Features I want to use in my HL2DM Mod Created 19 years ago2005-11-05 17:30:23 UTC by Gackt Gackt

Created 19 years ago2005-11-05 17:30:23 UTC by Gackt Gackt

Posted 19 years ago2005-11-05 17:30:23 UTC Post #145550
I'm making a very unique Half-Life 2 Deathmatch mod (to tell you what it is would be to spoil a very big surprise), but before I get really into it, there are some features I want to make sure are possible. If anyone knows whether the following are possible, please let me know:

1. Disabling in-game text chat, while letting voice chat remain enabled.
2. Having people spawn in a specific place when they die (not the same spot they started off).
3. Having all player's health constantly decrease at a fixed level (say, 1 point every 5 minutes).
4. Disabling/disarming players of the default DM weapons (so that they are weaponless at the start).

Also, how does one write those messages that you see whenever you join a DM server (such as clan information, etc)? If anyone can answer any of these questions, I'd be most appreciative. :glad:
Posted 19 years ago2005-11-05 17:53:49 UTC Post #145553
1. Coding
2. Use a info_player_teleport and make it so they fall into a trigger which takes them to the spawn.
3. trigger_hurt - pain 1hp duration 5 mins
4. weapon_strip or something

Those are I believe written in a .txt file with the same name as the map e.g.

dm_lakeside.txt and dm_lakeside.bsp
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-11-05 18:09:38 UTC Post #145554
1. Coding
2. Coding
3. trigger_hurt
4. weapon stripe.

2, why coding when there is a map sulotion?

It aint a mod without new code (I say..)
And, mappers for the mod won't have energy to make that entity setup for each player on every map.
So, coding would make it a lot easier.
Those are I believe written in a .txt file with the same name as the map e.g.

dm_lakeside.txt and dm_lakeside.bsp
Yeah, I think so too.
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-11-06 11:01:58 UTC Post #145689
Coding...oh joy, oh bliss. :nervous: Well, at least it's possible!

Thanks for your help, guys - any suggestions on where to start learning to code for HL2 ? The in-game text chat feature must be disabled at all costs - it hurts a special gameplay mechanic that is crucial to the enjoyment/difficulty of this mod.
Posted 19 years ago2005-11-06 11:09:53 UTC Post #145690
Do you know some basic C++? You'll need to before you do anything in Source.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-11-06 13:25:28 UTC Post #145729
Then I guess that counts that idea out... the most programming I've ever done was with QBasic.

Perhaps when I finish the mod, I'll see if someone would be willing to add the no-text-chat-feature - I can't see it being too hard, since it's just that one adjustment that needs to be done, but it is certainly beyond my abilities. However, due to the top-secretness of the mod's basic concept (trust me, the surprise in store will be worth it), I can't start asking for help until the mod itself is near ready for distribution.
Posted 19 years ago2005-11-06 13:56:02 UTC Post #145733
I'm sure you could get someone to do that for you.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-11-06 17:20:39 UTC Post #145793
Thanks for the encouragement, Seventh - once I'm ready, I'll start asking around.

Now, let's just hope I can finish all these stupid term papers so I have time for what really matters - mapping and modding! :glad:
Posted 19 years ago2005-11-08 00:55:54 UTC Post #146010
Here are two more features that came to mind as I was writing my latest term paper:

1. Displaying an in-game timer (say, 1:30 and counting downwards - an hour and a half).
2. Kicking a player off of the server the first time they die (this may seem nuts, but my mod isn't about deathmatches in the traditional sense...you only get to die once).

Are these ideas, specifically #2, even possible? It'd really be nice if I could get the game to kick players out after they've died; if not, I'll have to have them transport to a completely self-contained area all by themselves until they willingly decide to leave the game. Preferably, though, I'd prefer the former.
Posted 19 years ago2005-11-08 03:42:44 UTC Post #146011
Of course they're possible, and relatively easy.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-11-08 03:50:19 UTC Post #146013
Wow...I underestimate Source on an almost routine basis now. Seventh, that news has opened up a green pasture of hope for the future of my DM mod. Having people be eliminated from the game server is crucial to the storyline (yes, storyline) of what I have in mind. Not to drop too many hints, but here's a cryptic riddle for you to play around with regarding what my mod will be:

It's not about how many people you kill, but rather how much blood you are willing to shed.

If you understand what I'm referring to, just wink or something so as not to give away the secret :lol:
Posted 19 years ago2005-11-08 18:20:06 UTC Post #146116
M_Gargantua winks with some concepts in his head

I think I see something in the vicinity of where your going.

And you have to remember source itself isn't uber powerful. its just coding that makes everything possible, source is just a starting point
Posted 19 years ago2005-11-09 00:33:39 UTC Post #146133
Point taken, and with that, I have begun development of the mod. So far, things are going extremely well, and the atmosphere I was looking for is perfectly executed. I'll post some teaser screenshots later when I've got the first room nailed down (pun intended?).

In any case, here's another riddle for you:

"I made a clock to help remind everyone of the time. Running out of time is definately not good if you're playing a game."

Does that clear up any remaining doubt for you, M_Gargantua?
Posted 19 years ago2005-11-09 01:02:15 UTC Post #146134
not really, but I can see that it would have good gameplay if finished.

but don't give me anymore riddle, I like having at least half-a-surpise
Posted 19 years ago2005-11-09 02:25:26 UTC Post #146139
Gotcha. I'm glad I didn't put in the quote I was going to originally. I'll let you know when the screens are up.
Posted 19 years ago2005-11-09 20:24:45 UTC Post #146280
Alright guys, I've got a teaser photo up (you can even use it as a wallpaper if you wanted to - it's 1024x768). You can find it here:

http://i10.photobucket.com/albums/a136/Gackt_C/DMMod_teaser.jpg

So, anymore winks of understanding? ;)
Posted 19 years ago2005-11-10 04:01:52 UTC Post #146317
That clock could do with a glass front.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-11-10 10:43:36 UTC Post #146354
As in a brush? The model itself has a dull glass plate over it, under which the hour and minute hands move.
Posted 19 years ago2005-11-10 15:07:54 UTC Post #146414
Oh, does it? That's exactly what I would have suggested. I guess I can't see it because of the lighting or the camera viewpoint.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-11-10 15:53:22 UTC Post #146425
That's true - it has a dull reflection when you look at it from a different angle. It's a model from HL2, so I take no credit for it (although the hands are my own work, and they DO move in real-time). I'll have some more teaser shots soon.
Posted 19 years ago2005-11-10 16:07:57 UTC Post #146426
I'm very curious about this mod :)
Posted 19 years ago2005-11-10 23:55:10 UTC Post #146496
Hurray! Suspense is building! I definately won't let you guys down - the mod is coming along great so far, and it looks to be done a lot sooner than expected (at least the basic gameplay). Once I have my next big area done, I'll take another teaser screenshot, this time with a "picture riddle" for you to figure out.

Also, I've decided I'm going to host a special release "party" for TWHLers only when the first build is finished. Ideally, we'll have about 4-8 (or even more if possible) people from TWHL playing. I'll post a link for downloading the mod installer as well as the game's password once its ready, and we'll establish an appropriate time to play. I delight at the thought of having my fellow mapping colleagues as the first players of my mod - yoroshiku onegaishimasu! :glad:
Posted 19 years ago2005-11-11 11:58:28 UTC Post #146605
so you found a good coder then?
Posted 19 years ago2005-11-11 19:39:31 UTC Post #146686
Nope, but I'll worry about that when it's time to put the finishing touches on. I did figure out a work-around for the timer thing, though (see clock in the picture).

The reason I want to remove text chat is because I find it is too quick and too easy to communicate with. While teamplay is important in my mod, I wanted to make the communication level a bit more tense and challenging. Therefore, microphones will be a requirement. Some of the gameplay elements depend on voice communication alone - I could alternately use text chatting as well, but I find that takes away from the experience. I'm still working on that next room for the new teaser shot, but trust me - it'll be worth it. I'm hoping to have this mod finished in as late as 2 months or so, at the rate things are going.
Posted 19 years ago2005-11-11 19:49:26 UTC Post #146687
Voice communication reminds me of crappy high voices yelling something ununderstandable in CSS or HL2DM. So, well...

Anyway, I don't know exactly what you're up to but it's good to see something being done. I'm interested to see what you've finally made. Good luck. :)
Posted 19 years ago2005-11-12 00:59:09 UTC Post #146738
That's the point, dear Captain P, that's the point ;)

I'm fully aware of the terrible voice encoding HL2:DM uses. In fact, I consider it an advantage for the gameplay I'm looking for. Ooooo, I am dying to say what the mod is, but I simply have to hold it in until it's ready to play!
Posted 19 years ago2005-11-12 18:23:46 UTC Post #146864
Actually, after some further thought, I may leave in-game text chat as it is. I've realized that my map's "challenging qualities" are difficult enough that quick communication alone won't guarrantee victory to any player. Therefore, I'll probably leave it in (and, after hearing how terrible those voices are on Deathmatch last night, I've remembered why I never used a microphone before....).
Posted 19 years ago2005-11-16 23:57:50 UTC Post #147532
The new teaser poster is up for you guys to look at! The particular room that it is taken from wasn't as hard to make as I imagined, so I decided to post an early pic of that one first before the big room I'm also working on. I'm still not telling what the mod is about, but you're welcome to guess - check my latest journal entry for my unofficial guessing "contest".

http://i10.photobucket.com/albums/a136/Gackt_C/modteaserB.jpg
Posted 19 years ago2005-11-17 10:36:13 UTC Post #147568
Much to my amazement, Dorian27 was able to identify my mod concept based on that screenshot. Congratulations, Dorian27! However, that still doesn't mean I'll release the name publicly, so the rest of you will still have to keep guessing....

Also, I have changed the image somewhat to reflect its apparent obviousness. The old URL won't work anymore, so here's the new picture:

http://i10.photobucket.com/albums/a136/Gackt_C/dm_modteaserB.jpg

In other news, I've had to scale back that room in the screenshot due to framerate/loading issues, so it has changed considerably overnight. There are still as many plugs, though.
Posted 19 years ago2005-11-17 15:08:11 UTC Post #147635
It's a switchboard simulator :D.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-11-17 15:50:44 UTC Post #147662
Egad, you've solved it! :P

Just kidding, you're quite a ways off; but don't worry, you'll all find out soon enough. I'll update the screenshot once the room is finished (I'm moving all those plugs around the room). Here's a useless fact to mull over until then: there are 75 of them.
Posted 19 years ago2005-11-17 22:56:29 UTC Post #147726
The room is virtually finished - I just have to go through and add (maybe) some decals to make the design a bit more eye-catching. As promised, here's your screenshot:

http://i10.photobucket.com/albums/a136/Gackt_C/dm_modteaserC.jpg

I'm working on an official website for this mod, which will go online once I reveal what the mod's name is. Until then, know that things are going wonderfully and that this is arguably the coolest project I've ever worked on. However, I can see the need for some hardcore playtesting to make sure the gameplay is balanced - anyone up for guinea pigging in a few months?
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