Hidden Mod

RioRio Join Date: 2005-01-28 Member: 38716Posts: 58Members
edited December 2012 in Modding
image

Good day everybody.
I'm currently working on a gameplay modification for Natural Selection 2 called Hidden Mod. It's based on The Hidden: Source, if anybody remembers that.
I just started recently working on it and it's my first time working with the Natural Selection 2 Lua source code, so it's pretty much alpha version right now.
But nevertheless I got enough done to showcase my work.

So what's this all about?
In Hidden Mod you have the Marine team and the Hidden. The Hidden is a Fade which escaped the research facility of TSA where they made experiments with it. Unfortunately those experiments gave the Hidden permanent upgrades which make him the perfect killer: fast (Celerity), stronger (Carapace and Adrenalin), silent, invisible (Cloak) and enhanced abilities (Shadowstep, Blink, Vortex). The Marines need to kill the Hidden within a given time, otherwise they loose and the Hidden will escape. The Hidden will be chosen randomly among all players, that's why you are only allowed to join the Marines team.

How can I play it?
It's not done yet. If it is done, just type in 'hidden' as game in your Natural Selection 2 server browser and if there are any servers which run the Hidden mod you should see them.

What's already done, what needs to be done
Most of the game rules (game start, game end, Hidden rotation, round timer) is done and also spawning the Hidden with all upgrades (including wall grip).

I'm currently working on the partially cloaking of the Hidden, changing the way how vortex works (I really want Vortex to be kind of a ranged weapon) and the Marine buy menu. The Marine buy menu lets the Marines choose between a Weapon (Rifle, Shotgun, I don't really know what else yet) plus an equipment item (Mines, Welder and other stuff). If those three things are done, I'm going to release the first beta version.

I like the idea, can I help?
Sure thing. As the team is pretty much only me right now, I could use any help I get.
Special Hidden Mod maps? I would love to see some.
If there are any programmers out there, who want to join me, just message me.
You are a server admin, who is willing to run this mod? That would be awesome!

And the most important help would be your ideas and your opinion on the mod. Please leave a comment.
I'm available via Steam or Skype. You can find my Steam user name on the Steam Workshop page of the mod, or message me here.

Thanks to
whoppaXXL - made that awesome logo

<insert fancy video here>

Source code: https://github.com/myrio/ns2-hidden
Steam Workshop: http://steamcommunity.com/sharedfiles/file...s/?id=116195832 (please remember, that it's an alpha version right now)
Post edited by Unknown User on
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Comments

  • ObraxisObraxis Subnautica Animator, Co-Lead NS2 CDT Join Date: 2004-07-24 Member: 30071Posts: 1,882Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts admin
    This sounds awesome :)

    If NS2 fails, follow my Nuke From Orbit Guide.

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Posts: 11,450Forum Admins, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue mod
    QUOTE (Obraxis @ Dec 27 2012, 09:12 PM) »
    This sounds awesome :)

    Indeed!

    Forum Admin "guardian of the magic cookiejar" Admin/Moderator I mostly use a flamethrower tank for disputes... Mostly

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  • TharosTharos Join Date: 2012-12-18 Member: 175439Posts: 134Members
    I love the idea :D
  • TickrateTickrate Join Date: 2012-12-28 Member: 176528Posts: 6Members
    It exist a HL2 mod like it(but it's dead :( ).
    It's awesome.
    http://www.hidden-source.com/

    Very cool Idea.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Posts: 866Members
    edited December 2012
    I liked the hidden source I can see this become even better with the hole darkness and dynamic lights that the spark engine offers, great job and keep up the good work.

    btw I think they have a copyright on the name so you might want to look into that, maybe even try to contact the original team for questions and who knows maybe they will want to help.
    Post edited by Unknown User on
  • TickrateTickrate Join Date: 2012-12-28 Member: 176528Posts: 6Members
    QUOTE (Jibrail @ Dec 28 2012, 03:37 PM) »
    I liked the hidden source I can see this become even better with the hole darkness and dynamic lights that the spark engine offers, great job and keep up the good work.

    Yep and Hidden Source was very buggy too
  • lwflwf Join Date: 2006-11-03 Member: 58311Posts: 476Members, Constellation
    Good idea, the hidden did play somewhat like a fade.
  • RioRio Join Date: 2005-01-28 Member: 38716Posts: 58Members
    Update!

    Today I started working on the Marine weapon and equipment menu and well, here it is:

    image

    The menu lets you choose between one weapon (Rifle, Shotgun, GL, Flamethrower) and one equipment item (Welder, Mines, Jetpack).

    That makes just two things left on my to do list: Cloak and Vortex (aka second ranged weapon for the Hidden).
    If someone is familiar with how the cloaking works, I'm kinda stuck with it. The currently version fully cloaks the Alien and I have no idea how to change this into a partially cloak (alpha = 0.9 or something, like the Aliens see each other when they're cloaked). I already tried to hook some functions of the CloakableMixin, but somehow I can't get it to work. So if someone has a hint for me, I would much appreciate it.

    I'm also still searching for a server admin or someone who is willing to playtest the mod. Any help would be much appreciated!
  • jstoiajstoia Join Date: 2009-12-15 Member: 69667Posts: 197Members
    hopefully if you get an animator you can make look down scope. iron sight. and maybe even hostage for hidden.
    http://forums.unknownworlds.com/badge/anniversary-4 Lead Level Design: Sanity Mod
    Remake Level: ns2_shiva
    Community Mapper: ns2_Jambi
    ___________________________
  • bp2008bp2008 Join Date: 2012-11-28 Member: 173581Posts: 241Members, Reinforced - Shadow, WC 2013 - Gold
    This looks like it will be a lot of fun!

    I've got too much going on right now but later on I might make a map or two for this game mode!
    7P1fgAb.jpg
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Posts: 702Members, Reinforced - Shadow
    I loved Hidden:Source and always imagined how neat it would be if you could set up traps and not get engaged in combat so much.

    The Loadout menu looks nice! Maybe you could even make weapons like "scan flashlight" that uses energy but makes the hidden more visible.
    Hopefuly with the next update you could make weldable traps as well. :)
    "I got in one little fight and my com got scared, he said you're moving with your squad to the ###### hive."



  • RioRio Join Date: 2005-01-28 Member: 38716Posts: 58Members
    Quick update.

    image

    I just added the partially cloak to the Hidden. It's kinda hard to say if the Hidden is hard to spot, because bots normally don't move that much, but we'll see.

    I'm working on the weapons for the Hidden and the Marines next. Any requests for Marine equipment?
  • FehaFeha Join Date: 2006-11-16 Member: 58633Posts: 914Members
    I never got a fancy for the hidden, as there often were rounds that took ages to finish. I thought it had a lot of potential though, and if you do this right it will be really fun, so will be interesting to see how it will turn out :)

    As a suggestion to get rid of the combat-empty rounds, I think you could try giving the hidden some sort of indicator where he can find enemies (like arrow, not something too obvious), as well as some sort of punishment for when he is taking his time doing nothing (doing stuff would be anyone, hidden or marine, taking damage or marines wasting ammo). An example could be gradually losing his cloak (probably clamped so he doesnt go "visible"), or maybe something having to do with the dynamic lighting.
    Or you could give marines an objective the hidden has to prevent, to force it to take action. Probably best specified by mapper, like "reach here" or "visit those areas to 'repair'". Would not be very hard to do given a EndRound entity and an I/O framework mod I plan to release pretty soon (has some basic demo entities using it as well)


    For marines equipment, I would like to see:
    movement detectors - laser trip-wires that trade explosions for re-useability and slightly more ammo than mines if you have them as an option.
    tracking bullets - slightly lower damage, but a hit attaches a cinematic on hidden as well as makes hidden visible on minimap for some seconds. Could even stick around as a tiny visible model even after that as a more permanent effect.
    laser sight - displays a tiny red dot (prolly best done with cinematic) on any surface it hits. Could be used to find the hidden, or in very dark rooms to see the walls. And if you decide to remove crosshairs (think they didnt exist in original) it will serve well to help you aim.
    flashlight - Obvious why you would have it. Might also do something that has to do with hidden I suppose.
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Posts: 702Members, Reinforced - Shadow
    Would be cool if you could bind the commands "Need a Medpack!" and "Need Ammo!" to an upgrade, that grants you one pack of either one when you request it per game.

    I also like the idea of the marine team moving through the whole map to finish something, maybe building all powernodes and having a really dark atmossphere. Maybe giving the marine team a MAC unit, which can be moved like a camera when used.

    While the Fade is a good choice as character for the fade I would expect a hidden marine as enemy, kinda mutated marine that turned against his bros after visiting the khaara, could have a knife/claws rather than an axe, which is also released by some gentle guys I believe.

    Maybe the Hidden could also swap his upgrades on the fly, but can only have one at a time - apart from OP silence upgrade probably.

    And of course: spooky noises - lots of them!
    "I got in one little fight and my com got scared, he said you're moving with your squad to the ###### hive."



  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Posts: 528Members, Reinforced - Silver
    If you type "addbot 1 1 test" the bot will move all the time right and left
  • jstoiajstoia Join Date: 2009-12-15 Member: 69667Posts: 197Members
    Anyone remember the MANSION map.. it was my favorite.
    http://forums.unknownworlds.com/badge/anniversary-4 Lead Level Design: Sanity Mod
    Remake Level: ns2_shiva
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  • The AlgerianThe Algerian Join Date: 2012-12-22 Member: 175962Posts: 50Members
    edited January 2013
    Love it. Love the idea.

    Though I don't know about it being time limited, since the hidden could just blink away endlessly.

    I think you should use the "beep" device from the "Forsaken" mod, (you can ask its creator, I'm sure he won't mind). It's basically a beep which tone changes when an alien is nearby.
    It would add a lot to your mod.

    (Also, any vague ETA when we can try this out?)
    Post edited by Unknown User on
  • jstoiajstoia Join Date: 2009-12-15 Member: 69667Posts: 197Members
    no the beeping would take away from this mods main idea. its called hidden... lol. I hope he stays true to the HL mod. PIGSTICK here I COME
    http://forums.unknownworlds.com/badge/anniversary-4 Lead Level Design: Sanity Mod
    Remake Level: ns2_shiva
    Community Mapper: ns2_Jambi
    ___________________________
  • The AlgerianThe Algerian Join Date: 2012-12-22 Member: 175962Posts: 50Members
    QUOTE (jstoia @ Jan 3 2013, 05:24 AM) »
    no the beeping would take away from this mods main idea. its called hidden... lol. I hope he stays true to the HL mod. PIGSTICK here I COME



    I saw vids of the original mods, The Hidden wasn't a fade and he didn't really had Blink, which is the very ability I was suggesting balancing with the beeping.
    He can take it or leave it, I'll play the mod either way when it's available.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Posts: 914Members
    I think the main reason he uses a fade model is because he dont want to create a model himself, want it humanoid, and not like a default marine. Fade is the obvious choice then.
  • RioRio Join Date: 2005-01-28 Member: 38716Posts: 58Members
    I haven't done much the last days, but I got a message from a Hidden: Source beta tester who told me, that I maybe have to rename the mod because of Hidden: Source. I'm still waiting for a response from the actual developers, but any way, if it's just renaming the mod, that's fair enough.

    QUOTE (The Algerian @ Jan 2 2013, 10:50 PM) »
    Though I don't know about it being time limited, since the hidden could just blink away endlessly.

    That's because there are more Marines than Hidden. Of course the Hidden could hide himself the entire round, but what fun would it be?

    QUOTE (The Algerian @ Jan 2 2013, 10:50 PM) »
    I think you should use the "beep" device from the "Forsaken" mod

    I like the "beep" device from the Forsaken mod, but as jstoia already pointed out, that would kinda take away the main idea.

    QUOTE (The Algerian @ Jan 2 2013, 10:50 PM) »
    (Also, any vague ETA when we can try this out?)

    No, sorry. Actually it's pretty done, I just want to implement some equipment and weapons before releasing it into beta.
    There were already comments on the workshop page about a Hidden server. Maybe I'm releasing an alpha version, so people can play the mod if they want, but are aware that it's still not done and there might be bugs in it.

    QUOTE (The Algerian @ Jan 3 2013, 05:39 AM) »
    The Hidden wasn't a fade and he didn't really had Blink

    Actually, the Hidden had something similar to Blink. It was more like a Leap but yeah. As Feha already said, I'm a programmer and not an artist or modeller, that's why I use whatever I can get :D
  • bp2008bp2008 Join Date: 2012-11-28 Member: 173581Posts: 241Members, Reinforced - Shadow, WC 2013 - Gold
    If I had a decent server, I would totally run this on it. I can't justify the cost of a dedicated or VPS server running at a datacenter.

    I can technically run one out of my back bedroom but my latency isn't the greatest and at least half the players typically have > 100ms ping times. And then once in a while the server would just stop working and I wouldn't notice for a long time.

    Still, I'll set one up if nobody else does!

    7P1fgAb.jpg
  • The AlgerianThe Algerian Join Date: 2012-12-22 Member: 175962Posts: 50Members
    QUOTE (Rio @ Jan 3 2013, 04:12 PM) »
    That's because there are more Marines than Hidden. Of course the Hidden could hide himself the entire round, but what fun would it be?



    That's my whole point, it wouldn't be fun at all. But bare in mind some people don't give a crap about how fun it is as long as they win, surely you can't be unfamiliar with what we call "lamers".
  • piratedavepiratedave Join Date: 2012-03-10 Member: 148561Posts: 214Members
    in the hidden you could instakill people with your secondary attack, im wondering if you could somehow bring the fades stab secondary attack back for this ?

    Also, how about have powernodes in the game and use the dynamic lighting ? You could give the powernodes 1 hp so that the hidden can instantly turn off all the lights ? :D
  • RioRio Join Date: 2005-01-28 Member: 38716Posts: 58Members
    New update:
    - Removed Shadowstep and Blink and added Leap as secondary attack for the Fade
    - If the timer runs out, the Marines will win now

    The next update will probably contain a second instant-kill attack for the Fade (also known as Stab) and maybe some additional equipment for Marines (Laser sight, Movement detector)
  • bp2008bp2008 Join Date: 2012-11-28 Member: 173581Posts: 241Members, Reinforced - Shadow, WC 2013 - Gold
    edited January 2013
    I managed to respawn myself after getting killed by going to the ready room and re-joining marines. Sometimes it works and sometimes it doesnt.

    Also, the buy menu buttons work very inconsistently and the buy menu won't come up at all after you've got your new gear.
    Post edited by Unknown User on
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  • bp2008bp2008 Join Date: 2012-11-28 Member: 173581Posts: 241Members, Reinforced - Shadow, WC 2013 - Gold
    Also it isn't checking the player count at the end of a round. If all but one person leaves, the game gets stuck in a hidden win loop.

    But this mod is great fun to play! I'm hosting a couple servers out of my back bedroom now :D
    7P1fgAb.jpg
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Posts: 2,128Members, Constellation, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    You might want to look into mines as they are a bit spammy atm, plus jetpacks ruin things quickly.

    Also the fade/hidden health should auto-adjust depending on the amount of marines on the other team, there was a server running with 18 players and there is no way the fade can win with those numbers with default health and short timeframe.
  • bp2008bp2008 Join Date: 2012-11-28 Member: 173581Posts: 241Members, Reinforced - Shadow, WC 2013 - Gold
    edited January 2013
    I disagree that jetpacks ruin things. Without them, I could honestly see one hidden taking out 18 marines if he is good. But with them, not a chance.

    Mines are okay too. Hidden just needs a ranged weapon to take out mines.


    Anyway, I am running two 9-player-limit hidden servers right now and I'll try to keep them online for a while.

    Unfortunately, the map cycles seem to be broken. It is supposedly configured to change every 30 minutes but it never does. I could have done something wrong or maybe it is a bug in the mod.
    Post edited by Unknown User on
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  • RioRio Join Date: 2005-01-28 Member: 38716Posts: 58Members
    Thanks for the bug reports, I'm looking into those.

    The equipment of the Marines might change over time, so the Mines and Jetpack are only placeholders for now. Maybe I keep them, maybe not. I know that the Jetpack might be too strong against the Fade, but we'll see.

    I also thought about the health adjusting with the count of players on the Marine team. I see what I can do.

    Also on a side note:
    Because of naming issues with the old Hidden: Source mod, I'm going to rename the mod to "The Faded". Probably the next update will have the new name.
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