tue Sep 13, 2005 2:26 pm
by reefsurfer
sweeeeeeet!
now we have a complete hidden model and weapon(dident someone say " you wont be able to do a very good "hidden" effect" earlier in this thread? :p ).

Now we need a coder/scripter to add the other stuff.
Once again magnus... thx. :icon30:

Posted: Tue Sep 13, 2005 2:29 pm
by Eraser
Not gonna work in Quake 3.

Few reasons:

1 - Splash damage. Makes it far too easy to hurt or even detect him by spamming rockets/grenades

2 - Ammo levels are far too high. You can easily pick up lots of boxes of ammo and start blasing everywhere in Quake 3

3 - Maps are far too small and too much connected. They're designed for deathmatch. Not for a hide and seek game.

4 - Gameplay speed is far too high. It doesn't create tension. It would still be a run and gun type of game. Gameplay like Urban Terror would be a far better starting point than vanilla Quake 3.

Posted: Tue Sep 13, 2005 2:29 pm
by Eraser
reefsurfer wrote:sweeeeeeet!
now we have a complete hidden model and weapon(dident someone say " you wont be able to do a very good "hidden" effect" earlier in this thread? :p ).

Now we need a coder/scripter to add the other stuff.
Once again magnus... thx. :icon30:
hidden effect and completely invisible is quite a difference reef.

Posted: Tue Sep 13, 2005 2:41 pm
by reefsurfer
Eraser wrote:Not gonna work in Quake 3.

Few reasons:

1 - Splash damage. Makes it far too easy to hurt or even detect him by spamming rockets/grenades

2 - Ammo levels are far too high. You can easily pick up lots of boxes of ammo and start blasing everywhere in Quake 3

3 - Maps are far too small and too much connected. They're designed for deathmatch. Not for a hide and seek game.

4 - Gameplay speed is far too high. It doesn't create tension. It would still be a run and gun type of game. Gameplay like Urban Terror would be a far better starting point than vanilla Quake 3.
re-read my ideas again eraser...already been discussed and fixed.

We are not using rockets..only grenades,MG and shotty.

The levels will have no pickup..think osp CA.

There are hundred of maps out there... and we might even get someone to make 1-2 custom made maps for this gametype.

We can set speed for blue team and red team.. hidden should ofcourse be faster than blue team.

Posted: Tue Sep 13, 2005 2:43 pm
by Survivor
reef msn