Mini-mod suggestions

rsdrsd Join Date: 2003-02-11 Member: 13405Members
<div class="IPBDescription">Anyone have any?</div>I'm keen to tackle a small project. Something that doesn't require any new assets, which means the restrictions would be:

- Marines only (skulk is missing run animation AFAIK, please correct me if I'm mistaken)
- Standard rifle only, although my quick DM hack adds spread and I have some other plans up my sleeve
- I'll make an exception for the hud if someone with flash skills could help out - it would be good to replace the current one

I'm not going to duplicate the work of the other guys - they're busy doing a lot of core stuff which will be useful. The idea is more a small, focussed mini-mod.

Any suggestions?

Comments

  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    A mini mod would be if skulk is available marine survival as the ns2 team releases more aliens put more in, basically a handful of marines, aliens have to try and wipe them out, converting more marines to aliens upon death making the game increasingly hard.
  • rsdrsd Join Date: 2003-02-11 Member: 13405Members
    Very cool idea! Simple enough concept, but could be a lot of fun.

    Just need to give the marines a mission, e.g. move through the level to an exit point to win, otherwise they'll just park off in one room.

    Still, that's a good idea. Could work without skulk run animations until they are included. Would look ridiculous, but still be playable.
  • ClinkClink Join Date: 2009-06-07 Member: 67728Members
    edited April 2010
    i assume ur talking about multiplayer. The simplest thing i can think of would be a sort of shooting range. Either target dummies or skulk targets. If you win you get a gnome chompski.
  • TekoppenTekoppen Join Date: 2008-02-05 Member: 63584Members, NS2 Playtester, Reinforced - Shadow, Subnautica Playtester
    <!--quoteo(post=1765735:date=Apr 11 2010, 10:20 AM:name=Tha)--><div class='quotetop'>QUOTE (Tha @ Apr 11 2010, 10:20 AM) <a href="index.php?act=findpost&pid=1765735"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A mini mod would be if skulk is available marine survival as the ns2 team releases more aliens put more in, basically a handful of marines, aliens have to try and wipe them out, converting more marines to aliens upon death making the game increasingly hard.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sounds awesome, I would like to try this.

    Although I have no skill at all with modding so I can't help even though I want to.
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    How about removing rifle, HUD and crosshair for starters? You know, for screenshots.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Can you considerably change the globals of the player's movement so it can have less friction and more speed and stuff so you can make it slide or bunnyhop or whatever, then we could make a kind of jump/race/slide map.. lol.
  • rsdrsd Join Date: 2003-02-11 Member: 13405Members
    <!--quoteo(post=1765798:date=Apr 11 2010, 02:37 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Apr 11 2010, 02:37 PM) <a href="index.php?act=findpost&pid=1765798"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can you considerably change the globals of the player's movement so it can have less friction and more speed and stuff so you can make it slide or bunnyhop or whatever, then we could make a kind of jump/race/slide map.. lol.<!--QuoteEnd--></div><!--QuoteEEnd-->

    From Player.lua

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Player.moveSpeed = 7
    Player.moveAcceleration = 4
    Player.gravity = -9.81
    Player.stepHeight = 0.2
    Player.jumpHeight = 1
    Player.friction = 6<!--QuoteEnd--></div><!--QuoteEEnd-->

    You can tweak those variables, or entirely replace the calculations that make use of those variables. Player movement is easily modified in any way you can imagine.
  • OptikalOptikal Join Date: 2003-02-15 Member: 13583Members, Constellation
    Game of Tag. You're it.
  • DixieWolfDixieWolf Join Date: 2010-02-10 Member: 70508Members
    <!--quoteo(post=1765774:date=Apr 11 2010, 06:38 AM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Apr 11 2010, 06:38 AM) <a href="index.php?act=findpost&pid=1765774"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about removing rifle, HUD and crosshair for starters? You know, for screenshots.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Here's some code that'll give you that (it's not toggleable in game or anything, but this is quick and dirty, if you just want to be able to screencaps)
    Make a backup copy of your Natural Selection 2/ns2/lua/Player.lua.
    In Player.lua, line 87, comment out the self:SetHud call:
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        //self:SetHud("ui/hud.swf")<!--c2--></div><!--ec2-->
    aaand, on line 644, comment out the self:DrawWeapon call:
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->       //self:DrawWeapon()<!--c2--></div><!--ec2-->
    Like I said, not pretty, but it works. If you try shooting, you can still shoot, but your console will get error messages about trying to apply animations to models that are nil. But, if you only want screencaps, then this will remove all hud and viewmodel elements
  • jamesbchjamesbch Join Date: 2004-04-20 Member: 28035Members, Constellation
    CTF ftw ! You can use 2 dummy targets (or skulks put in the back) as flags and voilà ! The probleme is only how to distinguish them.
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    <!--quoteo(post=1765875:date=Apr 11 2010, 07:32 PM:name=DixieWolf)--><div class='quotetop'>QUOTE (DixieWolf @ Apr 11 2010, 07:32 PM) <a href="index.php?act=findpost&pid=1765875"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Like I said, not pretty, but it works. If you try shooting, you can still shoot, but your console will get error messages about trying to apply animations to models that are nil. But, if you only want screencaps, then this will remove all hud and viewmodel elements.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Excellent, thank you!
  • DixieWolfDixieWolf Join Date: 2010-02-10 Member: 70508Members
    <!--quoteo(post=1765954:date=Apr 11 2010, 04:00 PM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Apr 11 2010, 04:00 PM) <a href="index.php?act=findpost&pid=1765954"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Excellent, thank you!<!--QuoteEnd--></div><!--QuoteEEnd-->
    No problem, I'll eventually work on some quick keybinds/bugfixes to get rid of the console errors. I've also got another mini-mod I'm playing with; no particular concept, just fooling around, but so far the features/fixes include:
    <ul><li>third person, over the shoulder view</li><li>fixes weapon firing so bullets fire from character model, not from camera's origin</li><li>automatic reloading when clip is empty</li></ul>
    features i'm working on adding:
    <ul><li>sprinting (the animation already exists)</li><li>crouching</li><li>first/third person toggling</li><li>crouching behind cover/quick lean for shooting from cover, a la Mass Effect or Gears of War</li></ul>
    I'd also be interested in playing with the idea for CTF or the Marines/Skulks "vampire" mode that someone suggested
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    a Free cam or death cam-like mod would be nice too.

    :D
  • DixieWolfDixieWolf Join Date: 2010-02-10 Member: 70508Members
    <!--quoteo(post=1765735:date=Apr 11 2010, 04:20 AM:name=Tha)--><div class='quotetop'>QUOTE (Tha @ Apr 11 2010, 04:20 AM) <a href="index.php?act=findpost&pid=1765735"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A mini mod would be if skulk is available marine survival as the ns2 team releases more aliens put more in, basically a handful of marines, aliens have to try and wipe them out, converting more marines to aliens upon death making the game increasingly hard.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm really digging this idea, I think i'll start hacking away sometime this evening if I can get some free time. This would require a map with team_location entities, so I could probably throw together something quick (or somebody else could? :D) with 2 team areas with spawns
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    I really like the Marine race idea. It could be a full fledged game mode. Marines are sent into a location to retreive something, and have a set time to get out, similar to TF2's mode where teams take turns defending control points. The difference in this case being that slain marines are converted into skulks.

    Some things to consider implementing:

    Time Limit: give the marines an incentive to move to their objectives, and to keep games from lasting too long. Also, give the marines bonus time each time they capture waypoints.

    Multiple Waypoints: give marines several waypoints to go to. They could have a specific order (chosen randomly at the game's start), or all be open to capture from the beginning This way the skulks have several opportunities to ambush the marines. It also prevents the skulks from camping one single spot, and wiping out all the marines in one try. Assigning waypoints to resource nodes could help the mode be implemented on maps that are not specifically designed for it. It also adds more depth to the mode than "marines racing around chased by skulks".

    Timed Capture: make the marines stop at each waypoint. Maybe they have to set up an Extractor. This lets the skulks catch up, and adds a defensive element to the gameplay, so the marines can't just run out and quickly capture all the control points simultaneously, without the risk overextending their resources.
  • DixieWolfDixieWolf Join Date: 2010-02-10 Member: 70508Members
    <!--quoteo(post=1766265:date=Apr 12 2010, 11:38 AM:name=GingerGiant)--><div class='quotetop'>QUOTE (GingerGiant @ Apr 12 2010, 11:38 AM) <a href="index.php?act=findpost&pid=1766265"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Time Limit: give the marines an incentive to move to their objectives, and to keep games from lasting too long. Also, give the marines bonus time each time they capture waypoints.

    Multiple Waypoints: give marines several waypoints to go to. They could have a specific order (chosen randomly at the game's start), or all be open to capture from the beginning This way the skulks have several opportunities to ambush the marines. It also prevents the skulks from camping one single spot, and wiping out all the marines in one try. Assigning waypoints to resource nodes could help the mode be implemented on maps that are not specifically designed for it. It also adds more depth to the mode than "marines racing around chased by skulks".

    Timed Capture: make the marines stop at each waypoint. Maybe they have to set up an Extractor. This lets the skulks catch up, and adds a defensive element to the gameplay, so the marines can't just run out and quickly capture all the control points simultaneously, without the risk overextending their resources.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Reminds me a little of Scavenge mode in Left 4 Dead 2 (except for the "turn killed marines into skulks"). It's a cool idea :D
  • CowThingCowThing Join Date: 2010-03-03 Member: 70818Members
    Hide and Seek! The maps are really good for that.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    WELDER BOT RACING... i.e. in the same sense as mario kart racing.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Skulks do have their run animation, it's in the playability mod. You should build off of theirs or get something added in, no sense reinventing the wheel.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited April 2010
    how about this one.
    game starts one guy is chosen randomly everybody else is against him ( he would be reconnized by an arrow on his head, he will allso have more health than the others ) and he gets points under the time he dosnt die once he is killed the point counter stops giving him points and turn goes to the guy who killed him. match stops after 5-10 minutes the guy with most points win.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    My vote goes to skulk racing btw. No sense getting too fancy when the game isn't very playable yet, racing is the one thing it could do pretty well already.
  • r3aLiTyr3aLiTy Join Date: 2003-01-25 Member: 12743Members, Constellation
    edited April 2010
    how about a hunted game mode like the one from tfc

    a skulk could be the "president" while a bunch of marines escort it to the extraction point

    they would be up against another team of marines who would win if they eliminates the skulk
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    <!--quoteo(post=1766472:date=Apr 12 2010, 08:16 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Apr 12 2010, 08:16 PM) <a href="index.php?act=findpost&pid=1766472"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No sense getting too fancy when the game isn't very playable yet<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well we've got damage indicators, health bars, chat, kill messages.... :D
  • rsdrsd Join Date: 2003-02-11 Member: 13405Members
    <!--quoteo(post=1766423:date=Apr 13 2010, 01:46 AM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Apr 13 2010, 01:46 AM) <a href="index.php?act=findpost&pid=1766423"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Skulks do have their run animation, it's in the playability mod. You should build off of theirs or get something added in, no sense reinventing the wheel.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I absolutely agree. I just botched some code trying to get the run animation working before I knew how everything worked.

    I do intend to make use of their work (with permission and credit), as well as feed anything useful I do back into it, but I'm looking to create something focussed rather than a mountain of shiny things that they have. Not a criticism at all - they're pulling some brilliant code together. I just have a different goal and prefer working solo.
  • DixieWolfDixieWolf Join Date: 2010-02-10 Member: 70508Members
    <!--quoteo(post=1766514:date=Apr 13 2010, 04:37 AM:name=rsd)--><div class='quotetop'>QUOTE (rsd @ Apr 13 2010, 04:37 AM) <a href="index.php?act=findpost&pid=1766514"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do intend to make use of their work (with permission and credit), as well as feed anything useful I do back into it, but I'm looking to create something focussed rather than a mountain of shiny things that they have. Not a criticism at all - they're pulling some brilliant code together. I just have a different goal and prefer working solo.<!--QuoteEnd--></div><!--QuoteEEnd-->
    agreed. I like getting my hands on code and when I'm just tinkering (like trying to pour over the NS2 lua) I definitely want to do that solo. But I don't mind "reinventing the wheel," in fact, in this case, I much prefer it. I want to get to know how this stuff works. I want to make the mistakes so I can know for the future, especially when the actual game comes out.
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    <!--quoteo(post=1766448:date=Apr 12 2010, 09:13 PM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Apr 12 2010, 09:13 PM) <a href="index.php?act=findpost&pid=1766448"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how about this one.
    game starts one guy is chosen randomly everybody else is against him ( he would be reconnized by an arrow on his head, he will allso have more health than the others ) and he gets points under the time he dosnt die once he is killed the point counter stops giving him points and turn goes to the guy who killed him. match stops after 5-10 minutes the guy with most points win.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Branching off this idea, make a "hunt the skulk" game where the skulk player gets time for staying alive, and whoever gets a kill becomes the new skulk. Like "oddball" with no ball
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