Combat Mode

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Comments

  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    edited February 2011
    i had it the same as the files you put together, server says the ns2_junction_Combat level does not exist so it is not switching to combat for game type for some reason.


    EDIT:...ummmm, ###### at the wheel here....lol....it's up.


    it help if your working on the correct desktop.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Alrighty, me and Wolf have been screwing around on his server, and this mod looks to be pretty sweet. I had no idea how much you had already done, and the XP-bar and levelup-cinematics look damn nice.

    Keep at it.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    Thanks for taking a look at it guys. Glad you like the interface - it's taken a while to get it right!

    A few questions:

    How was the server performance? (would expect it to be similar to vanilla)
    Did you notice any spikes in the network latency when marines shoot stuff (e.g the hive)?
    Any comments on early-game balance? I think that aliens possibly benefit too much from being able to chew on power nodes, and marines should get xp when they repair them!

    @Wolf: I'll take a look at dedicated server shortcuts and maybe improving the README for GM-Overmind integration for the next installer. Do you have Steam installed on the server box? The default path is detected from Steam's registry keys. I will send out a link to an updated installer in next couple of days - would be nice to get to reduce the burden of setting up a dedicated server!

    @player: How did you find the client installer and do you have any feedback on the user experience? I am thinking of adding tool tips to remind marines that they can repair stuff with the axe!
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    edited February 2011
    The server seemed to run the same as vanilla but we did have to run with cheats enabled. Seems when a player joins the opposing team I get a tool-tip saying "to many players" and bounces us back to the RR after the game start timer finishes.

    Tool-tips for marines would be a good idea as it took me a bit to figure out the upgrades but there is so much done so far I have a lot to experiment with. I was almost thinking along the lines of amx and have the key for upgrade menu bound to "B" if that is possible so that it is more intuitive to get to upgrades. (still toying so not a big concern)

    Also i think it may be worth looking into to upping the HP on the armory a bit to match the hive and it's self healing ability from DI. Other than those little things, when the engine performance gets better this will be soooooooo fuuuuuuunnnnnnn!!!!


    EDIT: Yes steam is installed on the box and running the server files from the default steam location.
    I suppose it may be correct if i used the hlds tool.
  • ArgoshArgosh Join Date: 2011-01-21 Member: 78474Members, Reinforced - Shadow
    edited February 2011
    Did some testing.
    The performance was very fine (though we were just 3 players)
    XP system and upgrading worked without problems.
    Things noticed:
    -no win conditions (hive/cc goes down)
    -game crashes if there are no eggs left for alien to spawn (and no hive to spawn eggs)
    -hydras should be limited

    maybe more if server is up again.:)

    However the mod sure has potential. You did a good job so far.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    I didn't encounter any problems using the installer, though I personally prefer a ZIP\RAR-package as it's a bit cleaner. Adding tool-tips is probably a good idea since I hadn't a clue the axe could do that. Aside from not being able to start a game without cheats on, I haven't encountered any technical issues, though that's partly because there was just the 2 of us, and I was buzy gawking at what features were already in place.

    Do PM if you need info on how to get GmOvrmind to work together with this mod, in Wolf's case (and the ZIP I put up) I installed Ovrmind as the top-level script and let it treat combat as if it were vanilla ns2.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    Thanks for your patience and all the responses!!

    I will try and do a bugfix release this week to address all the showstopper issues so far:

    - Stop reliance on cheats mode!
    - Fix the broken win conditions (should fix egg problem too)
    - Limit number of hydras or make gorge DI degrade faster, so they need babysitting!
    - Increase armoury health by another 10% and infantry portal health by 20%.
    - Increase marine spawn rate and number of eggs the hive will spawn.
    - Add marine axe tooltip and one on disabled power points too.
    - Bundle gm_ovrmind if poss and make it an option in the installer, or provide install instructions!
    - Provide both zip and installer files for distribution.

    To come later:
    - Try and rebind the key so it's not shared with anything else and/or allow players to change it.
    - Edit tooltips to be more Combat-specific!
    - Tweak level up cinematic and add sound fx (in progress)

    If you can think of anything else that needs fixing this week let me know!
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    edited February 2011
    Removed a duplicate post
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    I'm thinking the broken "Win" condition is because cheats where enabled.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I don't want to sound like I'm lecturing so I apologise in advance, but as I've said before, I think the RTS components of vanilla do not have a place in combat. This includes DI and power nodes, so you could remove them entirely, or find some other way to express them. So DI for example, as Feha suggested, could just be a graphical indicator of how well each team is faring. Power nodes could be simply invulnerable. But if you do want the power going out + emergency lighting effects from vanilla, then the power nodes could be destructible but also easily repairable (by holding E on it for example) - they should not however provide experience to either side, imo.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    Totally agree with you Hari. DI is only being used to show the creep around the hive and in small patches dropped by the gorge that should hopefully fix hydra spam. The power points still have a role in combat as they give aliens a tactical advantage (marines also get xp for repairing with the axe)

    Have a play yourself, you can get the installer from the link at the start of the thread.
  • DY357LXDY357LX Playing since day 1. Still can't Comm. England Join Date: 2002-10-27 Member: 1651Members, Constellation
    2 Quick Questions:

    1: Are mods like this server-side with nothing for the player/client to download?
    2: Has anyone made a ns2_co_* specific map yet? (I'm assuming all that's needed are entities that already exist such as Infantry Portal(s), Hive x 1, Command Console x 1.)
    Mapping for Combat mode seems more appealing to me as the Combat maps are usually vastly smaller.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I think both the client and server have to download it because, of course for the server there are new game rules, and for the client there's new stuff like GUI stuff.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    edited February 2011
    I'm afraid that at the moment there is no downloading of mods from the server-side. Because of the changes to the gameplay (new sounds, menus, cinematics) this is currently a mod that requires launching separately (so that's why I wrote a nice installer).

    I have been following fsfod's progress with the auto mod loader, but I'm not sure how far he has got yet. I am not sure that it's ready to integrate with this yes.

    In terms of the maps, yes it's exactly the same entities as with a normal ns2 map, so your map can double as a combat mode/very small regular ns2 map. I have made a custom version of ns2_junction which has some power points and I fixed the hole in the floor (this is bundled with the installer) but any new maps would be cool, and if you like I can bundle them in! I know that Wolf is working on one too.

    Should be releasing a new version tonight that is compatible with build 165 and has some fixes in but in the meantime try creating the map against vanilla ns2 - if it works there it will work in combat too.

    <!--quoteo(post=1835038:date=Feb 26 2011, 06:04 AM:name=DY357LX)--><div class='quotetop'>QUOTE (DY357LX @ Feb 26 2011, 06:04 AM) <a href="index.php?act=findpost&pid=1835038"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2 Quick Questions:

    1: Are mods like this server-side with nothing for the player/client to download?
    2: Has anyone made a ns2_co_* specific map yet? (I'm assuming all that's needed are entities that already exist such as Infantry Portal(s), Hive x 1, Command Console x 1.)
    Mapping for Combat mode seems more appealing to me as the Combat maps are usually vastly smaller.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    edited February 2011
    Version 1.6.5.0 is out!

    <b>Download links</b>
    (Installer, EXE)
    <a href="https://github.com/downloads/AlexHayton/NS2-Combat-Mode/CombatMode-1.6.5.1-Setup.exe" target="_blank">https://github.com/downloads/AlexHayton/NS2...6.5.1-Setup.exe</a>
    (ZIP, includes full source code)
    <a href="https://github.com/downloads/AlexHayton/NS2-Combat-Mode/CombatMode-1.6.5.1-Setup.exe" target="_blank">https://github.com/downloads/AlexHayton/NS2...6.5.1-Setup.exe</a>

    <b>Changelog: </b>
    <ul><li>Fixed the bug that stopped people from playing without cheats mode (the marines used to always lose because their command chair was missing!)</li><li>Bundled in NS2GmOvrMind</li><li>Added a dedicated server link, proper icons to start menu/desktop</li><li>Fixed experience bar wonkiness at high levels</li><li>Fixed a skulk xp exploit (infinite power point chomping!)</li><li>Now a hard limit on hydras (3). Dynamic Infestation from gorges also recedes faster</li><li>Restructured tech trees a little</li><li>Balance tweaks</li><li>Infantry Portal always has power now, spawns are now random and fast, to give aliens a harder time.</li><li>Added some sounds - they don't work yet because I can't get the fsb.seq file to generate properly.</li><li>Added tooltips to make it more obvious that you can repair with the axe.</li></ul>
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    Now, the question is, does anyone want to run a server for this in Europe?
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    got the us west server updated to the new version, let me know if any troubles.
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    need to add some air accelerate
  • matamata Join Date: 2004-03-01 Member: 27025Members
    i am experimenting with your co mod, its a belgian server, will be up soon. (mva) is its name
  • w0dk4w0dk4 Join Date: 2008-04-22 Member: 64129Members, Constellation, Reinforced - Shadow
    This is now running on ArmoryChamber #2 (EU) :)
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    Cool thanks for putting the effort in guys! It was good to finally be able to play with some other people and get some feedback as well.

    Build 166 is out, and I will be releasing a new version of the mod tomorrow afternoon. This is to give you guys time to test and give feedback to UWE on the vanilla version, which is the most important thing right now.

    As you might have noticed, this (or any derivative gameplay mod for that matter) doesn't work very well in between builds. I can take steps to alleviate this but that's only going to go so far. You won't be able to play it until I release a new version for each build. I should be able to keep to a timetable of one or two days after the build is released, but I will let you know when that is not going to happen.

    I started some initial work on the "Capture the res node" game type idea that I wanted to develop. I think that it could be more interesting than the original combat mode and I would like to explore it as an option in some later version.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    edited March 2011
    <!--quoteo(post=1835710:date=Mar 3 2011, 01:21 AM:name=MCMLXXXIV)--><div class='quotetop'>QUOTE (MCMLXXXIV @ Mar 3 2011, 01:21 AM) <a href="index.php?act=findpost&pid=1835710"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I started some initial work on the "Capture the res node" game type idea that I wanted to develop. I think that it could be more interesting than the original combat mode and I would like to explore it as an option in some later version.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Is this anything like the <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112084" target="_blank">Resource Grab</a> idea?

    It's great the work you're doing for the community, i hope people are interested in some sort of resource grab style game mode, it would be cool if you are able to work on something like it when you have time.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    edited March 2011
    I have released a new version which is compatible with Build 166.

    Changelog:

    - I have added support for Gm-OvrMindv5, and it is bundled with the installer.
    - If you have combat installed already but haven't upgraded Gm-OvrMindv5, make sure that you double-check your config file in the GM-OvrMind folder. This one won't overwrite your existing config.
    - Not much else, short of time this week.

    <b>Download links</b>
    (Installer, EXE)
    <a href="https://github.com/downloads/AlexHayton/NS2-Combat-Mode/CombatMode-1.6.6.0-Setup.exe" target="_blank">https://github.com/downloads/AlexHayton/NS2...6.6.0-Setup.exe</a>
    (ZIP, includes full source code)
    <a href="https://github.com/AlexHayton/NS2-Combat-Mode/zipball/1.6.6.0" target="_blank">https://github.com/AlexHayton/NS2-Combat-Mo...zipball/1.6.6.0</a>

    @Magneto: Interested in the idea and yes there is definitely crossover. I think that my work on the commander-less res nodes could be a precursor to the "bagman" game. See the other thread for details.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    In my opinion NS2 has no place for Combat. Well, actually; NS1 did not have a place for it. I found it boring

    But people seem to like now so <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->+1<!--colorc--></span><!--/colorc-->


    Also, this combat mode could be used as a 'Balance' tester just to see how balanced the sides really are.
    Other than that.

    Good work!
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    what is Gm-OvrMindv5?

    I've got the 165 combat installed, is there a anything i need to know?
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    <!--quoteo(post=1836298:date=Mar 7 2011, 09:28 PM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Mar 7 2011, 09:28 PM) <a href="index.php?act=findpost&pid=1836298"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->what is Gm-OvrMindv5?<!--QuoteEnd--></div><!--QuoteEEnd-->
    <a href="http://unknownworlds.com/ns2/forums/index.php?showtopic=112026" target="_blank">http://unknownworlds.com/ns2/forums/index....howtopic=112026</a>
    <!--quoteo(post=1836298:date=Mar 7 2011, 09:28 PM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Mar 7 2011, 09:28 PM) <a href="index.php?act=findpost&pid=1836298"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've got the 165 combat installed, is there a anything i need to know?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Not from the client side, just make sure you launch combat to be able to join combat servers.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    You'll need to install build 166 or you will probably get some strange errors when you try and start/join a game (the version needs to match the version of NS2) - the latest download link is always available on the first post. There is a warning message that shows up when you start the game using the incorrect version.

    Have you been getting errors with the latest one? I was only able to give it a quick test before I went on holiday.

    The Gm-Ovrmind is more for server operators but it will also take effect whenever you use the "Create Game" option on the menu. It provides a few extra console commands that don't exist by default. I have included it in the standard build so that it's easier to get up and running with a server.
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    nah i havent been getting any errors, it works fine there isnt any servers in Australia though so theres not much point in trying to play.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    is there a way to join a combat game from a standard ns2 startup, not from the shortcut with the "-game combat" tag?

    or switch games from ns2 to combat without restarting?
  • fsfodfsfod uk Join Date: 2004-04-09 Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    This is not really possible because there is no way to undefine stuff like network messages and network variable list for entitys once they've been set, you get missmatch connection errors if these don't match exactly what the server has. The best that anyone could do is delay setting these until the game initiates connection to a server
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