Plans For The Next Version Of Stealthmod

QUADQUAD Join Date: 2002-07-17 Member: 963Members
edited January 2004 in Off-Topic
<div class="IPBDescription">or How I knifed my best bud in the back</div>Due to the acclaimed reception of our “Stealthmod Prototype,” DOOManiac and myself have decided to pursue updating it. Our plans will not be far overreaching mind, this is still only a prototype for bigger and better things to come, but we thought it would be cool to have a small side project to keep us busy until then. First and foremost, this means we will be releasing to the general public, meaning you NS forum goers no longer get this exclusive :). Before we can release though, there are quite a few things that need changing:

1. Working dedicated server support. This will be a huge modification to the current code, according to Doomeh, because of rendering engine changes it will entail to make sure the stealth system works.

2. General streamlining of the mod for ease of use. This involves stuff like removal of useless classes, better explained features, etc.

3. Reworking the visuals. This will mainly be my job, contacting authors with content we would like officially included with the mod, small player model reskins, etc. Essentially, make the mod look “clean” as opposed to the mess it is right now :D.

4. Various game tweaks, as per required by testing.

5. Finally, but very importantly, half-decent maps. The current two in release now are nub maps Doomeh and I threw together so that we could test features. We’re going to need decent maps for the next release if we want it to go as big as we plan, so were going to need you guy’s help. For now, just use the HL FDG to map… make sure there is tons of contrast in lighting so that the stealth players are able to use their skills, but it isn’t too easy for them. The locations can be indoors or outdoors, really whatever you want.

That’s it. Sorry, we will not be implementing “X” feature, as we still need to keep this reasonable considering the prototype status of everything.
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Comments

  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    I'll start mapping ASAP. You know, just because its fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ShadowlinexShadowlinex Join Date: 2003-08-07 Member: 19144Members
    Look forward to it!

    (wish i could map, never got the hang of it)
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Excellent. But I still want the "X" feature <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    edited January 2004
    I'll do some mapping for you. What kind of layout you want? Size? Shooting lanes? Basicly just a DM thing?

    --What about a sort of CTF mode, where the sneeeeky people have to take a precious something from the gun people?
  • ZigZig ...I am Captain Planet&#33; Join Date: 2002-10-23 Member: 1576Members
    <!--QuoteBegin--MrMojo+Jan 12 2004, 03:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrMojo @ Jan 12 2004, 03:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Excellent. But I still want the "X" feature <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    me2 =\
  • ZigZig ...I am Captain Planet&#33; Join Date: 2002-10-23 Member: 1576Members
    <!--QuoteBegin--Legionnaired+Jan 12 2004, 03:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Legionnaired @ Jan 12 2004, 03:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'll do some mapping for you. What kind of layout you want? Size? Shooting lanes? Basicly just a DM thing?

    --What about a sort of CTF mode, where the sneeeeky people have to take a precious something from the gun people? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    you should make some kind of map in the city... yeah, something in the city.

    <i>urban</i> uberninj4 spies are so much cooler.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    OOH! OOH! GRAPPLING HOOK! PLEASE! PRETTY PLEASE!
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    edited January 2004
    Sounds interesting. We never had a working Thief like game for HL , now this mod will fullfill our sneaking desires !

    Edit - seconded the demand for Grappling Hooks.

    About the sniper rifle : could you implement aim disrupting breath ? Would make it less cheap and more suited to a stealthy class (deadly when striking from nowhere but mostly defenseless if spotted)

    Also , did you consider giving flashbangs to the "espionnage" class ? They're always useful for escaping , especially if they're contact grenades and not bouncing ones. TFC like concussion grenades can help as well (maybe hacker class)

    If that's just team DM , the Patrol could have caltrops to defend the main base against intruders , or trap them inside. Lastly... give the Engineer or maybe Lieutenant class paralyzing darts. Would enhance teamplay.

    If only I could make WorldCraft to work with my crappy video card... been playing stealth games for quite a while now.

    btw : are there servers up right now ? I'd like to try the mod.
  • QUADQUAD Join Date: 2002-07-17 Member: 963Members
    <!--QuoteBegin--QUAD+Jan 12 2004, 10:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (QUAD @ Jan 12 2004, 10:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That’s it. Sorry, we will not be implementing “X” feature, as we still need to keep this reasonable considering the prototype status of everything. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I couldn't say it better myself. <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Fired. Who's putting Grappling hooks in ?
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    Will you be adding more servers as well? So far I have been unable to get my butt pwnzored online.
  • ZigZig ...I am Captain Planet&#33; Join Date: 2002-10-23 Member: 1576Members
    <!--QuoteBegin--Legionnaired+Jan 12 2004, 03:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Legionnaired @ Jan 12 2004, 03:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> OOH! OOH! GRAPPLING HOOK! PLEASE! PRETTY PLEASE! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ..!!!!!!!!!!!!!!

    agree!!
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    EXPLODING CATS PLEASE !!!!!
  • QUADQUAD Join Date: 2002-07-17 Member: 963Members
    omgz, Monkeystrike idea stealer Mojo :P.

    <3
  • QUADQUAD Join Date: 2002-07-17 Member: 963Members
    The stealthmod irc.gamesnet.net channel is now opening its doors to the public! Visit us at #espionagemod.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    edited January 2004
    btw if anybody cares to hang out, the official channel is #espionagemod

    [edit]
    n/m QUAD beat me to it
    [/edit]
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    ...why not run listenservers if the mod is that fun.
  • QUADQUAD Join Date: 2002-07-17 Member: 963Members
    Because dedicated servers do not currently work with the mod.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    Will it have AK-47s and "4-3" cs (the one with teh ability to put silencer on) gons?
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    We're not a realism mod. If we have a machine gun model and name, it'll because it looks cool or it fits the setting. Don't expect any real world accuracies (i.e. we won't care about clip sizes, weight, etc)
  • ArcadiusArcadius Join Date: 2003-04-14 Member: 15491Members
    Do you guys have a website with media or the download anywhere? This sounds fun, and I wouldn't mind giving mapping a go if I knew what kind of atmosphere you guys were going for.
  • UZiUZi Eight inches of C4 between the legs. Join Date: 2003-02-20 Member: 13767Members
    edited January 2004
    Well you need a final level for cloak making them completely dissapear. One of the classes has to be able to weild enemy weapons (rebels im talking about)

    For Badasses
    A scanner sweep option.

    Infra red, but warning it gives off your poistion.(weak battery powered) only for a certain weak class something to handicap it.

    Flares!

    Tracer rounds-they work at night

    Rebels
    Sniper Rifle is high powered but has a huge muzzle flash

    night vision

    caltrops-to stun a person or whatnot

    gas grenades- to disorentate a person

    Recently I noticed that its INCREDIBLY EASY to cheat at this game
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=10&t=59107' target='_blank'>Shader Hax</a>
    (something that turns off shaders prehaps?)

    Mines. Claymores or lazermines(HL original)

    Higher powered pistols Pistols that hurt.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    You need to put in a scorpian. That hovars. Without flapping.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Please, please, please, revamp the recoil system for the guns.
    At the moment it uses the age-old, ignorant and frustrating CS style system, where in all guns have a shotgun-esque firing cone. This means that even a person spraying wildly has a good chance of killing a man, whereas a proper recoil system encourages marksmanship, being in an adequate firing position and makes the guns feel <i>meaty</i> and <i>real</i>.
    Funnily enough the simplification of one the main FPS devices doesn't make a game any more enjoyable nor does it reduce the learning curve; when your gun fires like a broken blunderbuss the rage just builds up inside.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    <!--QuoteBegin--SoulSkorpion+Jan 13 2004, 05:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Jan 13 2004, 05:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You need to put in a scorpian. That hovars. Without flapping. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No. Die. Please.
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    edited January 2004
    I'm not going to add any sort of recoil anything. I'm doing weapon firing the way its done in basic HL (don't know how its done in CS, as I don't play it, so comparrisons won't help there). If you mean a system like DOD, I can't stand that stuff, so no. And if its any other system, still the answer is no. :P

    Tonight I actually have free time so I'm going to open the code back up again and try my damnedest to get dedicated servers working... If I can't get that working then there isn't really any need to do anything else

    Also, no I'm not going to be turning the mod into TFC with caltrops and medics and conc grenades.



    Though here is an idea QUAD and I had for a basic gameplay mechanic:

    How about a 1-sided CTF type game? Stealth side has to sneak in, grab something, sneak out. Other team is just defending (they have nothing to capture themselves). Thoughts?

    (No, I won't be implementing some gigantic goal system in this either)
  • VenmochVenmoch Join Date: 2002-08-07 Member: 1093Members
    <!--QuoteBegin--Tequila+Jan 13 2004, 01:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Jan 13 2004, 01:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This means that even a person spraying wildly has a good chance of killing a man, whereas a proper recoil system encourages marksmanship, <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Marksmanship isn't the point of the "Evil Empire"

    They have big guns and are going to use them. Getting caught out as a stealth person is meant to hurt.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    <!--QuoteBegin--DOOManiac+Jan 13 2004, 07:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Jan 13 2004, 07:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How about a 1-sided CTF type game? Stealth side has to sneak in, grab something, sneak out. Other team is just defending (they have nothing to capture themselves). Thoughts? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This may lead to mass camping , since the Gunners have a superior firepower. 1 obj is not enough , you need 2-3 of them scattered in separate bases around the map : Assault would defend the obj rooms , Lieutenant would roam around them and hunt intruders , and Patrol would spot rebels outside , repelling them from the base entrances. Engineer could build detection devices or traps. If they spot a massive rebel attack , they could call for backup from other bases (leaving them lightly defended , which means fooling the enemy would be an important aspect of the game)

    On the rebel side , Sniper would kill the guards leaving their base , and Infiltration would either lure them out or sneak inside to steal the obj. Espionnage's role could be recon , that is , reveal the locations of the base defenders to his teammates (using hidden cameras)
    Hacker may hijack camera surveillance / detection systems to make the task of Infiltrations easier.
  • QUADQUAD Join Date: 2002-07-17 Member: 963Members
    edited January 2004
    <!--QuoteBegin--Stakhanov+Jan 13 2004, 07:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stakhanov @ Jan 13 2004, 07:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--DOOManiac+Jan 13 2004, 07:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Jan 13 2004, 07:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How about a 1-sided CTF type game? Stealth side has to sneak in, grab something, sneak out. Other team is just defending (they have nothing to capture themselves). Thoughts? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This may lead to mass camping , since the Gunners have a superior firepower. 1 obj is not enough , you need 2-3 of them scattered in separate bases around the map : Assault would defend the obj rooms , Lieutenant would roam around them and hunt intruders , and Patrol would spot rebels outside , repelling them from the base entrances. Engineer could build detection devices or traps. If they spot a massive rebel attack , they could call for backup from other bases (leaving them lightly defended , which means fooling the enemy would be an important aspect of the game)

    On the rebel side , Sniper would kill the guards leaving their base , and Infiltration would either lure them out or sneak inside to steal the obj. Espionnage's role could be recon , that is , reveal the locations of the base defenders to his teammates (using hidden cameras)
    Hacker may hijack camera surveillance / detection systems to make the task of Infiltrations easier. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You raise some good points. I'll talk with DOOManiac about mutliple objects to cap or randomized object locations to keep it fair fo the Rebels.

    When me and DOOManaic first discussed possible mod plans, we decided first and foremost we wanted the game to have the "flow" of other stealth espionage games. This flow is inwards: the rebels are always attacking, and the guards are always patroling and "camping" to do what they're paid to do: guard. So the guard team is supposed to camp: that's how they win the game. The challenge for the rebels is to find away around them with their stealth tactics. If we wanted a two way game flow, we woulda just made another TFC clone <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Marksmanship isn't the point of the "Evil Empire"

    They have big guns and are going to use them. Getting caught out as a stealth person is meant to hurt<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Precisely. If the rebels want to win, they have to avoid open combat.
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