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Author Topic: [Gameplay] Die Another Day  (Read 84136 times)

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Joe

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Re: Die Another Day
« Reply #90 on: February 28, 2014, 12:51:45 pm »

I will try to finish and release the latest DAD mode version this weekend but I will probably need to spend more than 2 days finishing it.

https://github.com/JASheppard/GES_DieAnotherDay_Mode/
« Last Edit: February 28, 2014, 12:54:15 pm by Joe »
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Re: Die Another Day
« Reply #91 on: March 04, 2014, 05:15:06 pm »

I'm sorry I've as usual said that I was going to have a new version of this mode finished in x days time and then failed to finish it.

I've been distracted from finishing the latest version by my responsibility to finish a programming task for another game. I thought I had finished this task and could focus on finishing this GE:S mode, but another programmer who was going to finalise my other programming task had trouble doing so, so I decided to finalise it so he wouldn't have to.

I will have this other programming task finished soon and then maybe by this weekend I will be ready to release the latest version of this mode.
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Re: Die Another Day
« Reply #92 on: March 22, 2014, 02:02:35 pm »

I will resume my work on this mode now and I will get it finished as soon as I can.
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Re: Die Another Day
« Reply #93 on: March 22, 2014, 07:33:51 pm »

I've improved the Github repository I created for this mode and I've created a page in its Wiki in case anyone wants to help me finish this mode:

How To: Setting Up Your "gesource" Folder To Use This Repository
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Re: Die Another Day
« Reply #94 on: March 22, 2014, 08:11:43 pm »

Awesome, thanks Joe. Don't worry about timeliness. Quality is more important.
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Joe

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Re: Die Another Day
« Reply #95 on: April 22, 2014, 09:08:03 pm »

I will probably release Alpha 1.10 tomorrow.
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Re: Die Another Day
« Reply #96 on: April 23, 2014, 09:50:39 pm »

I will release Alpha 1.10 tomorrow.
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Re: Die Another Day
« Reply #97 on: April 24, 2014, 11:14:27 pm »

Released: Version Alpha 1.10

Better late than never, I've finally finished and released Alpha 1.10:
Download page

Version Changelist
1. Players can now resurrect their team mates by firing an infinite range resurrection beam at their side's resurrection entities.
2. Players can now resurrect multiple team mates simultaneously.
3. This mode now has an appropriate score system: player round scores no longer affect their team's match score so now the only way to score match points is by wining rounds by eliminating all the members of the opposing team.
4. Resurrection entities will now spawn at player death locations, except when players are killed on ladders or by falling off maps.
5. Players are no longer allowed to spawn after joining a team when there's eliminated players, they will instead be eliminated so they won't spawn until a team mate resurrects them or a new round begins.
6. Players can now increase their round scores by resurrecting team mates. Kills and resurrections are each worth 1 point.
7. When friendly fire is enabled players will now be able to eliminate their team mates: I've decided to allow this because allowing team mate kill victims to respawn allows them to respawn with full health. So a player could prevent a team mate from being eliminated by killing them when they have low health so that they can respawn with full health.
8. Server owners can now change the duration of resurrections by using this new CVAR: dad_resTime
9. Now when players are resurrected the radar icon for the used RE will become a "Run" icon and will be highlighted yellow for a few seconds showing opposing players where the RE was used. The display duration of this "used RE" radar icon can be changed with this new CVAR: dad_usedRELocationRevealTime
10. Elimination and resurrection announcement messages are now coloured blue and red for the different teams.
11. The triangle objective icons above resurrection entities now become yellow when they are being used.
12. This mode's translations are now included in the GoldenEye:Source language files.
« Last Edit: April 24, 2014, 11:54:34 pm by Joe »
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Re: Die Another Day
« Reply #98 on: May 07, 2014, 05:59:44 pm »

I've noticed that I didn't remove a onRoundBegin() HUD "This version is not meant to be played" message from my Alpha 1.10 release so I've now removed this message and released Alpha 1.10B:
https://github.com/JASheppard/GES_DieAnotherDay_Mode/releases/tag/v1.10B-alpha
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papel

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Re: [Gameplay] Die Another Day
« Reply #99 on: January 14, 2018, 02:58:25 pm »

Hello guys.
I am trying to run the mode but it is displaying this error. Can someone help me?

Traceback (most recent call last):
  File "c:\dedicated server\gesource\python/ges\GamePlayManager.py", line 46, in LoadScenario
    scenario = getattr( sys.modules[module], scenario_name )()
KeyError: 'GamePlay.DieAnotherDay'

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "c:\dedicated server\gesource\python/ges\GamePlayManager.py", line 50, in LoadScenario
    __import__( module, globals(), locals() )
  File "c:\dedicated server\gesource\python/ges\GamePlay\DieAnotherDay.py", line 3, in <module>
    from Utils.GETimer import TimerTracker, Timer
ImportError: No module named 'Utils'
« Last Edit: January 15, 2018, 01:21:54 pm by papel »
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Kujo

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Re: [Gameplay] Die Another Day
« Reply #100 on: July 12, 2020, 09:15:47 pm »

In case anyone else is looking for the 5.0 updated version of this game mode, darkdiplomat's fork seems to work.

https://github.com/darkdiplomat/GES_DieAnotherDay_Mode
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