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ForumsShowcase → Mod I'm considering..
Mod I'm considering..
2009-08-25, 7:32 PM #1
I'm thinking of creating a HL2 mod, that I've been thinking about, and I'm sharing the concept.

Basically, it's going to be a generic Team Deathmatch/FFA type first person with a twist; the player is going to have 1 weapon, which is a rifle that has 2 different main parts, one on top and one on bottom. For instance, the player can have a sniper rifle and machine gun, sniper rifle and sniper rifle, sniper rifle and grenade launcher, etc. The attachment archetypes will work like this:

1. Top and Bottom attachments
Semi-Auto Sniper
Fully-Auto, Semi-Auto, and Burst Fire Assault Rifles
Fully-Auto, Semi-Auto, and Burst Fire Submachine guns
Semi-Auto Shotgun
Grenade Launcher
Rocket Launcher (is a maybe)
Flame Thrower (is a maybe)

2. Top only attachments
Bolt Action sniper

3. Bottom only attachments
Pump Action Shotgun

4. Traditional attachments
Scope
Short range scope
Red dot sight
Red dot (maybe)

Reloading would work separately for the attachments, at the moment I'm thinking of by default assigning R to reload the top and F to reload the bottom. Attacking would be able to work simultaneously, by default top gun fires with the left mouse button and bottom fires with the right mouse button. Scrolling up will zoom the scope in, scrolling down will zoom the scope out. Also, I'm thinking about possibly giving a buff to players who choose the same attachment for top and bottom, which would be both attachments reload at once.

For the most part, the mod will behave more like Call of Duty versus Counter-Strike, speaking more specifically in terms of weapon stats and respawning. Weapon stats (firing rate, damage, reload speed, etc) will be viewable in the attachment screens, and players will be able to respawn instead of having to wait for the next round. There will also have to be melee weapons, so there will be a knife and I'm debating if there should be hand-thrown grenades, but I'm leaning toward yes.

Any comments/suggestions? Also, if I feel so inclined I'll scan and post some concept art later.

Edit: Gameplay preview!

[http://video.xfire.com/12c1bc-4.jpg]
2009-08-25, 9:15 PM #2
Well, the idea of sticking a grenade launcher to a flame thrower is pretty silly, not to mention the modelling/animation requirements and the code needed to use multiple models as a weapon model like that.

Perhaps you could go with a dual-wielding mechanic instead which would make more sense but still allow for the usage of two different weapons at once.

2009-08-25, 9:29 PM #3
The coding aspect isn't as hard as it sounds, all I would need is two variables which hold the value of what attachments the player is using and set SecondaryFire() and PrimaryFire() to jump to different functions? And attaching the different parts would work similar to the silencer on the M4 in counterstrike, no?
2009-08-26, 4:37 PM #4
ATM I'm having trouble with coding the secondary attack, there's lag compensation for people whose framerate is lower than the firing rate and it's causing the first call of SecondaryAttack() to shoot a ton of bullets, and I have no idea how to fix it, I'm pretty sure I have to dig deeper within the code to find what's up.

Edit: I can do a temporary fix but it breaks the compensation =/.

Edit again: I just fixed the problem, I've been tinkering for a few hours with this one problem and finally got a solution.

The old code:
Code:
while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
	{
		m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
		iBulletsToFire++;
	}

The new code:
Code:
while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
	{
		m_flNextPrimaryAttack = gpGlobals->curtime + fireRate;
		iBulletsToFire++;
	}


Although it technically makes the firing rate a wee bit (1 or 2 milliseconds) slower, it fixes the SecondaryAttack() problem and still allows for lag compensation.
2009-08-26, 8:30 PM #5
Originally posted by Reid:
The coding aspect isn't as hard as it sounds, all I would need is two variables which hold the value of what attachments the player is using and set SecondaryFire() and PrimaryFire() to jump to different functions? And attaching the different parts would work similar to the silencer on the M4 in counterstrike, no?


I was thinking more along the lines of dynamically piecing together those monstrosities of weapons. I don't know how Source handles weapon models but typically you usually just use one model per weapon, so this would require some coding to use multiple ones. As I'm not familiar with Source that much I don't know if it would be easy or hard.

2009-08-26, 9:07 PM #6
Originally posted by The Mega-ZZTer:
I was thinking more along the lines of dynamically piecing together those monstrosities of weapons. I don't know how Source handles weapon models but typically you usually just use one model per weapon, so this would require some coding to use multiple ones. As I'm not familiar with Source that much I don't know if it would be easy or hard.


I don't know much about source either, but most of the coding is very easy, although I haven't tried messing with models yet.
2009-08-27, 8:00 PM #7
I'm actually probably going to just do each gun in separate files, which sounds like alot of work but most of it will be copying and pasting. This method will eliminate most design glitches and won't even be noticeable to players.
2009-08-28, 5:43 AM #8
Why don't you wait until you have something to showcase before showcasing it?
2009-08-30, 2:22 AM #9
Preview of a deathmatch map, atr_warehouse. I plan on making the outside much brighter, but the inside has just about the amount of light I want.

[http://img42.imageshack.us/img42/4338/22217547.png]
[http://img193.imageshack.us/img193/5273/14307219.png]
[http://img199.imageshack.us/img199/1715/13635697.png]
[http://img42.imageshack.us/img42/7703/76738208.png]
2009-09-01, 8:07 PM #10
Updated images:
[http://img140.imageshack.us/img140/7720/image002x.png]
[http://img44.imageshack.us/img44/1158/image003u.png]
[http://img140.imageshack.us/img140/2790/image004r.png]
[http://img44.imageshack.us/img44/9695/image005w.png]
[http://img259.imageshack.us/img259/6944/image006.png]
[http://img44.imageshack.us/img44/6114/image007r.png]
[http://img136.imageshack.us/img136/3670/image008.png]
[http://img259.imageshack.us/img259/7239/image009l.png]
[http://img27.imageshack.us/img27/9636/image010.png]
[http://img16.imageshack.us/img16/9195/image011r.png]
2009-09-01, 8:07 PM #11
Continued:
[http://img512.imageshack.us/img512/3997/image012.png]
[http://img7.imageshack.us/img7/6915/image013k.png]
2009-09-02, 6:48 AM #12
Looking pretty swift.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2009-09-02, 11:15 PM #13
I think I'm going to do a pre-alpha release soon, just finished cookable grenades and regenerating hp.

Edit: The first post has a link to a video that previews some of the content.

Double edit: Yes, I did steal the Gmod 9 loading screen, ill change it to something else if and when i release something...
2009-09-03, 9:12 AM #14
I'm considering your mom.
2009-09-08, 9:48 PM #15
HUD modification!
Attachment: 22642/atr_warehouse0019.jpg (72,601 bytes)
2009-09-11, 5:17 PM #16
Nice. I like the shade of green.

I'm not sure if this is feasible, but the railing and pillar edges scream to be rounded-off.
if(GetLocalPlayerThing() != jkGetLocalPlayer()) call implode_universe;
2009-09-12, 6:41 PM #17
further progress.

After I finish the details on buildings and such im going to place dumpsters, crates, etc so the level wont look so empty
[http://img6.imageshack.us/img6/2135/image001kj.png]
[http://img6.imageshack.us/img6/4784/image002o.png]
[http://img6.imageshack.us/img6/7758/image003b.png]
[http://img7.imageshack.us/img7/7178/image008o.png]
[http://img16.imageshack.us/img16/5408/image009k.png]
[http://img12.imageshack.us/img12/8395/image004m.png]
[http://img29.imageshack.us/img29/4931/image006k.png]
[http://img5.imageshack.us/img5/5654/image005e.png]
[http://img42.imageshack.us/img42/6193/image007v.png]

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