NS2: Proving Grounds

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  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    OK, working on this I had a funny situation. I started up an internet listen server, didn't bother to password it, and I had 3 people connect. They were able to join teams too, I told them hte game wouldn't work and got them to leave and I closed the server.

    My question is how come the client/server files differ error message didn't occur when connecting? As my server files obviously differ greatly :)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    Team DeathMatch Mod V0.3.0a (Upgrades)

    Changelog:
    Features -
    Added Celerity and Frenzy upgrades.
    Added Leap to Skulk as base ability
    Implemented latest version of Dghelneshi's Instant HUD mod featuring spectator mode self icon (see where you are on the map as a spectator)

    Fixes -
    GL and SG damage type fixes.
    Removed Notification box from Marine HUD.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited February 2012
    Yeah, I was describing the same game, just putting it in different ways. Basically it was a confirm/deny question than a choice of different options :P

    <!--quoteo(post=1902415:date=Feb 13 2012, 04:23 AM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Feb 13 2012, 04:23 AM) <a href="index.php?act=findpost&pid=1902415"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My question is how come the client/server files differ error message didn't occur when connecting? As my server files obviously differ greatly :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    What do you mean? If the changes are server-side only, then I <b>think</b> it'd apply to everyone who joins (see the Balance mod): the clients probably wouldn't be doing anything with those files, I think... I'd be more worried about the client-side stuff not displaying for them properly, and therefore them being unable to do what they actually need to, to play the game (like interact with the server in certain ways).
    At least I think they're independent. So it should, actually, be perfectly possible to run a server-side only mod with other players never having to download anything for it (and possibly never knowing any better).
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    The mod is not a server only mod, that's why I was so confused, I should have posted my client/server files differ greatly :)

    Finally learned how to fix the buymenu. Turns out I had to edit the marine_buy_icons.dds file, as well as the code :)

    Nevermind all is now working on the menu front :)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    Team DeathMatch Mod V1a (Official Alpha Release)

    Changelog:
    Features -
    Added Free Aim for Lerk spores and removed crosshair.
    Added Gorge Powerslide

    Fixes -
    Removed Mines and Welders from Marine buy menu.


    A note on Free Aim.

    This is not Free Aim. It is an accelerated movement aim.

    I will not bother confusing people with how normal free aim works, I shall only explain how this works.

    When facing a direction and you move the mouse, your player turns. With this code, this still happens. The only difference is your aim point moves faster than you turn. If you move the mouse 2 cms to the right with or without freeaim mod you will be going in exactly the same direction, at exactly the same speed. Your cursor just gets to the point faster than your body does.

    Imagine in reallife, if you snap your view to the right, you turn your head 1st and body 2nd. This mod just simulates that by moving your view faster than your player is turning, but does not affect your speed of turn in anyway what so ever, there is no dead space where your player is not turning.

    Test it out.

    I am going to suspend modding the code for a bit, just making necessary balance tweaks to numbers and fixing bugs, as the game is pretty much feature complete for this stage of development, until UWE release more abilities for me to add.

    I am going to try and get a map made for this, and hopefully someone can get us a server. I can host 2 or 3 european players on a listen server before my computer starts playing up, although net bandwidth is fine :P

    Maybe the Gathers crowd could set this up on a server and have a few rounds while waiting for players, to help me get some feedback on what needs work etc :)

    Anyway, hope you enjoy and keep the feedback coming :)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Broken in 196, but that's no surprise. As soon as I read added IP for spawn, I knew I was in trouble.

    Will add Lerk spikes with free aim now I have that working correctly, will fix mod for build 196 and then release update. Depending on how long the code fixes take, I might even have a greybox test map to release with it too, but not promising anything, hopefully the mod fix is a short one :)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    Team DeathMatch Mod V1.1.0a (Build Fix)

    Changelog:
    Features -
    Implemented Free Aim for Lerk Spikes with default crosshair

    Fixes -
    Patched code for build 196 release
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    The mode needs a name. It's getting to the point where I am considering putting a site together for the mod, and taking it on properly, but I need a name.

    The name that is stuck in my head is NS2:Proving Grounds. Thats my current suggestion for the mod name, if anyone else has any others, please share them here. The NS2: is only there to signify it's a mod of NS2. If UWE feel that putting NS2 at the front is a bad idea, making it look official, I can always drop it, just it always makes sense to me for a mod to announce the game it needs to work :)

    I am bringing in some more MarineHud changes, I am getting rid of the minimap display. This is deathmatch eventually played on symmetrical maps with only 2 spawns, doesn't need a minimap :)


    ----------EDIT---------------------

    I've just discovered that the code I last released still contained some of the pre 196 fixed files. I have discovered this while working on the next patch. As I am already part way through the upcoming patch, I won't re-update the files. Just to let you know mod is currently broken in 196 :)

    Soon to be fixed and improved :)

    -------EDIT 2------------------

    Next patch is turning in to quite a big one :) This is good news. When I have finished this release I will draw up the mapping guidelines. The requirements for mappers has been greatly tidied up in this release. So much so that this release is going to roll it up to v2.0.0a Admitedly, this would have been better to release as v1a, but that was a fully playable game. This is tidying up the requirements behind the code, not really gameplay changes, just a few HUD changes. At this early stage my approach is still very hackish, in places I will just empty out functions by commenting out the code inside the function. As NS2 releases get more stable, then I will start to make more of the changes proper, so eventually it is running almost entirely off it's own code base.

    As stated next release comes with 'Official Mapping Guidelines' w00t!
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->NS2: Proving Grounds<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc-->

    Download Link: <a href="http://www.duplexgaming.co.uk/downloads/mods/69/ns2%3a%70rovinggrounds/" target="_blank">http://www.duplexgaming.co.uk/downloads/mo...provinggrounds/</a>

    Alpha release of Proving Grounds mod (formerly known as tdm)

    Here is the release of the first full alpha of Proving Grounds.

    The game is Marine vs Alien combat in a tdm style.

    Each team spawns at a location with a single res node and a tech point.

    Straight forward combat between the two races using their unique weapons.

    Weapons/Class/Ability upgrades can be bought from Res earned from RFK.

    Both teams press 'b' to buy. Players are free to buy weapons/classes/abilities at any time, provided they have the res.

    Press 'Fire' to respawn.

    Includes Grey box map (A re-working of Sgt Barlow's MvM map reactor from NS1 by me) This is just a greybox alpha at the moment.

    Features:

    FPS play only, no commander mode.
    Clean HUD, no minimaps ('C' key is for sayings only)
    Team Deathmatch gameplay using classes, weapons and abilities from NS2
    Players press 'b' to buy/evolve
    Players earn Res through killing enemies
    Res is used to buy
    Teams have 1 res tower at start earning each player .25 res every 8 secs. If that tower dies, players can only earn through RFK
    Win condition is kill the Hive/CC

    Health Bars update instantly using Dghelneshi's Instant Update mod (<b>Thanks Dghelneshi</b>)

    Aliens:

    Aliens can buy up to 2 upgrades at a cost of 2 res each.
    Implemented upgrades are:
    Carapace
    Celerity
    Frenzy
    Swarm

    Lifeform costs:
    Lerk 1
    Gorge 3
    Fade 6
    Onos 12

    Lerk has 'Free-Aim' ability on spikes and spores for improved combat in flight (Based on Agiel's Free-Aim Mod, <b>Thanks Agiel</b>)
    Gorge has 'PowerSlide' ability when belly sliding for cornering, and can also slide without infestation.
    Gorge has 'BileBomb' ability at all times, no hydra/cyst ability
    Skulk has 'Leap' ability at all times
    Fade uses Yuuki's Fade Momentum Mod (<b>Thanks Yuuki</b>)

    Marines:

    Marines walk speed is same as NS2 run speed, run speed is slightly faster.
    Marine weapon res costs are:
    Shotgun - 2
    Grenade Launcher - 4
    Flamethrower - 5
    Jetpack - 10

    Res for Kills is a random amount between 1 & 3

    Screens :

    A nice and clean Marine Hud:

    <img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-02-18_00001.jpg" border="0" class="linked-image" />

    Recognisable Marine Buy Menu:

    <img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-02-18_00002.jpg" border="0" class="linked-image" />

    Alien Buy Menu:

    <img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-02-18_00003.jpg" border="0" class="linked-image" />

    Overhead of Map:

    <img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-02-18_00006.jpg" border="0" class="linked-image" />

    Looking for a server host kind enough to host a server for this mod for free :)

    Game just needs playtesting for balance and to work through bugs and issues I haven't encountered.

    <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Official Proving Grounds Mapping Guidelines<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc-->

    Entity Requirements:

    Maps require 32 spawns in the ready room and the relevant NS2 join team entities.
    NS2Gamerules
    2 Tech Points (1 Marine Only & 1 Alien Only)
    2 Res Nodes (1 near each TP, preferably behind the TP).
    Location entities for each spawn room, other locations optional.

    Map Design:

    Maps can be level over level, should encourage regular combat opportunities, but need to respect the ranged vs melee gameplay. Vents are not needed, as this is meant to be death match, lives are not precious in death match. Not too many alternative routes, maybe 1 main route and 1 alternative route. Again we want lots of confrontation, if everyone is moving around by different routes, that's not going to happen.
    Power nodes are not used in this mod at present.

    Get playing what is a very fun game, and help me iron out the balance issues. I want this ready for a Beta release 2 months after NS v1 comes out :)

    Create content, add suggestions, let's make this game amazing :)

    I'll see you on the Proving Grounds...

    Even if you are still in the ready room cowering.....

    <img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-02-18_00004.jpg" border="0" class="linked-image" />
  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    When I get my server up I will give this a go!
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Let me know the IP!

    This theoretically should run faster that vanilla NS2, as there are fewer entities. Some of those servers already out there that are underpowered for NS2 should give this mod a try, hint hint ;)
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    All set up over there, thanks.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited February 2012
    Wow this looks like a great start for a mod! Nice job!

    I wouldn't remove all structures. For example, you could allow players build temporary Hydra, Sentries, Crags, and so on.
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    <!--quoteo(post=1904554:date=Feb 18 2012, 08:22 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Feb 18 2012, 08:22 AM) <a href="index.php?act=findpost&pid=1904554"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow this looks like a great start for a mod! Nice job!

    I wouldn't all structures. For example, you could allow players build temporary Hydra, Sentries, Crags, and so on.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah don't remove everything just disable for now, i for one would love to see some sort of build menu even if limited right now, make it expensive if you have to but options are always good, hopefully we'll also eventually see something like extra levels for some added fun.

    Something that might be forgotten, in ns1 players in a group got a small bonus from kills others had made just by being there, it was probably quite important to keep the game play progressing and so no one was completely left behind, they even made it so late joiners got enough to upgrade one or two things.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    I haven't removed them from the code yet, just from the game.

    This is an FPS only. Team Deathmatch, Player vs Player, not player vs static defense.

    You could always mod the code to allow hydra's etc, but this will be player v player only, as will most of the modes made by me.

    There is no catch up in this game, as unlike combat, there are no levels. This is more like CS in that respect, you spawn, you buy your loadout and you fight, except when you die, you respawn in without waiting for the round to end. RFK keeps you going, and if you really can't kill anyone, your team has 1 RT supplying each player with .25 res every 8 secs, to enable you to buy stuff still.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    If anyone happens to see a server online called NS2:ProvingGroundsv1 - It's me on a listen server at home. If you have the mod, jump on :) We'll get some testing done.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <a href="http://www.duplexgaming.co.uk/downloads/mods/69/ns2%3a%70rovinggrounds/" target="_blank">NS2:ProvingGroundsv101a</a>

    Small update for 197.

    Code changes rather than bug fixes.

    Next update (unless NS brings one out in the meantime) will be focused on tidying up the spawning situation. Prior to 196 aliens used eggs, and only marines press fire to spawn, that was supposed to be temporary. 196 Build changes in NS2 changes meant a quick fix for marine spawning was needed, which was to cause both teams to use fire to respawn.

    This means the alien team does not use eggs anymore. Now I feel it is a good time to try and focus on making the spawn code more stable and permanent. I will come up with and test some different options. I have a couple of ideas currently.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Fade blink is not working in the mod because I forgot to merge the fade.lua file into 197. As no-one is really playing this yet, I'm not going to release the fix yet, although it is done :).

    As a quick progress update I have fixed the grenade display, so it now properly shows you only have 6 grenades:

    <img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-02-19_00001.jpg" border="0" class="linked-image" />
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    First of all great job doing this!

    A few questions/suggestions regarding the res system and combat.
    -Are there any plans to further encourage players to attack in groups like in NS1:Combat?
    For example splitting res for kills among nearby players?
    Although this doesn't help that player who sacrificed himself in order to gain an advantage for the rest of the group to win the battle. I never liked that in combat and it encouraged a defensive play style with no one in the group willing to take a risk to bait the enemy group or whatever.
    Maybe also include players into the res-sharing process who just died in that battle up to a few seconds ago?

    -Do you think it might encourage teams to play more aggressive, if both teams had a second, more vulnerable res node located between the center and the spawn locations?
    It would definitely spice things up without complicating the team deathmatch much.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    Thanks for the suggestions pSyk0mAn :)

    Getting players to attack in groups is definitely something I want to encourage. How I am going to do that I'm not sure :) I mean theoretically, the more you stick together, the more chance of survival anyway. Aliens have swarm upgrade, which encourages group attacking among those that have it.

    I'd rather not give players a 2nd RT, I'm already thinking about reducing the rate of res from .25 every 8 secs to .1 every 5 secs, I don't really want to increase that with a 2nd rt, even temporarily.

    I may have to look at shared RFK, but with a PRes limit of 40, I don't want people to earn res too easily. Essentially I'd like to find ways of encouraging teamwork without always using res as the carrot.

    With Powernodes removed from my mod, I am going to look at making the involved with the game more, making them capture points essentially, for King of the hill or capture point modes. Of course that doesn't solve the teamwork issue in tdm :P

    I will look into the teamwork issue, but a lot of players in this kind of game are Rambo's. In TDM, I normally look out for the Rambo's on my team, and form a support squad following them. Rambo's are always good bait :)

    -----------EDIT------------

    Rather than put a 2nd rt in a more vulnerable position, why not put the original RT in a vulnerable position? That way it forces players out to look after their only RT :) That's a mapping test that can be carried out, and is much more aggressive, because if you do lose your rt, you rely totally on rfk. Forces you to get out there, and if you lose your tower, you need to get the other teams down quickly to stop them having that advantage, so you still need to be aggressive, and obviously really require teamwork. Balance is going to be miles off in this for sure without deep testing, but I think making the RT vulnerable is the option for getting people out of their base. This should force some degree of teamwork too.

    I thought about adding squads too, where you can team up with 3 other players on your team and form a squad together. I could then enable respawn on squad, if you died with your squad, providing a bonus for teamwork.

    Squads will be a future update though for sure! Implementing my spawning idea is giving me a big enough headache as it is :)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    Latest Update:

    <a href="http://www.duplexgaming.co.uk/downloads/mods/69/ns2%3a%70rovinggrounds/" target="_blank">NS2:ProvingGroundV1.0.3a</a>

    Creating a new spawn system for marines is going to take me some time. With some testing help, and additional code, from Dghelneshi, I've released a fix patch for almost all known issues.

    Fade Mod Fix
    Reduced Lerk Carapace
    Adjusted GL damage
    Fixed Bilebomb (hopefully)
    Changed RT resource supply rate 0.1 every 5secs
    Set Max PRes to 40
    Embryo health now updates to 100% of upgrade lifeform health while evolving (thanks Dghelneshi!)
    Fixed Grenade display to show correct number of grenades (6)

    This is now officially the last patch until the new spawn system, unless UWE break the mod :) I would expect at least two weeks before my spawn release :)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    Latest update:

    <a href="http://www.duplexgaming.co.uk/downloads/mods/69/ns2%3a%70rovinggrounds/" target="_blank">Proving Grounds v1.0.4a</a>

    There has been a gameplay change to force teams out of their base. RT's are now to be built halfway between techpoint and the centre of the map, so teams don't just sit in their base.

    To account for this change I have removed the need for harvesters to be on infestation, so if the cyst train to the harvester is broken, the harvester doesn't die, players have to kill the harvester.

    At the moment that means there is not a lot of DI on the maps. I will be looking in the future to make DI try and spread and retreat based on some game condition, but for now you have to put up with not much DI :)

    Changelog
    Removed harvester infestation requirement
    Updated map to reflect new mapping guidelines (it's still a grey box alpha)

    <b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->and now for the good bit......<!--sizec--></span><!--/sizec--></b>

    Later on I hope to be able to bring you details on a server for the mod. This is why this hotfix release has been done. Providing all goes well I will be able to announce the details in a few hours :)

    <u>Artist Required</u>

    Can anyone design me some logo's, pageheader's etc for the mod? I want to get some professional looking media before I upload to ModDB, so it gains more promotion for NS2.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Latest update:

    <a href="http://www.duplexgaming.co.uk/downloads/mods/69/ns2%3a%70rovinggrounds/" target="_blank">Proving Grounds v1.0.5a</a>

    Added new map from SN.Wolf - ns2_pg_SN-DM (map still in alpha)

    Server online (Big Massive Thanks to SN.Wolf)

    If you want to get involved with the gaming, look out for the server in the browser:

    Proving Grounds Mod v105

    Server is hosted in US west coast.

    I can't thank wolf enough for both the map and the server :)

    No excuse now boys, get downloading.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Re-uploaded v105a with corrected map names. Either re-download or edit map names manually:

    ns2_pg_reactorv2a > pg_reactorv2a
    ns2_pg_SN-DM > pg_SN-DM
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    Fixed Marines not getting RFK.
    Created new marine spawn system
    Fixed Gorge Farting Bilebombs - (Subject of another thread but made in pg code by mistake :P)

    Quick video first:

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/6bU_5RlT9qY"></param><embed src="http://www.youtube.com/v/6bU_5RlT9qY" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>

    To explain briefly:

    You die, an IP gets created and you are assigned to it's queue. When you spawn, the IP is destroyed. I hope to eventually get this over to the alien team too, but for now this is fine. Will probably need to reduce spawning times all-round, but hey, we'll see how it goes at the weekend.

    No update release yet as seeing if there is anything else I can add while I'm feeling creative :) Will release an update on Saturday in time for the main event on Sunday :)

    -----EDIT----

    Further update implemented a quick health/ammo regen for marines. Everytime you press the buy key, you get 1 tick of armoury resupply.

    As marines now have a way to resupply, I have added regen to the alien abilities. Now it's pick 2 from 5 :)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Latest Update:

    <a href="http://www.duplexgaming.co.uk/downloads/mods/69/ns2%3a%70rovinggrounds/" target="_blank">NS2:ProvingGroundV1.1.0a</a>

    Fixed Marines not getting RFK.
    Created new marine spawn system
    Fixed Gorge Farting Bilebombs - (Subject of another thread but made in pg code by mistake :P)
    Added a Marine Health/Ammo resupply
    Added Regen ability for Aliens
    Removed Rifle from buy menu options.
    Changed mapnames to all lowercase.


    I have decided to release the new version now so if any game breaking bugs pop up I have a chance to fix them before Sunday :)
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    edited February 2012
    i have a question how do you deal with the alien resource tower repairing its self while the marines one does not or did you take that ability out of the game?

    also on a similar note have you allowed welders to be bought so the buildings can be repaired?
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Welders aren't in NS2 yet so they are not available :)

    If you destroy the cysts around the harvester then it cannot regen. I did however totally forget about the regen of the harvester, so it is still in the game.

    Ultimately I don't want any buildings to be repaired, once it's gone it gone :)

    When the welder comes into the game, I am thinking about making it like a med gun, ie when you use it on players, they get their health, and then their armor replenished.

    You have just reminded me I need to remove hive and infestation healing too.

    These are very good points, thank you.

    I don't yet have a clear idea of where this mod is going. I have ideas and general plans, but there is not too much detail yet. I need more PT's and people in general to bring these points to my attention.

    It is also possible there maybe a bug in the respawn system, but I've only had the situation involving bots, so I can't be sure until I can test this with normal people :) Occasionally the bots do not spawn an IP. I don't know if this is a bug in the location finding code, as no errors are reported, or something I have missed, or just because they are bots :)

    I will remove the healing etc for the next patch, and will also look at implementing some Marine upgrades, but this is proving quite troublesome :)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    198 Update has broken the spawning system :P

    Will look into a fix for teh now :)
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    edited February 2012
    This is great. Following your work with interest (6 months back I tried to implement a Combat Mode style mod, but the vanilla NS2 codebase kept changing too fast to keep up and my chosen coding approach made it particularly vulnerable to breakage!)

    EDIT: Just realised you're probably already aware of the old mod, it's been a while since I checked on its thread!

    If you want to use any of my <a href="https://github.com/AlexHayton/NS2-Combat-Mode" target="_blank">code</a> feel free. I wrote an XP bar GUI and some other bits and bobs that you might find relevant. They are in lua/GUIExperience.lua (with the textures in the UI folder and relevant changes to get experience and rank names in Player.lua and Experience.lua). When I get back to the UK in a few months I'll definitely be interested in helping you playtest, code and/or bugfix this (I'm currently travelling long-haul by train so no NS2 for me).

    Have you put the source code up on github or anywhere like that? I'd be interested in browsing it to see what you've changed.
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