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BW Hunter Gameplay
http://www.runestorm.com/forums/viewtopic.php?f=95&t=77665
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Author:  Parapeplum [ Mon Apr 22, 2013 4:22 am ]
Post subject:  BW Hunter Gameplay

Hi there.
I am planning to adapt the Hunter Mod of Crysis 3 to BW.
I like the concept of surviving figthing with enemies we can see but since my computer cannot handle Crysis, UT2004 with BW can be a good alternative.
The goal isnt to make a carbon copy :)

I think it would be a "not too hard and not too easy" starting project because
its based on "brick" that have already be done:

- invisibility: UT2004's default, I already made my "hello world" mutator that permits to be always invisible :dance:

- changing team on event (death, kill) like the Mutant Gametype

- round-based game like Freon, Master Arena and others

- "bipping proximity radar" like the Invasion's one or not, because of footstep sound but maybe too difficult

- loadout system for the hunted with a restricted ammount of gun to assure balance
(the thermal scope of the FSSG-50 maybe be to cheaty in the POV of the hunter).


Potential Extras:

-modified M46 grenade which can release the same smoke as the Chaff (it has pretty good effect on invisibility)


Any suggestion, help is welcome :)

Author:  Blade sword [ Mon Apr 22, 2013 11:28 am ]
Post subject:  Re: BW Hunter Gameplay

C'est un bon début ;)
Try to give the hunter the ability to create a lure of himself if you can as it can be something that he can use and maybe restrict him to melee weapons
I won't suggest many things though as it will take some time before just having a playable prototype of what you did.

Author:  Parapeplum [ Mon Apr 22, 2013 1:12 pm ]
Post subject:  Re: BW Hunter Gameplay

Blade sword wrote:
C'est un bon début ;)
Try to give the hunter the ability to create a lure of himself if you can as it can be something that he can use and maybe restrict him to melee weapons
I won't suggest many things though as it will take some time before just having a playable prototype of what you did.


by suggestions I mean "tips" in coding or others..

Uscript uses the same philosophy as the C++ and I know programming in that language.
But I have to learn the game mechanisms.

Your idea sounds like Predator ;)

Author:  Blade sword [ Mon Apr 22, 2013 3:25 pm ]
Post subject:  Re: BW Hunter Gameplay

Heh yeah somewhat I never programmed any gametype but I can tell you where to watch about getting tips

Author:  Parapeplum [ Mon May 13, 2013 4:36 am ]
Post subject:  Re: BW Hunter Gameplay

Hi there, work is in good way but i'm still stuck with replication...

For the scoring managment I added some penalties/bonuses to not give some kind of advantage
to a specific type of player .

bonuses:
-when hunteds survived the whole round
-when a hunter kill the last man standing

penalty:
when they die (suicide or killed by a hunted/hunter), killing a teammate but not when team killed
each case in each team hasn't the same value.
e.g : hunter can always respawn and their game go easier with their growing number. to counterbalance that on the final score they have a bigger Killedpenalty than hunted.

Author:  ChaosMarine [ Mon May 13, 2013 5:04 am ]
Post subject:  Re: BW Hunter Gameplay

The radar, isn't that like in Halo, or the heartbeat sensor from CoD?

My PC can't handle Crysis either, so this definitely seems interesting to me.

Author:  Parapeplum [ Mon May 13, 2013 5:24 am ]
Post subject:  Re: BW Hunter Gameplay

Its more like the one used in Invasion gametype (after a quick search the Halo's one too)

I doesn't worked on this since isn't a priority.

Author:  Parapeplum [ Sat Jun 08, 2013 1:32 pm ]
Post subject:  Re: BW Hunter Gameplay

BETA Time :

I made it based on Loadout, so Hunter doesnt have a special weapon in this version.

http://www.4shared.com/zip/VKsH7-w4/BWH_06_beta.html

Author:  Parapeplum [ Wed Jul 24, 2013 8:27 am ]
Post subject:  Re: BW Hunter Gameplay

Hi guys,

I'm back with a new version of the Gameplay.

Now, the Hunter have their specific melee weapon while the Hunted can use
- standard UT2004 and BW pick up system
- Loadout mutators

We can choose the Hunter's melee weapon amoung all expect :
-XM300" Dragon Nanoblade
-NEX Plas-Edge Sword
-Defib Fist
(their light effect that can compromise stealth)

I tried to add online support

http://www.4shared.com/zip/WroLDEuV/BWH ... _beta.html

Author:  Threadnaught [ Thu Jul 25, 2013 7:56 am ]
Post subject:  Re: BW Hunter Gameplay

Is there any way you can make the player turn into a Skaarj/Zombie instead of invisibility? It would make them stand out.

Or something like this :D (its the mutant from Crossfire, it also uses BW Hunter.) :

Image

Personally I think a skaarj would be easier, or a zombie from ZON mod.

PS. I was doing this earlier today... Why don't u make them use the Fists from the mutator 'Ballistic Recolors [Config]' and put on beserk? It adds a nice blood red screen effect. :D

Author:  Parapeplum [ Thu Jul 25, 2013 8:50 am ]
Post subject:  Re: BW Hunter Gameplay

Threadnaught wrote:
Is there any way you can make the player turn into a Skaarj/Zombie instead of invisibility? It would make them stand out.


It can be a another option to add but right now isn't the goal because I would "level up" the tactical feeling added by BW.
Also have this "keep you eyes open" feeling like in Alien movies when you try to survive to an enemy you know is here but you cant see.

Quote:
Or something like this :D (its the mutant from Crossfire, it also uses BW Hunter.) :


do you mean " why not use this for BW Hunter?"

Quote:
PS. I was doing this earlier today... Why don't u make them use the Fists from the mutator 'Ballistic Recolors [Config]' and put on beserk? It adds a nice blood red screen effect. :D


I do, thats why the latest SKBP weapon drop 4+5 are needed (also uses X8 ballistic knife etc...)
you can choose the weapon you want to use in the game options page.
you also choose to turn him berserk in the options.

I'm sorry if all isn't explicit :)

Author:  Threadnaught [ Thu Jul 25, 2013 11:03 am ]
Post subject:  Re: BW Hunter Gameplay

Parapeplum wrote:
Threadnaught wrote:
Is there any way you can make the player turn into a Skaarj/Zombie instead of invisibility? It would make them stand out.


It can be a another option to add but right now isn't the goal because I would "level up" the tactical feeling added by BW.
Also have this "keep you eyes open" feeling like in Alien movies when you try to survive to an enemy you know is here but you cant see.

Quote:
Or something like this :D (its the mutant from Crossfire, it also uses BW Hunter.) :


do you mean " why not use this for BW Hunter?"

Quote:
PS. I was doing this earlier today... Why don't u make them use the Fists from the mutator 'Ballistic Recolors [Config]' and put on beserk? It adds a nice blood red screen effect. :D


I do, thats why the latest SKBP weapon drop 4+5 are needed (also uses X8 ballistic knife etc...)
you can choose the weapon you want to use in the game options page.
you also choose to turn him berserk in the options.

I'm sorry if all isn't explicit :)


Great, thanks, you could even reskin one of your melee weapons used to have a nice scary look. :D

EDIT: Tried out 0.6 beta, it isn't compatiable with BallisticPro, going back to my edited beta :)

Author:  Parapeplum [ Thu Jul 25, 2013 1:49 pm ]
Post subject:  Re: BW Hunter Gameplay

Quote:

Great, thanks, you could even reskin one of your melee weapons used to have a nice scary look. :D

EDIT: Tried out 0.6 beta, it isn't compatiable with BallisticPro, going back to my edited beta :)


v0.6 was based upon BW Loadout (adding the loadout mutator manually in the code of the gametype was a first solution I found ) so if loadout isn't compatible with BallisticPro mutator it shouldn't work.

you should better try v0.7, it doesn't embbed any base mutator or add Ballistic Pro weapons via loadout

Author:  Threadnaught [ Thu Jul 25, 2013 1:54 pm ]
Post subject:  Re: BW Hunter Gameplay

Parapeplum wrote:
Quote:

Great, thanks, you could even reskin one of your melee weapons used to have a nice scary look. :D

EDIT: Tried out 0.6 beta, it isn't compatiable with BallisticPro, going back to my edited beta :)


v0.6 was based upon BW Loadout (adding the loadout mutator manually in the code of the gametype was a first solution I found ) so if loadout isn't compatible with BallisticPro mutator it shouldn't work.

you should better try v0.7, it doesn't embbed any base mutator or add Ballistic Pro weapons via loadout


When is v0.7 coming out then? U should also make a Non-BW version of this, since I might want to play with Instagib.

Ballistic Loadout and Ballistic Pro Loadout have differences, for a start, Ballistic Pro does not replace Ballistic Gold, that's probably why it doesn't work.

Author:  Azarael [ Thu Jul 25, 2013 2:27 pm ]
Post subject:  Re: BW Hunter Gameplay

Nothing compiled on Pro will work on vanilla-based Ballistic and vice versa.

Author:  Parapeplum [ Thu Jul 25, 2013 2:39 pm ]
Post subject:  Re: BW Hunter Gameplay

Azarael wrote:
Nothing compiled on Pro will work on vanilla-based Ballistic and vice versa.


Even I don't include any BW code?
My gametype isn't based on BW core/system/features, I just create inventory with BW Weapon to give it to players.

Author:  Azarael [ Thu Jul 25, 2013 2:47 pm ]
Post subject:  Re: BW Hunter Gameplay

Ah. If your gametype allows config for the weapons given and doesn't have dependencies on either version, it can be made to work with both.

Author:  Threadnaught [ Fri Jul 26, 2013 1:45 am ]
Post subject:  Re: BW Hunter Gameplay

Azarael wrote:
Ah. If your gametype allows config for the weapons given and doesn't have dependencies on either version, it can be made to work with both.


Image

I mean the list that says 'RACE: ALL' next to Cancel. You could use this, like some mods do, for example Arena lists all of your weapons and you choose one, even modded weapons.

Author:  Parapeplum [ Fri Jul 26, 2013 2:24 am ]
Post subject:  Re: BW Hunter Gameplay

Threadnaught wrote:
Azarael wrote:
Ah. If your gametype allows config for the weapons given and doesn't have dependencies on either version, it can be made to work with both.


Image

I mean the list that says 'RACE: ALL' next to Cancel. You could use this, like some mods do, for example Arena lists all of your weapons and you choose one, even modded weapons.


your image don't show up....

Quote:
When is v0.7 coming out then?


is already out here : http://www.4shared.com/zip/WroLDEuV/BWH ... _beta.html
your first post in there was a response to the release post :)

@Azarael : where can I find BallisticPro up-to-date files?

Author:  Threadnaught [ Fri Jul 26, 2013 3:39 am ]
Post subject:  Re: BW Hunter Gameplay

Parapeplum wrote:
Threadnaught wrote:
Azarael wrote:
Ah. If your gametype allows config for the weapons given and doesn't have dependencies on either version, it can be made to work with both.


Image

I mean the list that says 'RACE: ALL' next to Cancel. You could use this, like some mods do, for example Arena lists all of your weapons and you choose one, even modded weapons.


your image don't show up....

Quote:
When is v0.7 coming out then?


is already out here : http://www.4shared.com/zip/WroLDEuV/BWH ... _beta.html
your first post in there was a response to the release post :)

@Azarael : where can I find BallisticPro up-to-date files?


http://ldg-gaming.eu/viewtopic.php?f=45&t=2122

You will need to join his server to extract all other files (textures, anims, sounds, statics.)


37.59.16.144:8040

You will also have to add the weapons, gametypes and mutators to a .ucl file. I tried but too many characters won't fit into this post. :o (chars: OVER 9000! - limit - 2000.) I'll try and msg you it if that will work.

You will also have to delete the previous .ucl files of Vanilla Ballistic.

Also, v0.7 is broken and doesn't open with my archiver.

Author:  Parapeplum [ Fri Jul 26, 2013 4:18 am ]
Post subject:  Re: BW Hunter Gameplay

Thanks for the link.

But what I was looking for the BallisticPro weapon files.

Quote:
Also, v0.7 is broken and doesn't open with my archiver.


the 4shared file works for me :? , right know I'm under linux and I just downloaded and extracted well
(I made the file under windows)
try to download it again and let me know the result.
edit: I uplaoded another file : http://www.4shared.com/archive/G_pfyyio ... _beta.html

Author:  Threadnaught [ Fri Jul 26, 2013 8:07 am ]
Post subject:  Re: BW Hunter Gameplay

Parapeplum wrote:
Thanks for the link.

But what I was looking for the BallisticPro weapon files.

Quote:
Also, v0.7 is broken and doesn't open with my archiver.


the 4shared file works for me :? , right know I'm under linux and I just downloaded and extracted well
(I made the file under windows)
try to download it again and let me know the result.
edit: I uplaoded another file : http://www.4shared.com/archive/G_pfyyio ... _beta.html


The Weapon Class files?

Also, it still saves as this:

BWHunter_07_beta.d27847be5b8fad54f8767ca197f6fcdb

I tried to save it over one of my previous .zips, that didn't work either.

EDIT: That's sort of what my Item was displaying. The list. But not every weapon that one has are displayed. If all weapons were displayed, like on Arena, that might secure the incompatiability.

Author:  Parapeplum [ Thu Aug 01, 2013 2:13 pm ]
Post subject:  Re: BW Hunter Gameplay

Quote:
EDIT: That's sort of what my Item was displaying. The list. But not every weapon that one has are displayed. If all weapons were displayed, like on Arena, that might secure the incompatiability.

That thing will permit to use at the same time stock and BallisticPro weapons.This give me some doubts about compatibility in reference with Azarael intervention.

Tell me if I'm wrong but I think it's better to think about mutator to keep some consistency

You want to play BW Hunter with :

- balance features from Ballistic pro, hop you add the Pro loadout mutator and you access all his custom weapons

- stock features , hop you add the V25 loadout mutator and you access the standard + bonus pack weapons

This will be the more secure way IMO.

Author:  Azarael [ Thu Aug 01, 2013 3:23 pm ]
Post subject:  Re: BW Hunter Gameplay

As far as I can see, all you'd need to do is make the starter weapon for the Hunter player config and you'd be set.

Author:  Parapeplum [ Fri Aug 02, 2013 12:38 am ]
Post subject:  Re: BW Hunter Gameplay

Azarael wrote:
As far as I can see, all you'd need to do is make the starter weapon for the Hunter player config and you'd be set.


Thanks for your clarification.

Author:  Threadnaught [ Thu Aug 08, 2013 2:15 am ]
Post subject:  Re: BW Hunter Gameplay

Hi, will we see an update to this anytime soon?

Also, if I knew how to code, I would help you in this project. :D

Author:  Parapeplum [ Thu Aug 08, 2013 12:09 pm ]
Post subject:  Re: BW Hunter Gameplay

Threadnaught wrote:
Hi, will we see an update to this anytime soon?

Also, if I knew how to code, I would help you in this project. :D


Maybe, it depends of your definition of "soon" :D (no valve time intended).

Author:  Threadnaught [ Thu Aug 08, 2013 12:39 pm ]
Post subject:  Re: BW Hunter Gameplay

Parapeplum wrote:
Threadnaught wrote:
Hi, will we see an update to this anytime soon?

Also, if I knew how to code, I would help you in this project. :D


Maybe, it depends of your definition of "soon" :D (no valve time intended).


Soon, within this month, cus its the holidays! Best time to make and test things out. :p

I suggest a 'Hero' Player. The 'Hero' is randomly chosen like the Hunter, and there is only 1. His/Her Primary Weapon is switched with a 'Super Weapon' (a weapon far better than what other people have). :D

Author:  Parapeplum [ Thu Aug 08, 2013 2:21 pm ]
Post subject:  Re: BW Hunter Gameplay

Threadnaught wrote:

Soon, within this month, cus its the holidays! Best time to make and test things out. :p

I suggest a 'Hero' Player. The 'Hero' is randomly chosen like the Hunter, and there is only 1. His/Her Primary Weapon is switched with a 'Super Weapon' (a weapon far better than what other people have). :D


in counterpart:
-the activation of the selection is random too with a small probability.
you add the option to the game, you know it possible to have a hero but you don't know if it does and you also don't know who he is.
-the Hero can bring bigger weapons but is more vulnerable compared the other hunted
if the others hunted wanna take advantage of his firepower they have to protect him and this will add some tactical feelling.

I'm not closed to any ideas but until the core gameplay isn't complete (some basic options, like the radar, I would for the gameplay aren't yet implemented) and free of "compatibility" issues, I wouldn't add any other thing.
I know everyboby can understand that statement.

Look at your PMs.

Author:  Parapeplum [ Thu Aug 29, 2013 1:20 pm ]
Post subject:  Re: BW Hunter Gameplay

Here we go for a new version!

the new features are:

-Radar.
It shows teammates (in green) for both teams.
For Hunter, it also shows Hunted position (in red).
For Hunted, it also bips according to Hunter proximity

-Hunted Teamkill/Suicide transformation option (4 combinations)

-Custom Hunter Weapon mode
Hunter can receive custom weapon in place of the melee set from the
previous versions.
This custom weapon receive 999 ammo.
known issue :
if used with BWv25 loadout and you want to give to Hunter a weapon non based on 2.5, e.g Ripper,
you need to enable the weapon in the Loadout list, no matter the slot.

http://www.4shared.com/zip/yd8lWx0c/BWH ... _beta.html

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