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#15721 Suggestion domination gametype

Posted by fantasm0 on 11 April 2013 - 02:21 PM in 1fx. Mod

View PostBoeMan, on 10 April 2013 - 09:28 PM, said:

Isn't this in the SC RPM already? If so, no, it's not available on sof2files.com.

It's in sc but i don't think their mod is available for others

#15477 Post 0.70 development

Posted by fantasm0 on 25 March 2013 - 10:02 PM in Suggestions

A good idea might be to finish a detailed documentation of features. Perhaps many people don't even know features such as the sun or custom commands, if this is all widely covered (with pictures perhaps) in documentation people might get to know more about the mod. Ofcourse people still need to be brought to attention about this documentation. A solution might be to make random documentation stuff show up ath the home site's slider?

#13519 Accelator

Posted by fantasm0 on 31 October 2012 - 12:16 PM in Suggestions

View PostBoeMan, on 30 October 2012 - 09:27 PM, said:

Good idea, we'll include it.

might as well add a option accelerate to a normal booster

the accelerator adds nothing new imo it' mainly used to push people wich can be done with boosters anyway, accelerator should increase speed only

#13399 Cross the Bridge!

Posted by fantasm0 on 19 October 2012 - 09:59 PM in Suggestions

soooo hows it goin :D

#13357 objective based gametype suggesiton

Posted by fantasm0 on 14 October 2012 - 11:01 PM in Suggestions

View PostBoeMan, on 14 October 2012 - 10:48 PM, said:

I've put Zombies on low priority so we can focus on more core stuff (like DLL/SO and SQLite), and push the 0.60 release faster (after all, what use is finishing Zombies when no-one's going to use it?).

Isn't the Team Freeze tag thing a NVMod gametype? I believe they do not run it on SC Server.

hmm i'm quite sure i played int in sc, true there is not really a point on finishing zombies only if it would get some big changes perhaps but still zombies on low priority is a good thing imo :).

#13356 Cross the Bridge!

Posted by fantasm0 on 14 October 2012 - 10:59 PM in Suggestions

View PostBoeMan, on 14 October 2012 - 10:45 PM, said:

They get teleported into safety (far away from the bridge), so seekers also can't shoot them.. I like the idea, perhaps that should be given to hiders that are left on the bridge.

Maybe a "random powerup" system when hiders occupy the spots on the safe platform.. So many thoughts, so many thoughts..

indeed many thoughts (but that's a good thing :)), well it would be fun cause the hiders will have to aim their knives at others, perhaps they can get teleported into a house at a window with vision on bridge (but seekers cannot see them). Or maybe once they get teleported to the safezone seekers simply cannot hit them anymore and if they do they get a message so they know they waste ammo

#13352 objective based gametype suggesiton

Posted by fantasm0 on 14 October 2012 - 10:35 PM in Suggestions

View PostBoeMan, on 14 October 2012 - 10:32 PM, said:

Dunno, we could include the gametypes that are also in SC. But it would be low prio, and I think most of you figured out by now how long that's going to take.

well focusing on one or a few gametypes is probably best? but i thought since h&s is done and zombies is low priority you maybe had some time for other stuff :P. (team freeze tag is a really fun sort of minigame tho :D)

#13350 Cross the Bridge!

Posted by fantasm0 on 14 October 2012 - 10:29 PM in Suggestions

View PostBoeMan, on 14 October 2012 - 10:24 PM, said:

Sounds like a fun idea indeed. I'll start to work out some of the basics of a spot on the safe platform that hiders would need to occupy, could be fun!

We need a field test very soon! I've already made a lot of changes to this minigame since we last tested this with a massive group (a year or two ago), I hope that my changes made it more balanced now.

just another idea that pops op, hiders who cross the bridge (can they see the hiders in dangers zone ?) get a couple of knives and it they throw them and hit another hider that hider gets a slight speedboost

#13348 objective based gametype suggesiton

Posted by fantasm0 on 14 October 2012 - 10:25 PM in Suggestions

so any other thoughts on this ? :P

#13345 Cross the Bridge!

Posted by fantasm0 on 14 October 2012 - 10:19 PM in Suggestions

View PostStoppbiel, on 14 October 2012 - 06:58 PM, said:

I've not totally read the replies about the: 'hiders ability to help the hiders that are still in the danger zone,'  but I thought of the following about it: if you for example start with 20 hiders then a broadcast will appear that 10 hiders have to pass the bridge alive (taking 50 percent as example). If maybe 5 hiders or something made it into the safe zone they will be able to stand on certain spots, I'll take 4 spots as example for now. These 5 hiders that made it across will have to choose one of these spots to stand on with everybody which activates a 'Smoke Trigger' on a place in danger zone. Every spot in the safe zone could represents a seeker's spawn or just an area in the danger field. If a spot gets triggered by the hiders then one of the seeker's spawn or an area in the field will be blinded/smoked/covered for x seconds. Anyway I think it's something we have to field test in order to refine this.

Idea #2: The hiders that made it across the bridge will be spawned as Henkcopters so they can troll the seekers.

Also to make it a bit more difficult for the hiders you could put some obstacles in that randomly gets spawned, so you can make not one wall that could spawn, but 10 of them. Some h&s server use(d) those random obstacles in maps.

would be nice some stuff randomly popping out of the ground, a lot of work making the ent tho :P

#13306 Cross the Bridge!

Posted by fantasm0 on 14 October 2012 - 01:30 PM in Suggestions

View PostBoeMan, on 14 October 2012 - 01:05 PM, said:

I went with the more smoke nades idea, hiders start with 4 now.

Other changes as of today:
- Added new check for Cross The Bridge in Entity File ("minigame" "ctb" in worldspawn class).
- Fixed hiders being able to smoke the choppers in Cross The Bridge: http://www.zimagez.c...12-020932pm.php
- Removed g_crossTheBridge CVAR.

Hope you guys like the changes, we need a field test relatively soon!

test open for everyone? :D

#13301 alternate scoreboard zombies

Posted by fantasm0 on 14 October 2012 - 12:09 PM in 1fx. Mod

eventho zombies isn't really popular and probably not worth the time working on i still wan't to post this awesome idea in case you got nothing to do :P.

How about a scoreboard in zombies with more detailed stats like the one from h&s

top pistol kills:
top smg kills:
top explosive kills:
top sniper kills:
top shotgun kills:
top bludgeon kills:
top kills as a zombie:

#13224 Cross the Bridge!

Posted by fantasm0 on 09 October 2012 - 06:38 PM in Suggestions

i made a cross the bridge with the sun once never really used it but it works and the idea is the same except seekers still have knifes and they can move :P i think it's more a h&s minigame this way still stunning etc but idk will it be a minigame fitting h&s or all round?

#12904 objective based gametype suggesiton

Posted by fantasm0 on 20 September 2012 - 07:51 PM in Suggestions

perhaps more stuff could be used aswell depending on what kind of objectives a player wants such as the sabotage feature from sc bringen a bomb case to a point :)

#12895 objective based gametype suggesiton

Posted by fantasm0 on 19 September 2012 - 10:24 PM in Suggestions

View PostBoeMan, on 19 September 2012 - 10:19 PM, said:

The server is a RPM one (based on 0.7 SDK or something), made by GodOrDevil specifically for that server.

thanks for clearing this up, maybe i should check out that servere sometime :P

#12893 objective based gametype suggesiton

Posted by fantasm0 on 19 September 2012 - 10:17 PM in Suggestions

View PostComu, on 19 September 2012 - 10:01 PM, said:

Outposts / command posts = No.

Many games had this, many games failed on this. If I remember correctly [SC] clan had this into their mapcycle, it wasn't that funny on SoF as on other games.

So outpost are already coded by 2k3 for sc? (if the server is 2k3 :P). I really liked them in enemy territory but ofcourse the respawn system is different there (tho it probably isn't a lot of work to recreate that if needed)

#12882 objective based gametype suggesiton

Posted by fantasm0 on 18 September 2012 - 11:03 PM in Suggestions

View PostBoeMan, on 18 September 2012 - 10:56 PM, said:

Nice idea, but unfortunately when you start shouting "client additions" a lot of players will back off (and we'll need those if I read your post correctly).

on wich point do we need client additions? a dynamite model is present, flags for the command posts are also present and briefcase is also present :) i kept that in mind with my suggestions :)

#12872 objective based gametype suggesiton

Posted by fantasm0 on 18 September 2012 - 08:19 PM in Suggestions

I've been thinking of an objective gametype, a gametype in wich one team has to complete an objective and the other team has to defend it.(a bit like demolition but with more options)

right now i have a few basic ideas for this, a command post system , dynamiting objectives and retrieving documents (or gold). i'll explain these ideas a bit:

command post:

a command post has seperate spawn points in an entity file, it can get captured by running over it. a team holding the command post will spawn on the spawn points of this command post. the look of this command post would be some kind of md3 model or effect and if it is captured by a team it will have a flag of this team on it. if a flag is captured a message would apear and a sound would be played

dynamiting objectives

this basically means that certain objects can be added via entities wich can be destroyed by planting dynamite. this can be for example walls to open side ways or just objects such as the rocket from 2k3's demolition gametype. since there is a model of dynamite this can be added quite nicely.

retrieving documents

multiple documents can be placed in a map as gametype items, these have to be returned to a capture point to complete an objective. this is like in inf except that it can get more intresting with multiple documents and if it is combined with having to destroy certain walls it can create an excellent obj map.

These 3 ideas can create an objective gametype with multiple possibilities on different maps. A map can for example combine multiple objectives having to destroy a wall and retrieving documents wich are behind that wall. Another example is a map with a command post in the middle and at one base a thing wich has to be dynamited. The attacking team will be given a certain amount of time to complete their objectives, else the defending team wins.

#12321 DEM / S&D gametype?

Posted by fantasm0 on 02 September 2012 - 04:35 PM in Suggestions

View PostBoeMan, on 18 August 2012 - 12:19 PM, said:

Isn't that the same as what we already have on SoF2 (and that's still being played in SC server)?

not that i know about is it domination like in the cod games?
indeed they got domination looks quite nice already but it's only available for their server

#11890 DEM / S&D gametype?

Posted by fantasm0 on 16 August 2012 - 07:21 PM in Suggestions

remember the domination gametype suggestion i made? how about that boe

#10643 Switching to Dynamic Libraries

Posted by fantasm0 on 03 May 2012 - 06:34 PM in 1fx. Mod

View PostBoeMan, on 03 May 2012 - 05:30 PM, said:

With this the Mod would gain a lot of speed and we could include new and more exciting things. I remember a lot of suggestions coming from users where I replied this would only be possible if we ran the Mod using native libaries. The downside is that a lot will have to be re-written for DLL use only and it would probably contain some bugs here and there during the switch.

Better speed and some more advantages are awesome, but could you give an example of something wich can only be included with dll ?