NS2: Proving Grounds

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Comments

  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    How about the mod just being different gamemodes?
    So you take the vanilla game, and remake it to team deathmatch(like you already did), capture the flag, capture tech points(think day of defeat) and other game modes like that?
    If I think of another type of gamemode, here will be my place to post it :)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    The biggest problem is game modes. No-one seems to know how to implement them.

    I've sent a message to Charlie, who advised me to email Max and Brian for advice. I've done this, twice, and not heard anything back. Without being able to get an understanding of how to implement different game modes, I can't begin to work on it. I already have this mod and the Hunter mod to put together as two different game modes, but without some help working out how to make it happen, I'm more than a little stuck :)
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1921858:date=Apr 4 2012, 05:36 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Apr 4 2012, 05:36 PM) <a href="index.php?act=findpost&pid=1921858"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The biggest problem is game modes. No-one seems to know how to implement them.<!--QuoteEnd--></div><!--QuoteEEnd-->
    What's the issue exactly?
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    My lack of coding experience means I need a previous example to work from, but as no-one has done this yet, I am trying to get help understanding what I need to do. The few people I have spoken to have no idea how to go about doing this.

    NS2 only has a single game-mode, and that is controlled by ns2_gamerules. My issue is creating a separate set of gamerules, that is set by the leading digits of the map, how how to differentiate which files to use with which game mode. For example the fade from the hunter mod is heavily modified, and plays against a team of marines. The fade code is very different from the fade code in the proving grounds mod.

    This biggest problem comes in the shared files, where I need different code depending on the mod. There are many issues, it is pretty much everything to do with creating alternate game modes that is an unknown for me and others i have spoken to.

    If you have any advice, I'd be grateful to hear it. :)
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Don't see the issue. NS2Gamerules is but an entity spawned by the server upon the completion of a map-load. You can simply edit Editor_Setup.xml to specify something like pg_gamerules (and link that mapname to a class PGGamerules), it will then spawn that instead.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited April 2012
    Thanks for the help there player. I see what you mean.

    If I edited ns2_gamerules to pg_gamerules in the editor_setup file, and edited all references in the code calling ns2_gamerules to call pg_gamrules, that would set the base entity for mappers as pg_gamerules. Creating a new pgh_gamerules in editor and in code would control the game rules for hunter. This is now clear.

    My next issue comes with code splitting. Some code will be relevant to both modes, and some will be relevant to each mode individually. How do I make it so that the shared code is available to both, and the unique code available to only the relevant mode. I have not encountered this kind of code splitting before. The adaptations required to the structure are unclear to me currently.

    Thanks for your help so far, and anything else you can offer me. :)
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Let both PGHGamerules and PGGamerules inherit from the same base-class and overload where necessary? Variadic arguments in Lua makes this very easy. Don't want to state the obvious, but then I don't know how much programming you've done before.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Isn't the lua hot-reload broken ? Gives me a lot of errors if I change anything. That is a more serious problem to make a mod.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    I very rarely use hot reload as most of my errors break the game completely :P Seriosuly though, this is a bit of a pain. I haven't been coding recently, so I can't confirm if this issue is affecting me or not.

    My experience of programming is varied but limited. I have programmed to a very basic level in basic, VB, C++, C#, Python, Powershell, and now Lua. (There may be one or two others I'm forgetting). I have an understanding of the ideas behind code, but my experience runs to a few basic programs to automate my work, and a couple of basic games. Tetris in C++ and a Space defender 2d game in C# using XNA.

    I understand the principles of OOP but in practice, it doesn't always make sense to me :) I learn by seeing code, understanding how it works and adapting it to my needs. Learning more as I play with it. This is why I have a problem with multiple modes, as I have no source to learn from :)
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    I would like to see deathmatch, capture the techpoint and attack/defend game modes.
    I also insist on keeping all the numerical data of all the attacks and lifeform-data the same as vanilla NS2.

    This way players can learn routines like "3 bites and he is down", "just enough energy for one more blink",...
    Wich is great training for playing vanilla NS2.

    The only numbers that should be changed is how the res system and the upgrade system works (costs, upgrade times,...). They should be balanced for every game mode seperatly.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    After a bit of a break, I'm going to get this back up to date. I've tried merging the files from mod into the latest NS2 code, but there are so many other changes that break code, that I need to start this again :) Serves me right for taking a break :)

    I have decided for now to not add the extra abilities/movements I had previously added, to keep this as simple as possible, until NS2 code settles down a bit. Ideas etc for the mod will still continue, but won't be implemented into this until the source is less changeable.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited April 2012
    Stopped work on the B204 version for the mod after the announcement of the major changes for 205. These will affect the mod drastically, so I will wait until the release of 205 before updating the mod. I expect the next version or 2 after that to mainly deal with bug fixes, so the code should be stable enough to make some significant progress for the next couple of builds.

    I'd like to thank derWalter for a very inspiring piece of initial concept work. Really looking forward to this mod moving on :)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    I have started working on this again today, and I am doing a scratch code job on build 205.

    Things implemented in the mod so far:

    Set-up Menu for Mod
    Removed Commander Mode
    Enabled Alien Upgrades
    Implemented the modified alien flashlight.

    I will hopefully have most of the mod up and running again before the weekend.
  • 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:Proving Grounds v1.4.0a</a>

    Started the code again so here is the new version of Proving Grounds.

    Implemented:

    Set-up main menu for mod.
    Removed Commander mode.
    Implemented see through alien flashlight.
    Enabled alien upgrades and set res cost
    Enabled marine resupply on 'e'
    Implemented Marine Buy Menu
    Adjusted prices and res values
    Added RFK
    Unlocked alien augmentation abilities
    Marines spawn with 5 Ip's - lose them and you die :)
    Removed power/infestation requirements for main buildings(hydra's still need a cyst chain)

    This mod is now up and running again, this time as a basic team deathmatch version of NS2. I will keep this version as much like NS2 as possible, except for removing the RTS side. There are adjusted values for everything res related, and all should be working fine in the build.

    Server is online as normal. There are less features in this version than the previous release for a couple of reasons. Firstly I am trying to keep it simple, and secondly, UWE have already implemented some of the things I modded in the original version into the main game, so there is less to code.
  • 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:Proving Grounds v1.4.1a</a>

    Updated for Build 206.
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    so far has it been hard to keep up with the builds or are you doing fine with it?

    as i want to make a mod for ns2 but not sure how hard it would be to keep up with code.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited April 2012
    Normally it's not a lot of work to keep up with the builds, it's more time consuming comparing and merging files.

    There are a few code problems that get thrown up, but generally it's not too bad. Then again, that all depends just how much modification you make. The more code you modify, the more work on each update :)

    It's more frustration at constantly updating every week with NS2 builds, while at the same time trying to develop your own things. You have to keep leaving the new stuff to one side just to keep the main game up to date after a certain point of content. I expect that by the time I reach that volume of content, NS2 will be released and it's updates will be much less than every week :)
  • derWalterderWalter Join Date: 2008-10-29 Member: 65323Members
    isnt there a way to just overwrite it in the end?

    in the way of @ EOF load "/mymod.lua";

    ?

    so you just have to adopt, i dunno lua btw ;)!
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Using hooks and overloading functions will keep you build-independent most of the time (except for when it doesn't, and you're responsible for half the servers crashing on a new build). But it's very tricky and you have to be rather crafty to get things done that way (like pulling from a jenga-tower). I've been able to get by only because I work at the peripherals of the game, if you're making large changes right in the core-gameplay it's difficult to avoid the dreaded copy+paste.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=1932276:date=May 1 2012, 06:20 PM:name=player)--><div class='quotetop'>QUOTE (player @ May 1 2012, 06:20 PM) <a href="index.php?act=findpost&pid=1932276"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it's difficult to avoid the dreaded copy+paste.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Unless you use WinMerge and copy to right :)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    V1.4.2a released:

    Updated for build 207

    Current Issues:
    Aliens can select 4 abilities, but only one sticks. Unable to find current NS2 code for tying ability numbers to hives.

    There is a fantastic map in development. Hoping to arrange a playtest very soon :)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited May 2012
    OK, playtesting is showing up the same issues this time as it did last time. Marines are way too underpowered. I have set marine upgrades to weapons 1.5/2 and armor 2. This will enable the marines to stand some chance in battles. I have also reduced the JP to 8 Res. So the skulk can still do damage to marines early game, bite damage has been increased from 75 to 90.

    Just to make clear to people how this game works.

    General:
    Each team has a spawn and a res node. Res is generated at a slow rate.
    Teams fight with each other to take down enemy command structure.
    Players Earn Res For Kills, a variable amount between 1 and 3 currently.

    Marines:
    Press 'e' to resupply your health and ammo for a cost of 1 res. For each res you get 2 ammo resupply and 1 health resupply at the same amount dished out by the armory. Armour is not refilled except with overflow from health.
    Press 'b' to open your buy menu and purchase weapons/jp's

    Aliens:
    Can buy upgrades for 1 res, and have up to 4. (Although due to a bug only 1 is sticking at the moment).
    Aliens have augmentation from the start.
    Press 'b' to open your buy menu and purchase upgrades/lifeforms.

    Going to try and put a little update out tonight before playtest tomorrow.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    V1.4.3a Released:

    Marine weapons damage increased to a range equivalent of Weapons 1.5-2.
    Marines Armor increased to Armor 2 values.
    JP reduced to 8 res
    Skulk bite now does 90 damage.

    Let's see how this plays out in testing..
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited May 2012
    Initial testing feedback with changes in the last build have shown that aliens still wipe the floor with the marines. I just do not think this it is possible to balance a combat only version of NS2, without making drastic changes to the values and abilities.

    In the full NS2 game, the balancing of the battles comes because there are additional factors in play, defending/attacking/building objects, commander support etc. 1 on 1 with no other distractions to the fighting, aliens stomp all over marines.

    As a result of this, I am going back to my original designs for this mod, in that I balance the fighting relative to the mod, and not NS2.

    Hopefully when Exo's come out, there will be more balance combat wise in NS2, so I can leave the game closer to NS2 in terms of damge/health values. Problem is, with the Shift hive features coming too, I am not sure that will be the case.

    Over the coming builds of this mod, it will once again become more focused on balanced and fun gameplay for the mod, rather than sticking to a combat mechanic that does not work when stood alone.

    I will be making more res/timing adjustments to try and give some more balance to the game, but when fighting the variation in enemies the marines have to fight it means balancing their weapons is very hard. Adding marine weapon/armor upgrades is ok on a per life basis, and can make a difference as they fight the different enemies, but marines are designed to need teamwork to take down a single large class alien in NS2, and in 1v1 combat mechanics, all classes need to be able to be balanced individually at the top of the tree.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited May 2012
    First thing you should always do is try and prove yourself wrong when you make any outlandish statements. My last statement about not being able to balance without adjusting the weapons is quite outlandish, so I'm trying to prove myself wrong with some sweeping changes that do not adjust damage/health values. I am leaving in the weapons/armor tweaks I added last build as there are still no marine upgrades implemented, expect those within the next couple of builds.

    <a href="http://www.duplexgaming.co.uk/downloads/mods/69/ns2%3a%70rovinggrounds/" target="_blank">Proving Grounds V1.5a</a>

    <!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>New Map Release:</b><!--colorc--></span><!--/colorc-->

    <b>pg_lunacy</b> by <b>Trainee</b>

    <!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>General Changes:</b><!--colorc--></span><!--/colorc-->

    Increased res flow to 0.5 every 10 secs, This is 20secs a res. Increased alien costs, and reduced marine costs to try and make the marines access to weapons ahead of aliens to create balance, as aliens tend to get more kills, thus a higher res flow from RFK.

    Removed 'Commander Needed' message.

    Health/Armor bars update instantly (almost).

    Disabled map on 'c' (Level Over Level play makes the map confusing). Forces players to learn the map more thoroughly. Maps are simpler than NS2, so this is not an issue.

    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Alien Changes:</b><!--colorc--></span><!--/colorc-->

    <b>Alien Lifeform Costs increased:</b>

    GorgeCost = 2
    LerkCost = 6
    FadeCost = 10
    OnosCost = 16

    <b>Increased Alien Gestate Times:</b>

    SkulkGestateTime = 2
    GorgeGestateTime = 4
    LerkGestateTime = 8
    FadeGestateTime = 16
    OnosGestateTime = 32

    EvolutionGestateTime = 2

    Made Cysts and Clogs unlimited.

    Gorge was stuck in base as he could only build a couple of cysts. To remedy this I have made cysts and clogs unlimited, but left default cap on hydras, this enables the gorge player to build outside of spawn, but marine advances still cause him to need to retreat and repair his lines. Clogs aid defence for LOS to cysts etc, providing a little extra support time.

    <!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro--><b>Marine Changes:</b><!--colorc--></span><!--/colorc-->

    Added mines to help against skulk rushes.

    Reduced Marine Respawn time to 4 (was 7).

    Removed Marine Minimap, Commander Name and T-Res Display from Hud.

    Welders are now free, so it is just a choice for players if they would rather axe or weld.

    <b>Adjusted Weapons Costs:</b>

    WelderCost = 0
    MineCost = 1
    ShotgunCost = 2
    GrenadeLauncherCost = 3
    FlamethrowerCost = 3
    JetpackCost = 5
    ArmorUpgradeCost = 2 (Not Yet Implemented)

    Marine resupply on 'e' has been radically updated to be useful for the marines. It still costs 1 res, but gives you:

    100 health: This overflows to armor, so can fill up your armor if you have only lost a little health.
    10 ammo clips: You will not receive 10 ammo clips, an empty GL/Rifle only requires 7!
    Clip refilled: Included in your 1 res cost is insta-reload!
    Removes parasite: Now parasite is not all-powerful.

    <!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>Future Plans:</b><!--colorc--></span><!--/colorc-->

    Add purchasable marine damage and armor upgrades (The Buy menu already shows the upgrade as purchaseable, but nothing happens when you buy it!)
    Add Specific RFK values for Alien Lifeforms (Higher Lifeforms earn more RFK to the marine who makes the kill)
    Add marine damage credit. (If you do more than 50% damage to a life form that is killed by someone else, earn 1 res, is a possible example)
    Make purchases a pre-life fixed choice - When dead, you choose your weapons/lifeforms/abilities for the next life and cannot change until you die and get to select a new loadout.

    <!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro--><b>More Big News!!</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->

    This update sees the launch of the new map <b>pg_lunacy</b> from<b> Trainee</b>. Based of his earlier work on NS2_lunacy, Trainee has produced a great map. It is a map big for combat, better suited to large player sizes, so let's get some big games running.

    We have some smaller maps lined up, and hope to release further information on them as they get closer to release.

    Here are some eye candy* shots from pg_lunacy..

    <img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-16_00001.jpg" border="0" class="linked-image" />

    <img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-16_00002.jpg" border="0" class="linked-image" />

    <img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-16_00003.jpg" border="0" class="linked-image" />

    <img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-16_00004.jpg" border="0" class="linked-image" />

    <img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-16_00005.jpg" border="0" class="linked-image" />

    <img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-16_00006.jpg" border="0" class="linked-image" />

    <img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-16_00007.jpg" border="0" class="linked-image" />

    <img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-05-16_00008.jpg" border="0" class="linked-image" />

    *As eye candy as Ridiculously Awful graphics settings combined with no AA/Bloom or Atmospherics can get anyway....

    Original map thread is <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113611&st=0" target="_blank">here</a>

    Enjoy the mod and provide feedback on both the mod and the map :)

    Also looking for European Servers, if anyone can spare one for the mod, it would be greatly appreciated :)
  • RyudanRyudan Join Date: 2012-04-22 Member: 150895Members
    WoW The Mod and the Map are very very nice :)... i caint wait to play this :D.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Hey Guys,

    Just an update. I had to move at short notice, so I am between permanent accomodation at the moment. I am looking after a flat, but have no internet access at the moment, s000o there will be no more updates to this or the GorgeCraft mod until I get a permanent place again.

    p.s000. I am typing this from a bar, and for some reas000on the keyboard ins0erts 3 0's after every 's'. I think I caught them all..

    New update when I can :)
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    Thanks for the update SR. I'm back in the real world again now and I was thinking about taking a look at your mod to see if there was anything I could do on it (maybe some UI stuff for practice, its been over a year since I last looked at the NS2 codebase!). I'm happy to fix the mod whenever it breaks with new releases until you get back on your feet, will take a look at the weekend and get familiar with what's changed.

    All the best and good luck finding a new place...

    <!--quoteo(post=1938448:date=May 23 2012, 03:45 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ May 23 2012, 03:45 PM) <a href="index.php?act=findpost&pid=1938448"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey Guys,

    Just an update. I had to move at short notice, so I am between permanent accomodation at the moment. I am looking after a flat, but have no internet access at the moment, s000o there will be no more updates to this or the GorgeCraft mod until I get a permanent place again.

    p.s000. I am typing this from a bar, and for some reas000on the keyboard ins0erts 3 0's after every 's'. I think I caught them all..

    New update when I can :)<!--QuoteEnd--></div><!--QuoteEEnd-->
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=1938717:date=May 24 2012, 10:13 PM:name=MCMLXXXIV)--><div class='quotetop'>QUOTE (MCMLXXXIV @ May 24 2012, 10:13 PM) <a href="index.php?act=findpost&pid=1938717"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the update SR. I'm back in the real world again now and I was thinking about taking a look at your mod to see if there was anything I could do on it (maybe some UI stuff for practice, its been over a year since I last looked at the NS2 codebase!). I'm happy to fix the mod whenever it breaks with new releases until you get back on your feet, will take a look at the weekend and get familiar with what's changed.

    All the best and good luck finding a new place...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Run with it, i'll let you know if I like what you've done or not :)

    Will get on with teh mod group idea when I'm back online, I'll try and keep you and dragon posted :)
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Some updates - still offline, but today I have 'borrowed' an open connection while in a coffeeshop with my laptop. I am downloading build 209, so I hope to have an update to release, even though I'm not working on it.

    In other news, I am getting a modding collective up and running. Currently made up of myself, xDragon and MCMLXXXIV, we are looking to get the development of our mods done together in a valve style environment.

    There is a website online, but details are basic as I was putting this alltogether when I had to move, so all developments on my behalf have been offline only. The link to what exists of the site so far is in my sig. I'd like to thanks Argathor for providing the domain and hosting and basic set-up of the site.
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