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 Conquest GameRules

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Schlechtwetterfront

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PostSubject: Conquest GameRules   Tue Nov 06, 2012 7:15 am

Got the class selection working in multiplayer:


AS you can see the UI is ugly, but functional. There are some problems when the player spawns the first time. I assume that's caused by two CryENGINEs running at the same time. Usually it should not take as long. I could make a fade out though. Just overlay a black image maybe and fade it out when the spawn is finished...

Suggestions, crits, jawas? Very Happy
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SharkYbg
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PostSubject: Re: Conquest GameRules   Tue Nov 06, 2012 7:31 am

Oh nice. That poor soldier taking these rockets like a man Very Happy

I see you have managed to get the animations from the grunt. Did you just used the rig from the max files that were in the sample asset or you made something else?

For the classes and spawning have you tried using images instead if buttons. Like really how it should be. I am not talking about anything fancy, just to see it if it works.

Also maybe you can use cloak to make them fade :? Not sure how this works because i couldn't make it work on my end...
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PostSubject: Re: Conquest GameRules   Tue Nov 06, 2012 8:00 am

I used the rig from the agent.max or how exactly the file is called.
I don't actually use buttons. I only trigger code when I click mouse 1 or F or mouse 2. There's no real interactivity between flash and my code. I just display stuff.
And I actually meant the spawn. At the start of the video when the second player joins you can see that the health displays curr_health and the ammo displays ammo etc. I'd like to either hide those parts or just lay a black image over it so the health box only displays if the health is already set.
And the cloak fade is a good idea. I have no clue how that works though. Have to try it. It's not that important right now though.
Thanks for the crits BTW. Wink
I'll sync my game folder with the one in the dropbox, as a backup. Best before the gameplay demo we should do some testing so we maybe can show some people running around on hoth shooting each other with blasters. Very Happy
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SharkYbg
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PostSubject: Re: Conquest GameRules   Tue Nov 06, 2012 8:14 am

Oh i wasn't watching carefully ;D
Later we can use a camera view of a control point or from the sky while the player is being spawned and i think with it we can hide the HUD. But for now it's not a big deal.

We should totally make a video showing off some gameplay with some battles going on. But for that we will need to make weapons and make more of the hoth map. There's no better way to show what we have done ;]

I think i will need to work on exporting characters to cryengine to get in shape and at least know what should be made.

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PostSubject: Re: Conquest GameRules   Tue Nov 06, 2012 8:27 am

Showing and hiding the Ui is not a big problem. Only the first time a player spawns.
Well, I can handle character export (and creation) for now.
I've already started the rebel trooper so we have one trooper for every side. If someone needs a size reference I uploaded a .obj which exactly resembles the agent's size to 3d_models\templates.
The spawn screen is definitely needed. In SWBF you could only look at your own CPs, so you can't spy on the enemy team. If the camera stays at the death position you could spy on the enemy team, so that's a good idea.

Yeah, maybe we just show some fights between some of our members in the tunnels. That would require the fewest work. Otherwise we'd have to script the AI, too (to capture CPs and stuff).
We could do a fly-through of Hoth, too. So they see all the work you already put in it and the work you and the others (Lephenix, Ben2356 etc) will hopefully put into it in the future. Wink
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sceluk
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PostSubject: Re: Conquest GameRules   Wed Nov 07, 2012 5:07 am

Good work on that UI. In the future we'll get rid of the original hP display and make nicer graphics for ours, but now the most important is that the concept works.
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PostSubject: Re: Conquest GameRules   Thu Nov 08, 2012 5:49 am

Thanks. I'm trying to stop the player from spawning right at the beginning of the game, but if he doesn't spawn, I can't get any key strokes => can't spawn him afterwards...
I could spawn him and kill him right after... Then he could select the classes...
Another option would be to make the CPs usable, so the player can go to a CP and change class (without dying).
Getting rid of the original HUD is no problem. Just one CVar. I just forgot it. Very Happy

The only problem I have (except not being able to select the class before the first spawn) is that Clients can't spawn in a team at their first spawn... Strange stuff. Very Happy

Just got another (weird) idea for the spawning: Every rebel spawns in the same room without class. Then they have to get their equipment etc from boxes and then they can choose the Cp where they will spawn by walking through a certain door.
Dunno how that would work for the empire though. Well... dunno.

BTW, I created a 'bolt' class projectile for laser bolts. Already got it working with red laser and all!
@deltasquad: If you're reading this, if the E-11/DH-17(?, rebel rifle) are somewhat finished (without UVs or texture, just a rough model). Could you send them over as .obj? I'd like to get them ingame to replace as many of the stock models.
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PostSubject: Re: Conquest GameRules   Thu Nov 08, 2012 9:27 pm

Try and contact deltasquad451 about it on Skype. I can try and get hold of him later today.
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PostSubject: Re: Conquest GameRules   Thu Nov 08, 2012 11:34 pm

Heh, talking about projectiles, i had made one myself, thought it didn't look too bad. Took a bit of work to get the taper right, but it was beautiful seeing it fly around the map.
Wait, you made a cpp class for the laser bolt? Why? the default projectile class works as well.
Hmm, can you replace the old UI with new one instead (just for cleanness) (or is it hardcoded?)
I thinks someone had the spawn problem on the forums, you can check there.
About spawning mechanics, classes, etc. create thread in the gameplat mechanics forum.
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PostSubject: Re: Conquest GameRules   Thu Nov 08, 2012 11:43 pm

I destroy the bullet on contact with water (at least I think I do) that's why I wanted to have my own cpp.class. Most of the code is copy pasted from the cbullet class anyways so it was no big problem.

BTW, that was me posting the problem. I got it fixed now though. Damn networking! Evil or Very Mad
Just one issue with health over 150 left. It's not really a big problem because I can just set the health of every trooper to about 100 and adjust the weapons accordingly.
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PostSubject: Re: Conquest GameRules   Sat Nov 10, 2012 2:32 am

Health over 150? elaborate.
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PostSubject: Re: Conquest GameRules   Sat Nov 10, 2012 9:26 am

Example health: 170.
I set the players health via player.actor:SetMaxHealth(170).
Server: max health and health get set to 170.
Client: Max health gets set to 170, health gets set to 150.
So, for everyone in the network the player has 170 health points, but on his client he only has 150 until his life drops to less than 150. Then it updates accordingly.
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PostSubject: Re: Conquest GameRules   Tue Nov 13, 2012 5:40 am

Made better looking class selection UI:


Not finished but the functionality's in. Wink
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PostSubject: Re: Conquest GameRules   Thu Nov 15, 2012 4:31 am

Great job you did out there. Now the only left thing is the interface Razz
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PostSubject: Re: Conquest GameRules   Thu Nov 15, 2012 5:51 am

Really nice, now it needs a minimap, selectable spawn points and a nice HUD Cool .
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PostSubject: Re: Conquest GameRules   Thu Nov 15, 2012 6:17 am

Very impressive! Cant wait to see a test video with the newer weapon models. It seems like we are handling this one steady step at a time, much faster than I anticpated this tema to work at.
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PostSubject: Re: Conquest GameRules   Fri Nov 16, 2012 9:43 pm

hmm, I see, so you need to force an update throught the netcode somehow. Did you try updating the health directly?
Also, ask on the forums, better than nothing.
When I finish my exams (if you haven'y solved it by that time), I will take a look.
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PostSubject: Re: Conquest GameRules   Sat Nov 17, 2012 12:50 am

I tried updating it from the server instead of the player, that didn't work either. The weird thing is that this only happens with more than 150 HP. With less everything works fine.
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PostSubject: Re: Conquest GameRules   Sat Nov 17, 2012 5:06 am

That is strange...my only suggestions for now is to go post on Crytek's forum, or I could if you don;t feel like making an account\thread. least i could do since i cant code for now...grr
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PostSubject: Re: Conquest GameRules   Sat Nov 17, 2012 5:41 am

Right now it's not a problem because I gave all of the classes around 100 health. If we need more than 150 health I can make a thread on CryDev.
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PostSubject: Re: Conquest GameRules   Sat Nov 17, 2012 6:26 am

Well wookies are gonna need more hp for sure.
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PostSubject: Re: Conquest GameRules   Mon Nov 19, 2012 7:46 pm

Yeah, we'd have to test exactly how much we need though.
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PostSubject: Re: Conquest GameRules   Fri Dec 14, 2012 4:52 am

Fits into items/abilities or CPs, too, but Conquest is like the main gameplay or so.

Just very quickly put Deforges' A280 in there.
New stuff:
  • Spawning on CPs.
  • Selecting CP to spawn on (not working 100% yet).
  • Health pack.


Works in multiplayer.
Was too lazy to replace the Rebel trooper yet, will do soon though.
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PostSubject: Re: Conquest GameRules   Fri Dec 14, 2012 5:28 am

Excellent job, Hoth already looks nice even with just a corridor and crates Very Happy .
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PostSubject: Re: Conquest GameRules   Mon Dec 17, 2012 3:14 am

Quick heads up:
Number of CPs is not hardcoded anymore.
For every CP on the map there will be a box with it's name.
CPs which don't belong to your team can't be selected.
If no CPs are left spawning is not possible anymore.

The UI is still ugly as hell, it looks magnificently ugly on large resolutions especially.

BTW, I got a gonk prototype working (replenishes ammo of user defined type, dies, if user enables it respawns after user-defined amount of time).

And I got a ammo pack (like the health pack in the video clip up there) working.
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