Nexuiz Classbased Mod Test Release

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Nexuiz Classbased Mod Test Release

Postby Psychcf » Thu Jun 18, 2009 8:54 pm

Admax88 and I have finally gotten the Classbased mod working with the current SVN code. In order to try it out, you need to be running an SVN build of Nexuiz, along with a recent darkplaces build.

You can grab it here: http://omploader.org/vMXVwMw/nexuiz-classbased-test.pk3

Source code is included in the pk3, but you can also browse through it here:
http://github.com/psychcf/nexuiz-classbased/

So far, just the class system have been implemented, so we can force different classes to spawn with different health levels, ammunition levels, models, and weapons. We still have to get the special weapons in there, as well as the other things (like deployables, etc).

Since this isn't a 100% finished mod yet, I haven't put up a test server. For now, you can try it out by creating a local game.

To do this, go to the server list, hit 'create', and then click on the mutators button. Then, check 'Classbased Gameplay', and close that dialog. Then, choose any team-based gamemode, and then hit start. We still need to get it so that bots choose different classes, but it'll come in time.
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Postby Flying Steel » Fri Jun 19, 2009 12:02 am

I added this package to data, ran the game and started a game with this mutator on; whenever I try to spawn in I can't and I get this error message in the top left of the screen:

Code: Select all
s30394: gamecommand.qc:57: IFNOT    GLOBAL4567, s30402
s30395: gamecommand.qc:60: CALL0    isdemo (=isdemo())
gamecommand.qc : GameCommand : statement 35
Falling back to normal menu


When I hit escape to get back to the main menu interface I then get the following:

Code: Select all
You may consider adding
-basedir /path/to/game
to your launch commandline


It then gives me the choice between opening the console and quitting; I can't get back to the main menu screens.
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Postby Psychcf » Fri Jun 19, 2009 1:18 am

Flying Steel wrote:I added this package to data, ran the game and started a game with this mutator on; whenever I try to spawn in I can't and I get this error message in the top left of the screen:

Code: Select all
s30394: gamecommand.qc:57: IFNOT    GLOBAL4567, s30402
s30395: gamecommand.qc:60: CALL0    isdemo (=isdemo())
gamecommand.qc : GameCommand : statement 35
Falling back to normal menu


When I hit escape to get back to the main menu interface I then get the following:

Code: Select all
You may consider adding
-basedir /path/to/game
to your launch commandline


It then gives me the choice between opening the console and quitting; I can't get back to the main menu screens.


How recent is your engine build?
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Postby tundramagi » Fri Jun 19, 2009 2:01 am

Can you use this in non-team based game modes? Or does it stop you (it should allow you to do so, for completeness.)
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Postby Flying Steel » Fri Jun 19, 2009 2:04 am

Psychcf wrote:How recent is your engine build?


:oops:

My bad, using 2.5.1

tundramagi wrote:Can you use this in non-team based game modes? Or does it stop you (it should allow you to do so, for completeness.)


I agree, it would be cool to have the option to make character classes for general purpose use (standard deathmatches and all the rest).
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Postby Psychcf » Fri Jun 19, 2009 3:10 am

tundramagi wrote:Can you use this in non-team based game modes? Or does it stop you (it should allow you to do so, for completeness.)


Well, the limbo menu won't hide the team selection parts in non-team based games, but it should work in any gamemode.
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Postby Sven » Fri Jun 19, 2009 6:35 am

how to install? (i put it into nexuiz/data)
i've svn and no plan how to install
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Postby Sven » Fri Jun 19, 2009 7:03 am

ok i installed it like the spiderbot:
created a folder "classbased" (C:/Dokumente und Einstellungen/Eigene Datein/My Games/nexuiz/classbased)
andfd created a batch file:

run-wgl -classbased.bat:

@echo off

cd nexuiz
set PATH=misc\buildfiles\w32;%PATH%
..\darkplaces\darkplaces -nexuiz -game classbased -mygames -condebug +cvar_check_default bypass
cd ..



but it only gives other weapons for each class its not
and there is a bug sometimes doors dont work: i open a door (the activator is a trigger field (trigger_multiple) the door work and then the door is close and nobody can open...
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Postby tundramagi » Fri Jun 19, 2009 9:49 am

but it only gives other weapons for each class its not
and there is a bug sometimes doors dont work: i open a door (the activator is a trigger field (trigger_multiple) the door work and then the door is close and nobody can open...[/quote]

That bug is not due to the mutator.
I've hit that bug too.

Here's a test case:
https://cat2.optus.nu/nexuizserv/otherm ... gmulti.bsp
https://cat2.optus.nu/nexuizserv/otherm ... gmulti.map

Trigger multi triggering a func_door on shooting.
Only works once.
Same for func_door_rotating, probably everything.
Svn bug :P.
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Postby Sven » Fri Jun 19, 2009 11:23 am

hmm svn bug...

@ Psychcf: give the soldiers infinite incinctble , the electroballs from the medic can heal when a teammate touch and the normal electro shot should look like the phaser and slows enemies down too, the grenades from the engineer...the secondary shot shouls just sink to ground with lifetime of 5min could be the mines ...the primary just can disarm the enemy's mines,
...
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