GoldenEye: Source Forums

Editing and Customization => Featured Releases => Community Content => Past Versions => Topic started by: WNxEuphonic on September 04, 2012, 08:56:34 pm

Title: [Gameplay] Uplink
Post by: WNxEuphonic on September 04, 2012, 08:56:34 pm




Uplink has been updated. The below version is outdated and should no longer be used. You can download the revised version via Github on my website here: https://euphonic.dev/goldeneye-source/





(http://i.imgur.com/gFDs58W.jpg)



MI6 and Janus fight for control over key military satellites. Several Uplinks are in your area; enter them to initiate an Uplink. Once the Uplink completes, your team controls that satellite. The more Uplinks under your control, the more points generated for your team.



(http://i.imgur.com/fa8MNqu.png)

Download from GESHL2.com (http://forums.geshl2.com/index.php?action=dlattach;topic=7275.0;attach=1421)
Download from MediaFire (Mirror) (https://www.mediafire.com/?e1w0sbspps2hk4b)



To install, start by downloading and extracting the Uplink.zip file. Drag and drop the contents of "gesource" into your GoldenEye: Source folder (usually located at Program Files\Steam\SteamApps\SourceMods\gesource). Override any file conflicts if prompted. Once installed, you can select Uplink from the "Create Server" menu or through the developer console by using the command "ge_gameplay Uplink".

(http://i.imgur.com/C2XStUa.png)

Update Nov. 20 2013
Made objective icons more transparent
Fixed objective icons not flashing when contested
Fixed Uplinks spawning too close together
Increased distance from an Uplink where objective icon fades away
Changed objective icons to show percentage of Uplink completed when contested
Added message when Uplink is blocked
Added sound notice when Uplink is blocked
Changed divider when all Uplinks are owned to ":" from "-"
Fixed error message from warmup timer
Added intense light pulse on Uplink completion
Cleaned up code
Improved hints, descriptions and other text; Changed "Uplink Point" to "Uplink"
Increased time to make an Uplink
Increased amount of time required for an Uplink to generate a point for its owner
Increased Uplink size
Added ability to check version number by typing "!version" into chat

Update Nov. 6, 2012
Removed "Uplink Error" message due to occasional glitch where it wouldn't go away
Fixed issue with player suicides that carried over from the official modes (Big thanks to Troy for notifying me of this)

Update June. 29, 2013
Updated code to 4.2.3 styling
Changed the way the numbers at the top of the screen are displayed to make them look more centered
The glowing ring around Uplink Points are now slightly elevated to avoid clipping with the ground
As of 4.2.3, the size of an Uplink Point the game recognizes you in is much smaller than it should be. This seems to be a game glitch and not a code one, so will need a fix.

Update September 4, 2012
Major re-haul of Uplink's performance, visuals and gameplay. Rewritten from scratch!

Update June 26, 2011
Uplink initially released

(http://i.imgur.com/2hSeGqT.png)

Once the round begins, a number of Uplinks appear around the map. Uplinks are marked by circles on the radar and colored glowing rings and flags. When a player enters an Uplink, a capture initiates. The more friendly players on the Uplink, the faster it captures. Enemy players can block the capture by entering the Uplink. Once the capture completes, the Uplink changes to the capturing team's control and generates a point for the team every few seconds.

Team Scoring:
Points are generated over time for each Uplink Point owned by the team.

Player Scoring:
1 Point per kill
2 Points for completing an Uplink

(http://i.imgur.com/ljgCWPR.png)

Tweakable Game Options:
up_warmup (default 20) is the warm up time in seconds (Use 0 to disable warmup)
up_ping (default 1) enables the "ping" effects on Uplink Points (Use 0 to disable ping effect)
up_points_override (default 0) sets number of Uplink Points to spawn. Set to 0 to use default amount. Takes effect on round end.

Game Events for Plugins:
up_startwarmup emits when warmup is begun
up_capture_team emits with the team that captures any Uplink Point
up_capture_neutral emits with the player that captures a neutral Uplink Point
up_capture_steal emits with the player that captures an enemy Uplink Point

(http://i.imgur.com/wiSWTMe.png)

(http://i.imgur.com/zOa6Fug.jpg)
Custom gameplay help screen

(http://i.imgur.com/MDq0tgL.jpg)
An unowned Uplink

(http://i.imgur.com/sAYk6Vb.jpg)
Capturing an enemy-controlled Uplink

(http://i.imgur.com/Tk34KI0.jpg)
An enemy capturing an Uplink; the capture progress displays next to the objective icon

(http://i.imgur.com/mqlIUJ6.jpg)
An Uplink established; a bright pulse emanates from the Uplink upon completion

(http://i.imgur.com/Z9rvETq.jpg)
An Uplink blocked by an enemy player

(http://i.imgur.com/pJqQxl0.jpg)
Uplink in warm-up time

Title: Re: [Gameplay] Uplink
Post by: killermonkey on September 04, 2012, 10:23:03 pm
This is most impressive!

Thank you for flexing the Python code and finding some bugs. Hopefully after the next patch this mode will be EVEN BETTER.
Title: Re: [Gameplay] Uplink
Post by: Emilia on September 04, 2012, 11:57:49 pm
What a clean looking gamemode.

Two thumbs up!
Title: Re: [Gameplay] Uplink
Post by: SuperSonic on September 05, 2012, 12:08:40 am
Server operators, please add the file "gesource/materials/VGUI/hud/gameplayhelp/up_goal.vtf" and the file "gesource/materials/VGUI/hud/gameplayhelp/up_goal.vmt" to your download tables so new players can have the help image for this gameplay.

This is untested but why not use:

Code: [Select]
def AddDownloadable( file )
Title: Re: [Gameplay] Uplink
Post by: WNxEuphonic on September 05, 2012, 12:36:07 am
This is untested but why not use:

Code: [Select]
def AddDownloadable( file )

Sadly, that function doesn't work yet (I had originally planned on using it)
Title: Re: [Gameplay] Uplink
Post by: TriDefiance on September 05, 2012, 11:49:15 pm
Excellent work!
Title: Re: [Gameplay] Uplink
Post by: liamcadhain on September 06, 2012, 10:47:08 am
Kudos on fixing this mode up for 4.2 Euphonic
Title: Re: [Gameplay] Uplink
Post by: SuperSonic on September 06, 2012, 12:13:28 pm
It's a nice touch how you made those rings pulse outward.  I'm not sure how you managed to code that.  I just might have to look.
Title: Re: [Gameplay] Uplink (Small Update Nov. 6)
Post by: WNxEuphonic on November 07, 2012, 05:55:09 pm
Small update released yesterday.

Small Update Nov. 6, 2012
Removed "Uplink Error" message due to occasional glitch where it wouldn't go away
Fixed issue with player suicides that carried over from the official modes (Big thanks to Troy for notifying me of this)
Title: Re: [Gameplay] Uplink (Small Update Nov. 6)
Post by: Troy on November 07, 2012, 07:32:11 pm
I was playing this mode the other day, and there was a point that I was trying to capture.  It just showed Uplink and the bar wasn't going up.  I haven't played this mode a lot, but I was pretty annoyed that I was in point and it wasn't doing anything.

(http://img708.imageshack.us/img708/6468/gearchives0000.jpg)
Title: Re: [Gameplay] Uplink (Small Update Nov. 6)
Post by: WNxEuphonic on November 08, 2012, 02:57:03 pm
Hmm, it looks like two Uplink Points were overlapping, I think that's what caused the issue. Hopefully in a future GE:S update that can be avoided.

Was it stuck like that or were you able to leave the area and come back and capture?
Title: Re: [Gameplay] Uplink (Small Update Nov. 6)
Post by: Troy on November 08, 2012, 11:17:56 pm
It was stuck like that.  Then someone came and killed me.  I went back to the area later, and it worked.
Title: Re: [Gameplay] Uplink (Small Update Nov. 6)
Post by: Igmuwa on November 08, 2012, 11:38:20 pm
I was present on that match, on the opposing team.

The reason the bar was grey immediately, was because a player was standing on the other side of the wall, blocking your Uplink by competing for it.
Either he refused to move or It could even have been an AFK player spawned out in that hallway (on the other side of the wall).
Title: Re: [Gameplay] Uplink (Small Update Nov. 6)
Post by: killermonkey on November 09, 2012, 12:48:00 am
Uplink should add a trace check to make sure the player can be "seen" from the capture point. I can help you write that in Euph.
Title: Re: [Gameplay] Uplink (Small Update Nov. 6)
Post by: Troy on November 09, 2012, 12:59:12 am
I was present on that match, on the opposing team.

The reason the bar was grey immediately, was because a player was standing on the other side of the wall, blocking your Uplink by competing for it.
Either he refused to move or It could even have been an AFK player spawned out in that hallway (on the other side of the wall).


It use to say contested when two people from opposing teams were in a point.
Title: Re: [Gameplay] Uplink (Small Update Nov. 6)
Post by: WNxEuphonic on November 09, 2012, 03:50:26 am
Uplink should add a trace check to make sure the player can be "seen" from the capture point. I can help you write that in Euph.

I was going to do something like this, but because the ring goes through walls I thought it might lead to confusion.
Title: Re: [Gameplay] Uplink (Small Update Nov. 6)
Post by: Igmuwa on November 09, 2012, 04:19:50 am
It use to say contested when two people from opposing teams were in a point.

Yep, it does still I think.
But not when there is a wall between, then you can only tell by the radar and the stopped progress bar.
I don't think it says that if a player has spawned in it either, at least not if being AFK.
I guess it's triggered when damaging eachother?
Title: Re: [Gameplay] Uplink (Small Update Nov. 6)
Post by: WNxEuphonic on November 09, 2012, 05:39:27 pm
The older version of Uplink said "Contested," the current version just makes it dim.
Title: Re: [Gameplay] Uplink (Small Update Nov. 6)
Post by: Troy on November 09, 2012, 08:24:31 pm
Yep, I saw that when I went through the code.
Title: Re: [Gameplay] Uplink
Post by: WNxEuphonic on June 30, 2013, 03:54:16 am
Update June. 29, 2013
Updated code to 4.2.3 styling. Changed the way the numbers at the top of the screen are displayed to make them look more centered. The glowing ring around Uplink Points are now slightly elevated to avoid clipping with the ground. As of 4.2.3, the size of an Uplink Point the game recognizes you in is much smaller than it should be. This seems to be a game glitch and not a code one, so will need a fix.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Known Issues -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(MAJOR) All Uplink Points spawn with a radius much less than normal. I believe this is a glitch in GoldenEye: Source itself and we'll just need to wait for a fix.
Title: Re: [Gameplay] Uplink
Post by: WNxEuphonic on November 22, 2013, 01:51:51 am
(http://i.imgur.com/C2XStUa.png)

Huge update today with over 16 tweaks, new features and improvements! Uplink is now polished and ready for your server or LAN party. Please post any feedback including suggestions for future features below and have fun!

Update Nov. 20 2013
Made objective icons more transparent
Fixed objective icons not flashing when contested
Fixed Uplinks spawning too close together
Increased distance from an Uplink where objective icon fades away
Changed objective icons to show percentage of Uplink completed when contested
Added message when Uplink is blocked
Added sound notice when Uplink is blocked
Changed divider when all Uplinks are owned to ":" from "-"
Fixed error message from warmup timer
Added intense light pulse on Uplink completion
Cleaned up code
Improved hints, descriptions and other text; Changed "Uplink Point" to "Uplink"
Increased time to make an Uplink
Increased amount of time required for an Uplink to generate a point for its owner
Increased Uplink size
Added ability to check version number by typing "!version" into chat
Title: Re: [Gameplay] Uplink
Post by: The Cy on November 22, 2013, 05:41:59 am
Very cool, thanks man!