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Author Topic: [Gameplay] Die Another Day  (Read 88635 times)

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Joe

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[Gameplay] Die Another Day
« on: November 25, 2012, 03:07:08 am »

Latest Release: Alpha 1.10
Released: 25/4/14
Download Page


RE: Resurrection Entity

Alpha 1.04 Screenshots
To display a screenshot in your browser, click on its preview image below.

          

Mode Description
This mode is based on Mefy's popular MOHAA Freeze Tag mode.

It's a team play elimination mode in which players can resurrect their eliminated team mates.

Version Change History
Alpha 1.10
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.

Alpha 1.04
1. Added Spanish translation.
2. Added Italian translation.
3. Added Polish translation.
4. Pulsating rings now appear beneath active REs.
5. Players will no longer have to wait behind bots in their side's resurrection queue.
6. MI6 and Janus survivor counts are now displayed on eliminated players' screens.
7. MI6 and Janus survivor counts are now displayed on spectators' screens.
8. A permanent HUD message now tells eliminated players what their resurrection queue position is.

Alpha 1.03
1. Added German Translation.
2. Added French Translation.
3.  The chat message announcements for eliminations and resurrections now mention the names of the players who have been eliminated and resurrected.
4. These chat message announcements are now printed for bot eliminations and resurrections.

Alpha 1.02
1. Bugs from the previously released beta versions have been fixed.
2. REs are now represented by Kraid's gravestones
3. REs are now represented by a cross icon on the radar.
4. Players who kill themselves will now be eliminated.
5. Players are now shown a resurrection progress bar, instead of a remaining seconds count.
6. The count of survivors on each team will now be displayed from the start of a round, instead of becoming visible when the first elimination has taken place.
7. REs will now only been spawned when there is a free player spawn point. When a RE can't be spawned it will be added to a queue and spawned when a spawned RE is deleted.
8. The resurrection timer code is now simpler and better than it was in the previous versions.
« Last Edit: September 26, 2014, 01:34:16 am by killermonkey »
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Troy

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Re: Die Another Day
« Reply #1 on: November 25, 2012, 03:12:42 am »

I'll test it out for you.
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Troy

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Re: Die Another Day
« Reply #2 on: November 25, 2012, 04:33:02 am »

1. You don't need to show the popupmessage when a player spawns every time.
2. Use the coordinates Euphonic used in Uplink for the MI6 and Janus players remaining at the top of the screen.  Yours is too close to the top and it's off centered.
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Re: Die Another Day
« Reply #3 on: November 25, 2012, 07:03:43 am »

I'll download it and give it a test.

HUD Messages will hopefully be getting some tweaks in a future release to fix kerning problems (KM and I were talking about this just this morning), but for now the coordinates in Uplink probably are the best positions as Troy said.

Joe

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Re: Die Another Day
« Reply #4 on: November 25, 2012, 11:53:49 am »

I forgot to include the configuration file in the beta 1.00 zip when I uploaded it at 3 am this morning my time, I've now added it to the zip.

This configuration file has one command which will prevent enemies from appearing on players' radars. IMO this mode is a lot more enjoyable when players have to hunt down and kill their losing enemies before their enemies can resurrect enough team mates to fight back.

1. You don't need to show the popupmessage when a player spawns every time.
2. Use the coordinates Euphonic used in Uplink for the MI6 and Janus players remaining at the top of the screen.  Yours is too close to the top and it's off centered.

Thanks Troy and Euphonic for helping me test this, I will make the improvements suggested by Troy.
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liamcadhain

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Re: Die Another Day
« Reply #5 on: November 25, 2012, 12:01:57 pm »

Well done on the new gamemode Joe. Hopefully we'll see it on a server's rotation some day once it's out of beta
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Joe

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Re: Die Another Day
« Reply #6 on: November 25, 2012, 12:14:41 pm »

Well done on the new gamemode Joe. Hopefully we'll see it on a server's rotation some day once it's out of beta

Thanks
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Re: Die Another Day
« Reply #7 on: November 25, 2012, 10:17:40 pm »

This pleases me to see a brand new custom gamemode released to the public. Thanks for all of your hard work Joe!

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Re: Die Another Day
« Reply #8 on: November 25, 2012, 10:46:06 pm »

Beta 1.01 changes:
* The "Die Another Day" pop up message will now only be shown to players when they spawn for the first time.
* The MI6 and Janus survivor counts are now more horizontally centred than they were in the previous version.
* There is now some space between the survivor counts and the top of the screen.

I didn't use any coordinates from Euphonic's script. I want to make GE:S display two value progress bars on the same line, so I can't use the -1 x coordinate to make GE:S horizontally centre them both perfectly.

This pleases me to see a brand new custom gamemode released to the public. Thanks for all of your hard work Joe!
+rep
Thanks, I hope you will enjoy playing this mode.
« Last Edit: November 25, 2012, 11:14:08 pm by Joe »
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Re: Die Another Day
« Reply #9 on: November 26, 2012, 05:44:10 pm »

I suggest changing the resurrection timer from digits to a progress bar ("Resurrecting [||||||    ]"), it'll be less wordy and translate better. Make the top message (Janus 1/3 MI6 0/3 or w/e) thing display all the time (except when waiting for players)---it's nice to have something that immediately shows what gameplay you're playing. Have you considered using objective icons?

It plays pretty well, and I'm interested in seeing how it would play in a packed server. A custom model for the resurrection spots would also help, imo.

Joe

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Re: Die Another Day
« Reply #10 on: November 26, 2012, 11:13:48 pm »

I suggest changing the resurrection timer from digits to a progress bar ("Resurrecting [||||||    ]"), it'll be less wordy and translate better.
I would personally prefer to see  "Resurrecting:" followed by a seconds countdown. I will create a poll.

Make the top message (Janus 1/3 MI6 0/3 or w/e) thing display all the time (except when waiting for players)---it's nice to have something that immediately shows what gameplay you're playing.
I will do this.

Have you considered using objective icons?
Are you referring to a token radar icon?

I think the token radar icon would look better than the capture point icon.

A custom model for the resurrection spots would also help, imo.
What do you think the custom model should be?

One person has said that they would prefer to see gravestones.

I can only make very simple models and I can't make textures, so if there is going to be custom models I won't be able to make them.

I think the RE model which is used should be big enough to be easily targeted with the long range resurrection ability and its appearance should change when it's being used.


I will release a new beta version tomorrow.
« Last Edit: November 26, 2012, 11:16:09 pm by Joe »
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Re: Die Another Day
« Reply #11 on: November 28, 2012, 10:27:14 am »

Gravestone for sure. Here you are.
http://www.mediafire.com/file/zfzb0j4arorjd4d/gravestone.zip
I hope it'll work, just noticed i compiled it as prop_physics, rather should have been just static & dynamic.
But it was allready uploaded and i g2g to work, so no time to do it again right now.
i will do another compile later.
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Joe

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Re: Die Another Day
« Reply #12 on: November 28, 2012, 03:31:05 pm »



Gravestone for sure. Here you are.
http://www.mediafire.com/file/zfzb0j4arorjd4d/gravestone.zip
I hope it'll work, just noticed i compiled it as prop_physics, rather should have been just static & dynamic.
But it was allready uploaded and i g2g to work, so no time to do it again right now.
i will do another compile later.

Thanks for making these great looking gravestones,  I will include them in the beta 1.02 release.

I will try to make a gravestone radar icon.
« Last Edit: November 28, 2012, 06:36:57 pm by Joe »
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Re: Die Another Day
« Reply #13 on: November 28, 2012, 09:00:02 pm »

Maybe just do a cross for the radar icon.
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Re: Die Another Day
« Reply #14 on: November 28, 2012, 11:14:53 pm »

Whoa, nice gravestones!
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