GoldenEye: Source Forums

  • November 07, 2024, 04:41:01 pm
  • Welcome, Guest
Advanced search  

News:

Pages: [1]   Go Down

Author Topic: Hints at Loading Screens  (Read 6731 times)

0 Members and 1 Guest are viewing this topic.

HardcoreMango

  • Agent
  • *
  • Posts: 31
  • Reputation Power: 0
  • HardcoreMango has no influence.
  • Offline Offline
Hints at Loading Screens
« on: December 28, 2010, 06:24:43 am »

For those that play TF2 (Or other Source games?), you know at loading screens they give hints on how to play certain characters, or other useful hints.

Could this be implemented into the mod? While playing, noticed a lot of new members are having problems understanding the concept of some of the modes that are available. It would force them to read on how to play a certain mode (or the mode they are entering) instead of just making the pop ups in game go away or completely ignoring them.
Logged

namajnaG

  • Grindcore FM worshipper
  • 007
  • ****
  • Posts: 1,144
  • Reputation Power: 333
  • namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!namajnaG is awe-inspiring!
  • Offline Offline
Re: Hints at Loading Screens
« Reply #1 on: December 28, 2010, 07:04:04 am »

When I enter a server, A tutorial is usually displayed automatically whilst in-game explaining game rules.

HardcoreMango

  • Agent
  • *
  • Posts: 31
  • Reputation Power: 0
  • HardcoreMango has no influence.
  • Offline Offline
Re: Hints at Loading Screens
« Reply #2 on: December 28, 2010, 07:11:55 am »

When I enter a server, A tutorial is usually displayed automatically whilst in-game explaining game rules.
Explained to 3 players on how to play Dr. No Armor
Logged

Proxie

  • 00 Agent
  • ***
  • Posts: 573
  • Reputation Power: 141
  • Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!Proxie is awe-inspiring!
  • Offline Offline
Re: Hints at Loading Screens
« Reply #3 on: December 28, 2010, 07:18:08 am »

Explained to 3 players on how to play Dr. No Armor
Must have been idiots.
Logged

HardcoreMango

  • Agent
  • *
  • Posts: 31
  • Reputation Power: 0
  • HardcoreMango has no influence.
  • Offline Offline
Re: Hints at Loading Screens
« Reply #4 on: December 28, 2010, 07:22:56 am »

Must have been idiots.
This is the general public we are talking about, could we expect anything else?
Logged

markpeterjameslegg

  • Did I fire six shots? Or only five?
  • 00 Agent
  • ***
  • Posts: 879
  • Reputation Power: 202
  • markpeterjameslegg is awe-inspiring!markpeterjameslegg is awe-inspiring!markpeterjameslegg is awe-inspiring!markpeterjameslegg is awe-inspiring!markpeterjameslegg is awe-inspiring!markpeterjameslegg is awe-inspiring!markpeterjameslegg is awe-inspiring!markpeterjameslegg is awe-inspiring!markpeterjameslegg is awe-inspiring!markpeterjameslegg is awe-inspiring!markpeterjameslegg is awe-inspiring!markpeterjameslegg is awe-inspiring!
  • Offline Offline
Re: Hints at Loading Screens
« Reply #5 on: December 28, 2010, 10:52:34 am »

Were all part of the general public... Aren't we? I agree though with implementing something into the menu's, I believe I mentioned something about a tutorial in recent thread I did. Could just be a menu with all the game modes explaining them with the use of text and images, or maybe even video's and speech. As I mentioned before, the mechanics of the game could also be there for the newbies, maybe one of us could help with this by doing it for the team, then they would just have to implement it into the mod. I must say I like the video's and speech idea more, would be very proffessional.
Logged

killermonkey

  • GES Programmer
  • Retired Lead Developer
  • GE:S Fanatic
  • *
  • Posts: 5,473
  • Reputation Power: 346
  • killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!
  • Offline Offline
    • DroidMonkey Apps
Re: Hints at Loading Screens
« Reply #6 on: December 28, 2010, 02:12:12 pm »

We have discussed this before v4.1 release. Unfortunately Valve doesn't make their menu VGUI open source so any modifications to the loading screen are extremely cumbersome and require some coding gymnastics.

It might make an appearance in a future release, but it might be just an image of the upcoming map and the loading box moved to the lower right.

I also want to put in a browser window that pops up into our release documentation the first 5 times you load the game so people are forced (as in right in front of their faces) to at least look at the detailed descriptions before entering the game.

The pop-out help is not meant to be an indepth strategy guide of the scenario. We have those on the wiki :-D

Also we've been dealing with the "general public" for many years and you can only do so much for some people. Some people were not meant to be using computers, some how they were let out of their cage to use one and the first thing they downloaded was GE:S. Go figure...
« Last Edit: December 28, 2010, 02:15:04 pm by killermonkey »
Logged

HardcoreMango

  • Agent
  • *
  • Posts: 31
  • Reputation Power: 0
  • HardcoreMango has no influence.
  • Offline Offline
Re: Hints at Loading Screens
« Reply #7 on: December 28, 2010, 07:01:44 pm »

We have discussed this before v4.1 release. Unfortunately Valve doesn't make their menu VGUI open source so any modifications to the loading screen are extremely cumbersome and require some coding gymnastics.

It might make an appearance in a future release, but it might be just an image of the upcoming map and the loading box moved to the lower right.

I also want to put in a browser window that pops up into our release documentation the first 5 times you load the game so people are forced (as in right in front of their faces) to at least look at the detailed descriptions before entering the game.

The pop-out help is not meant to be an indepth strategy guide of the scenario. We have those on the wiki :-D

Also we've been dealing with the "general public" for many years and you can only do so much for some people. Some people were not meant to be using computers, some how they were let out of their cage to use one and the first thing they downloaded was GE:S. Go figure...
Damn.

You said an image for the upcoming map, is there anyway to make these random, and on those images, have hints of gameplay actually on the image?
Logged

VC

  • Valiant Varanidæ, Citrus Jockey
  • Retired Developer
  • GE:S Fanatic
  • *****
  • Posts: 2,843
  • Reputation Power: 16
  • VC is working their way up.VC is working their way up.VC is working their way up.
  • Offline Offline
Re: Hints at Loading Screens
« Reply #8 on: December 28, 2010, 07:25:28 pm »

Probably.  We could have one base version of the wallpaper and burn in the text.

Next up: Hats.
Logged
"As for VC's scripts they have not broken the game at all, in fact the game has never felt better." -- KM
"(03:12:41 PM) KM: I would call you a no life loser, but you are useful"
"(03:12:59 PM) VC: Go ahead.  I am, and I am."

HardcoreMango

  • Agent
  • *
  • Posts: 31
  • Reputation Power: 0
  • HardcoreMango has no influence.
  • Offline Offline
Re: Hints at Loading Screens
« Reply #9 on: December 28, 2010, 07:28:22 pm »

Probably.  We could have one base version of the wallpaper and burn in the text.

Next up: Hats.
Oddjobs hat, or all the characters hats stacked.
Logged

djzeratul

  • 60% of the time, it works every time.
  • Agent
  • *
  • Posts: 25
  • Reputation Power: 0
  • djzeratul has no influence.
  • Offline Offline
    • DivX.com
Re: Hints at Loading Screens
« Reply #10 on: December 29, 2010, 12:47:30 am »

Hey VC, is your icon of the dell dude riding an orange?


Hey dude, you're getting a Valencia!
Logged

VC

  • Valiant Varanidæ, Citrus Jockey
  • Retired Developer
  • GE:S Fanatic
  • *****
  • Posts: 2,843
  • Reputation Power: 16
  • VC is working their way up.VC is working their way up.VC is working their way up.
  • Offline Offline
Re: Hints at Loading Screens
« Reply #11 on: December 29, 2010, 01:30:17 am »

Not the Dell Dude.
Logged
"As for VC's scripts they have not broken the game at all, in fact the game has never felt better." -- KM
"(03:12:41 PM) KM: I would call you a no life loser, but you are useful"
"(03:12:59 PM) VC: Go ahead.  I am, and I am."

kraid

  • Game Artist
  • 007
  • *****
  • Posts: 1,984
  • Reputation Power: 191
  • kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!
  • Offline Offline
    • my Homepage
Re: Hints at Loading Screens
« Reply #12 on: December 31, 2010, 02:06:29 pm »

A mod named Project Valkyrie has loading screen images with hint text put on them randomly.
The hint text is simply put into the modname_english.txt, the bg-pictures are made the same way as the menue background, there's a 3MMLoadingPanel.res for the layout, the rest is a matter of coding i guess.
Logged
Pages: [1]   Go Up