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 Post #1
 27th August 2007
Metroid48's Avatar
February 2007
1,279 Posts
Pirate Ship Wars!

Steam Community page (early): http://steamcommunity.com/groups/gmodpirateshipwars10

This recreation of the old gmod 9 gamemode, remade by Metroid48 and Termy58, will bring back all of the epic ship battles and sword fights. Using the original map, models, and statistics from the code (by EmpV), this will play almost exactly like the gm9 version, with less lag, improved graphics, and many more pirates to battle it out with!

Credits:
  • EmpV for providing the original content from the gm9 gamemode
  • Termy58 and Metroid48 (me), for converting, updating, and adding to the code to make it possible to use on gmod 10
  • Youaremea for new maps
  • Many players for constant suggestions/improvements


Termy58 and me collaborated on this! We each deserve equal credit, so any ratings are not to go to one or the other, but both as equal contributors!


Features:
  • Fully working pirate ships with cannons and completely breakable hulls and masts
  • Custom models for all the pirate players, weapons, and cannons
  • Custom weapons such as the sabre, pistol, and grenade (more to come)
  • Round-based system with infinite respawns during the round... until your ship sinks
  • Post processing effects such as motion blur on damage
  • Pirate speak, where regular phrases will become filled with pirate terms :D
  • A custom HUD
  • An implementation of the Day/Night system

Planned Features:
  • More post processing effects such as screen shaking and explosive particles.
  • View-snapping to ship, so you turn with the ship
  • Lag Reduction
  • More ship-based weapons
  • Epic, giant ships (if lag reduction is a success)
  • More pirate weapons, such as throwing knives
  • Kicking instead of flashlight key
  • More maps, including Fort vs. Ship maps!
  • Full wind system and anchors

Current Status:
  • Public Beta Servers: Up!
  • Public release: 99.5% (need few new models and a couple of code changes)
  • Models: 70%
  • Sound: 5%
  • Gameplay: 82%
  • Post Processing: 12%
  • VGUI: 40%

Server List (In order of least-laggy to US)
  • Almost Dedicated Server Gservers.nl (Least lag)[82.94.220.112:27025]
  • Paradox's pirate ship wars (as little lag as the gservers one)[38.96.12.173:27015]
  • Pirate Wars 24-7 | NemesisRp | NemesisRp.net [69.12.96.119:27015]
  • Pirate Ship Wars [US Official] (pass is pswFTW)[38.100.236.59:27019]
  • Drop Them Panties! GMOD10! Pirate Ship Wars! :D [76.103.81.101:27015]
  • Pirate Ship Wars [UK Official] (pass is pswFTW)[unknown IP]
  • [TGC] #2 Pirate Ship Wars [BETA] (pretty equal to the US and UK official)[38.100.236.56:27019]
  • PirateShipWars Beta!!! (my personal server, gets the most updates but is non-dedicated and can be very laggy at times)[dynamic IP]

Current bugs:
  • The cutlass view model doesn't choose the correct team colour.
  • Very map dependent. While not a bug, it means it's a hassle to prepare for any other map in existence.

What we need YOUR help on
We need people who will come on the server we currently have up. Suggestions are gladly welcomed and any bug reports we will do our best to quickly fix.

Also, as for team members, we currently have enough coders. We really need modelers (for new weapons/player models)and mappers (think about castle vs pirateboat). Modelers should look at redoing the cutlass and pistol models, as well as including musket models. Mappers, message us for a vmf, there will be a release of one soon. Please note that info_player_deathmatch is for blue, info_player_start is for red.


Download Links

Beta:

See Termy's first post for the link itself. Extract it directly to your garrysmod directory which is, by default:
Code:
C:\Program Files\Steam\SteamApps\USERNAME\garrysmod\garrysmod
Note that the map will not auto spawn the ships. In singleplayer or any non-pirate-ship-wars gamemode, use this console command to spawn the ships:

lua_run ents.FindByName("spawnbutton")[1]:Fire("Press", "", 0)

Updates:
Code:
----------------
September 23 2007 (cumulation of updates since sept2):
----------------
[Added]Grenade protection measures
[Added]Day/Night system
[Added]Cannon models
[Added]Custom HUD (likely to be changed) (original elements by Gimmikk)
[Added]New canyon map (made by youaremea)
[Added]Compatibility with ASimpleServerModification (ASSMod) (Admin mod)
[Added]Custom explosion effect
[Fixed]Breaking masts (EmpV got this working)
[Fixed]Weapon icons
[Fixed]Spawning underwater
[Fixed]Spawning on the wrong ship
[Fixed]Red boat rocking
[Fixed]Insane death counts due to new rounds
[Modified]Water damage system (no more leeches)
[Modified]pw034
[Modified]TK's for time ban
[Modified]Barrel/door protection
[Modified]Top sail colour on map (youaremea's idea)
[Modified]Grenade explosion radius
[Removed]Jumping when crouched (to prevent water-hopping)

----------------
September 2 2007:
----------------
[Added]Grenades
[Added]Models
[Fixed]Limited spawns
[Fixed]Door team sensing not working right
[Modified]PSW028(not psw030)

Known Bugs:
-Grenades are spammy.

----------------
September 1 2007:
----------------
[Fixed]Sabre swing animation
[Fixed]Sabre and pistol icons/killicons
[Modified]Sabre name changed to Cutlass

----------------
August 31 2007:
----------------
[Fixed]Spawning function now resets your angles, so no more weird view angles if your ship is tilting
[Added]Pirate speak (since it's beta, use / infront of messages to activate)
[Modified]Incresed sabre swing time to 1/4 second
[Removed]Barrels from map (via lua, no map change)
[Removed]Score decrement when ship is sinking
[Removed]Weapon dropping to reduce lag

Known Bugs:
-After particularly wordy replacements (eg "gentlemen o' fortune") pirateSpeak cuts the rest of your sentence.
-Score decrement still happens due to leeches when ship is not sinking

----------------
August 28th 2007:
----------------
[Added]Prop damage by players protection for first 60 seconds of the round. Is a temporary response to the spawning in the wrong ship bug
[Added]Motion blur post-processing upon damage
[Added]More language entries (eg Cannonball LOLZ and Ship FLATTEN u)
[Modified]Team Balancing. It will not balance teams while a ship is sinking, so if you die somehow you can't possibly be moved to the losing team(or vice-versa)
[Modified]Time between sabre swings. Makes it so it's not a battle of pings so much, but still allows you to break the doors fairly fast.
[Modified]No more weapon dropping. Used to pile up weapons on the bottom of the sea.

Known Bugs:
-May randomly die on ship due to killer Cannonball LOLZ. Will be fixed when cannons are SENTS

----------------
August 27th 2007:
----------------
[Fixed]Spawning in one place. Now there is no need to kill each other at spawn.
[Fixed]Doors not breaking
[Added]Team-killer punishment. It will warn you for team killing and if you team kill too many times in one round you get a (temporary) ban
[Modified]Team balancing and spectating code

Known Bugs:
-If all spawn points are occupied you spawn underwater until one is free
-When a new round starts blue players spawn on the red boat. Not sure why, probably will be fixed soon

----------------
August 16th 2007:
----------------
-Initial Release

Known Bugs:
-Sabre Swing Animation does not play
-Doors concealing barrels do not break
-Everyone spawns in the same spot
-Lag.
Screenshots:




 Post #2
 27th August 2007
Gold Member
Termy58's Avatar
September 2006
7,398 Posts
Hey we collaborated rate the same.

For the beta you need to download this


UK Server
81.19.219.70:27016

US Server
38.100.236.56:27111

 Post #3
 27th August 2007
Gold Member
huntskikbut's Avatar
November 2005
5,825 Posts
What's the beta IP?

Also,

Tonight (August 28th) a public server is up. It's located in Canada and, though it uses the dedicated client, is not run on a dedicated machine. Thus, it will likely be up for no longer than this night. Come on while you can! IP will be listed in the next few min.
Tonight is the 26th D:
 Post #4
 27th August 2007
Gold Member
Elspin's Avatar
December 2006
5,153 Posts
I wanna know too, I can't see any servers with a different game mode up.
 Post #5
 27th August 2007
Gold Member
Termy58's Avatar
September 2006
7,398 Posts
Updated my post with the server info.

Edit:

Please redownload the files if you downloaded in the paste 40 minutes.
 Post #6
 27th August 2007
Metroid48's Avatar
February 2007
1,279 Posts
Sorry about the date.

Anyway, the server ip is 67.71.40.104. It's a dedicated client, but on a non-dedicated machine, meaning it won't be up for longer than tonight. Also, the password is pswFTW.

Thanks everyone who participated so far! Your support has already updated priorities and planned features, and continued support is appreciated!
 Post #7
 27th August 2007
Gold Member
Conscript's Avatar
February 2006
6,432 Posts
Aww, it's full.
 Post #8
 27th August 2007
Dennab
December 2005
2,454 Posts
It's not up :uhoh:
 Post #9
 27th August 2007
Gold Member
BomBom's Avatar
April 2005
552 Posts
I could run a server for you if desired up to about 20 slots with no problems!
gimme a buzz cause i am willing to help if needed :)
 Post #10
 27th August 2007
Zess-'s Avatar
May 2007
342 Posts
Very laggy, 10-15fps with a 7900GS...
 Post #11
 27th August 2007
Gold Member
Elspin's Avatar
December 2006
5,153 Posts
BomBom posted:
I could run a server for you if desired up to about 20 slots with no problems!
gimme a buzz cause i am willing to help if needed :)
Do want.
 Post #12
 27th August 2007
Gold Member
Conscript's Avatar
February 2006
6,432 Posts
What happened?
 Post #13
 27th August 2007
Gold Member
Termy58's Avatar
September 2006
7,398 Posts
BomBom posted:
I could run a server for you if desired up to about 20 slots with no problems!
gimme a buzz cause i am willing to help if needed :)
I love you, added you on gTalk.
 Post #14
 27th August 2007
Gold Member
BomBom's Avatar
April 2005
552 Posts
Termy add me on steam friends as bombom123
and ill sort out a good uk server for a few days
 Post #15
 27th August 2007
Metroid48's Avatar
February 2007
1,279 Posts
That's great! I'm quickly putting mine up just to see if a recent code change worked, but after that I'll send you the link to the gamemode code.
 Post #16
 27th August 2007
Gold Member
BomBom's Avatar
April 2005
552 Posts
Glad to help :)

Edit:

New server
IP: 81.19.219.70:27016
NO PASSWORD
10 slot come join

UPDATED :)
 Post #17
 27th August 2007
Gold Member
CapsAdmin's Avatar
August 2005
5,771 Posts
Strange. I remember seeing this thread (yeah, this thread) a couple of days ago. :S

Oh well, I loved the gamemode in gmod9, and I hope you can make it better for gmod10. Good luck.
 Post #18
 27th August 2007
Gold Member
BomBom's Avatar
April 2005
552 Posts
Make the ships less laggier pl0x :)
 Post #19
 27th August 2007
Gold Member
Elspin's Avatar
December 2006
5,153 Posts
Some serious problems with the game:

*Devenger said there was a way to reduce lag, please do

*shitty melee system needs to get fixed, person with the highest ping just plain wins.

*MORE SPAWNPOINTS (everyone spawns on top of each other and it's an endless spawn-kill fest)

*more ammo for pistol (2 sucks, 4 at least?)

*possible fix to spawning on top of each other:No collide team mates?

Fix those, and it'd be perfect. We had a lot of fun playing it today :)
 Post #20
 27th August 2007
Gold Member
BomBom's Avatar
April 2005
552 Posts
http://www.youtube.com/watch?v=jY3bsImIgtg

Working vid :P
 Post #21
 27th August 2007
Saxon's Avatar
August 2006
1,366 Posts
I had some real fun playing this tonight keep up the good work.
 Post #22
 27th August 2007
Dennab
February 2006
2,409 Posts
BomBom posted:
Your taste in music makes my ears hurt.
 Post #23
 27th August 2007
Gold Member
BomBom's Avatar
April 2005
552 Posts
Lol i don't just like heavy metal :P

Edit:

You ears taste nice :)
 Post #24
 27th August 2007
Dennab
June 2007
1,512 Posts
Hell fucking yes.
Pirate ship wars is epic, loved it on Gmod 9 :D
 Post #25
 27th August 2007
jessem3's Avatar
December 2005
301 Posts
Make it when the boat gets hit with cannon balls make it rock a bit like in gmod 9 it was fun when the boats would flip.
 Post #26
 27th August 2007
Gold Member
JeRK's Avatar
May 2005
3,982 Posts
We need more servers!

The only one that's on right now is too laggy due to too many players...
 Post #27
 27th August 2007
Gold Member
BomBom's Avatar
April 2005
552 Posts
THERE WILL NEVER BE A SERVER THAT WON'T LAGG
the source engine just can't handle this !!
untill the ships are recoded this gamemode will lagg like shit on any server anyone goes to even quad core sorry dudes but that's a fact !!!!

Edit:

Ive closed my server down till theres a new version thats at least not so laggy :(
hint hint recode da ships :)
 Post #28
 27th August 2007
Metroid48's Avatar
February 2007
1,279 Posts
Elspin posted:
Some serious problems with the game:

*Devenger said there was a way to reduce lag, please do

*shitty melee system needs to get fixed, person with the highest ping just plain wins.

*MORE SPAWNPOINTS (everyone spawns on top of each other and it's an endless spawn-kill fest)

*more ammo for pistol (2 sucks, 4 at least?)

*possible fix to spawning on top of each other:No collide team mates?

Fix those, and it'd be perfect. We had a lot of fun playing it today :)
-I think lag reduction is possible, but our highest priority was to get it working and playable. Our next goals are fixing the masts so they actually break and reducing lag

-I think blocking would be good (not holding down block key, it's actual timing), but since the animations aren't working it can fire really fast and that needs to be fixed. See code at bottom of post

-Spawnpoints aren't the problem! It's that the spawnpoint chooser doesn't work right because the map uses spawn points with teleporters to the actual ships. That means that everyone teleports to the same spot like it's not blocked. I've tried several systems for fixing this, but may just remove player-player collisions until it's fixed.

-2 is actually fairly balanced, but what about 3?

Anyway, I'm going to nocollide players (right this second) and then work on the masts breaking. Here's the code for the sabre, can anyone figure out why the animation doesn't play/the view model won't change:

DECAL_SCRATCH3 = "MahackCut" //74 --thanks andyvincent - [url]http://forum.facepunchstudios.com/showthread.php?t=62384[/url] (only viewable to goldmembers)
DECAL_BLOOD1 = 20
bloody = false
//justbloodied = false
//local modelDefined = false

if (SERVER) then
	AddCSLuaFile( "shared.lua" )
end

if (CLIENT) then
//	local MySelf = LocalPlayer()
	SWEP.PrintName = "Sabre"
	SWEP.Slot = 0
	SWEP.SlotPos = 1
	SWEP.DrawAmmo = false
	SWEP.DrawCrosshair = false
	
	killicon.Add("weapon_sabre", "gmod/SWEP/sabre_select", Color(255,255,255,255))
end

SWEP.Author = "PirateShip Wars GM9 / Metroid48"
SWEP.Contact = "metroid48@gmail.com"
SWEP.Instructions = ""
SWEP.Spawnable = true
SWEP.HoldType = "melee"

SWEP.ViewModel = "models/sabre/v_sabre.mdl"

SWEP.WorldModel = "models/sabre/w_sabre.mdl"

SWEP.Primary.Delay = 5
SWEP.Primary.Recoil = 0
SWEP.Primary.NumShots = 1
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "none"

SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"

//Do NOTHING when player hits reload. This is a sword, not a weapon :D
function SWEP:Reload()
	return false
end

function SWEP:Initialize()
	bloody = false
//	self:SetWeaponHoldType("melee")
//	justbloodied = false
end

//Only does stuff when you attack. May add some sort of spark effect if someone pistols/sabres you with your sword out.
function SWEP:Thinks()
//Update view model
	if self.Owner:Team() == TEAM_BLUE then
		if bloody then
			self.Owner.GetViewModel():SetModel("models/sabre/v_sab2e.mdl")
		else
			self.Owner.GetViewModel():SetModel("models/sabre/v_sabre.mdl")
		end
	else
		if bloody then
			self.Owner.GetViewModel():SetModel("models/sabre/v_sab22.mdl")
		else
			self.Owner.GetViewModel():SetModel("models/sabre/v_sabr2.mdl")
		end
	end
end

//Primary function, swing your sword like a pirate!
function SWEP:PrimaryAttack()
	//Do nothing if you're dead
	if self.Owner:Alive() == false then return end
	//Start trace function to find if there is anything within 75 units infront of you
	local tr = {}
	tr.start = self.Owner:GetShootPos()
	tr.endpos = tr.start +(self.Owner:GetAimVector()*75)
	tr.filter = self.Owner
	local trace = util.TraceLine(tr)
	//Make sure we hit something
	if trace.Hit then
		self.Weapon:SendWeaponAnim(ACT_VM_HITCENTER)
		if trace.Entity:IsPlayer() || trace.Entity:IsNPC() then //Hit a person/npc >:D
			bloody = true
		end
		self.Weapon:EmitSound("physics/flesh/flesh_impact_bullet"..math.random(3,5)..".wav")	

		bullet = {} //Credit here goes to XcoliahX for his primary fire script of his lightsaber swep
		bullet.Num    = 1
		bullet.Src    = self.Owner:GetShootPos()
		bullet.Dir    = self.Owner:GetAimVector()
		bullet.Spread = Vector(0, 0, 0)
		bullet.Tracer = 0
		bullet.Force  = 0
		bullet.Damage = 25
		self.Owner:FireBullets(bullet)

	else //We missed :(
		self.Weapon:SendWeaponAnim(ACT_VM_MISSCENTER)
		self.Weapon:EmitSound("weapons/iceaxe/iceaxe_swing1.wav")
	end
	self.Owner:SetAnimation( PLAYER_ATTACK1 )
end

//Sets animation for pulling it out
function SWEP:Deploy()
//	self.Weapon:SendWeaponAnim(ACT_VM_DRAW)
//	self.Weapon:EmitSound( "weapons/knife/knife_deploy1.wav" )
	return true
end 
    

//Should be for blocking attacks, but won't be yet
function SWEP:SecondaryAttack()
	return false
end

I'm also adding in a failsafe for the attack frequency of the sabre, but working animations would be great for the game progress.

EDIT: By the way, my server is still up and will continue to be for another day or so. One note though is map restarts may occur fairly frequently due to testing, but it's still only moderate-lag so it's playable and fun.
 Post #29
 27th August 2007
Joseph's Avatar
March 2007
55 Posts
This is hilarious. I love playing it. Can't wait for full release, and for lag reduction, respawning when the ship is partially submerged is a pain when lagging.
 Post #30
 27th August 2007
Metroid48's Avatar
February 2007
1,279 Posts
Working on mostly these three features for the next update:
  • Breaking masts
  • Lag Reduction
  • Healing when inside hull

Also may look at motion blurring post processing.

EDIT:Great news! I was going through the code and successfully got people to spawn in different places, no more spawning ontop of each other! It still has a few problems (if ALL spawn spots are occupied you spawn underwater) and one annoying glitch (blue spawns on the red ship for the first spawn. if killed, they spawn on their ship).
 Post #31
 27th August 2007
Gold Member
Hatsen's Avatar
January 2006
3,106 Posts
Metroid48 posted:
Working on mostly these three features for the next update:
  • Breaking masts
  • Lag Reduction
  • Healing when inside hull

Also may look at motion blurring post processing.
So if we shall reduce lag, we need more models? Instead of "mapped models"?
 Post #32
 27th August 2007
Metroid48's Avatar
February 2007
1,279 Posts
Well, the masts in the map are actually almost as low lag as you can get, since they're triangles. The real lag problem is most likely the physics interaction between neighboring boards. Also, on deck there can be sliding (eg in sandbox you stand on a prop, it moves, you stay still and fall). Sliding will take more coding to fix than the prop collisions.

Really, though, the rest of the gamemode is a higher priority than lag. If the ships don't sink right, for example, we'll forget about lag until they do.


By the way, for those who were having model problems with errors and such, there is now an updated garrysmod.org link in the topic.
 Post #33
 27th August 2007
werk's Avatar
October 2005
473 Posts
Metroid48 posted:
Well, the masts in the map are actually almost as low lag as you can get, since they're triangles. The real lag problem is most likely the physics interaction between neighboring boards. Also, on deck there can be sliding (eg in sandbox you stand on a prop, it moves, you stay still and fall). Sliding will take more coding to fix than the prop collisions.

Really, though, the rest of the gamemode is a higher priority than lag. If the ships don't sink right, for example, we'll forget about lag until they do.


By the way, for those who were having model problems with errors and such, there is now an updated garrysmod.org link in the topic.
actually there's no point in making the gamemode better until its actually playable
 Post #34
 27th August 2007
Hero_Swe's Avatar
August 2005
14 Posts
This mod has great potential and is extremely fun and hilarious to play already in such a early stage, this is a calling for all great LUA scripters to help on this mod and make it an even better experience, I wish i could lend some hand but i don't have any LUA knowledge of my own. But i do know that many people here do so that's why i am asking you! to help this great mod become that it is meant to be!





YARRRRRRRRRRR!


EDIT: Nevermind!
 Post #35
 27th August 2007
Gold Member
salty peanut's Avatar
June 2006
11,445 Posts
Any servers up?
 Post #36
 27th August 2007
hovis's Avatar
August 2007
20 Posts
Cap'n Hovis wants a server!
 Post #37
 27th August 2007
Gold Member
BomBom's Avatar
April 2005
552 Posts
I have taken down the server i was hosting till somethings done about lagg because after about 4 players it gets litrally unplayable :(

damn ships

Edit:

I am gonna try and optimise the server to see if that makes a difference :)
 Post #38
 27th August 2007
Metroid48's Avatar
February 2007
1,279 Posts
I've still got my server up, but since it's non-dedicated (it does use the dedicated program though) it lags out... but it also restarts a lot so it fixes that fairly frequently :)

Hovis, pm me and we can discuss hosting possibilities.
 Post #39
 27th August 2007
Gold Member
Elspin's Avatar
December 2006
5,153 Posts
Metroid48 posted:
<swep>
Two problems with that.

A:you need to include at the beginning (or in various places to make sure this ALWAYS HAPPENS

self.Weapon:SetNextPrimaryFire(CurTime() + 1) //one second delay

That'll add the delay

and you made a mistake, it's Think, not Thinks
 Post #40
 27th August 2007
luigi1107's Avatar
May 2005
1,414 Posts
Alot of new and original Gamemodes are being worked on for GMOD, all completely different with their own fun aspects and features, good job on this on, looking forward to how this progresses.
 Post #41
 27th August 2007
Gold Member
huntskikbut's Avatar
November 2005
5,825 Posts
This gamemode is gonna need to be optimized. Your SWEP code you pasted on the last page is sloppy and has too many useless calculations.
 Post #42
 27th August 2007
Tampong's Avatar
October 2005
1,738 Posts
Drool... Thank you for bringing it back from the dead i love you!
Indeed i say indeed a well done job. waiting for this to be fully optimized
 Post #43
 27th August 2007
Omnimmotus's Avatar
August 2006
1,985 Posts
So I know you were playing with exploding cannonballs, and that was great fun but COMPLETELY unbalanced the game? (I shot once, hit directly in the powder room and instantly won the game for my team.) Personally, I think you should try to find a happy medium. A little splash damage on the cannonballs would be great, just not that much.

Also, that huge sound when the cannonball hit was :krad:. You should add that back in, or something like it. And what about those cool flashes? Those were awesome.

Oh and as I mentioned on the server, I think you should allow people to refill their ammo count (two shots, lol) below the deck. Otherwise I find myself suiciding to get my ammo back, which is just kinda silly.

Oh, and the way to fix those spawn tilts is moving the spawning to Lua. Good luck!
 Post #44
 27th August 2007
KnoppixL's Avatar
March 2007
644 Posts
Nice! I think you should work on getting a custom HUD and VGUI, some nice looking effects and a better map done. Gold star'd
 Post #45
 27th August 2007
awinnarisme's Avatar
July 2007
1,395 Posts
BomBom posted:
YARRRR I'm a movie star! RUM!

RED PIRATES FOREVER YARRRR.
 Post #46
 27th August 2007
Gold Member
BomBom's Avatar
April 2005
552 Posts
YARRRRRRRRRRRRRRRR :)
SHIVER ME TIMBERS GIMME THAT RUM !!

I am gonna make a new vid but better and using a pirates
of the caribean song :)
 Post #47
 27th August 2007
Gold Member
Conscript's Avatar
February 2006
6,432 Posts
Omnimmotus posted:
So I know you were playing with exploding cannonballs, and that was great fun but COMPLETELY unbalanced the game? (I shot once, hit directly in the powder room and instantly won the game for my team.) Personally, I think you should try to find a happy medium. A little splash damage on the cannonballs would be great, just not that much.

Also, that huge sound when the cannonball hit was :krad:. You should add that back in, or something like it. And what about those cool flashes? Those were awesome.

Oh and as I mentioned on the server, I think you should allow people to refill their ammo count (two shots, lol) below the deck. Otherwise I find myself suiciding to get my ammo back, which is just kinda silly.

Oh, and the way to fix those spawn tilts is moving the spawning to Lua. Good luck!
Why would you want splash damage?
 Post #48
 27th August 2007
labalicious's Avatar
March 2006
158 Posts
Holy crap. Thank you for this. King's to the both of you.
 Post #49
 27th August 2007
The_Maker's Avatar
May 2006
1,862 Posts
Holy shit, its back! :excited:
 Post #50
 27th August 2007
Metroid48's Avatar
February 2007
1,279 Posts
Elspin: Thank you for pointing that out. I didn't know to add the first one but I can't believe I put Thinks.

huntskikbut: As is, the top priority was getting it out. Now that it works fairly well, we're going to review the code to find optimization. Still, the biggest factor in lag is the boats and moving on moving props.

Tampong: It's in its early stages as of yet, though optimization is definitely planned as a near-future feature.

Omnimmotus: The spawn tilting should be fairly easy to do, so expect that soon. As for the exploding cannonballs, I agree that that was :krad: but it crashed after a few too many cannonballs. It will probably get put back in, but for now it's going to stay out for stability.

As for ammo below decks... meh. Thing is, it's supposed to be limited, because this isn't a gun fight, but a pirates' fight.

KnoppixL: Working on a motion blur when receiving damage. As for the vgui/hud, that isn't quite underway yet as optimization and gameplay are a much higher priority.

BomBom: Make sure to capture as many cannon shots as possible! :D
 Post #51
 28th August 2007
Gold Member
BomBom's Avatar
April 2005
552 Posts
Erm... so you want plenty of ball crushing action! :)
will do
 Post #52
 28th August 2007
Gold Member
Elspin's Avatar
December 2006
5,153 Posts
Would it be possible to make the cannons fire -just a bit- faster? :)
 Post #53
 28th August 2007
Gold Member
Citizen 101's Avatar
August 2007
2,046 Posts
This will make a great gamemode.
 Post #54
 28th August 2007
Gold Member
Termy58's Avatar
September 2006
7,398 Posts
Fantastic new server 16 player slots =D

38.100.236.59:27019
Password "pswFTW"
 Post #55
 28th August 2007
Dennab
August 2007
272 Posts
HELL FUCKING YES!

I have been waiting for a recreation for awhile.
 Post #56
 28th August 2007
Gold Member
Termy58's Avatar
September 2006
7,398 Posts
Sorry work was a bit slow today a new comer (LuaLemon) tried to join the team and constantly asked for the files, not to mention after denying him he told us he was going to make 'Pirate Land Wars' with LPine but don't worry the pirates have you guessed, catapults. While swearing at everyone in the server =P [spoiler]Lol sorry but I can't stop laughing he tried to impress us with a horrible brown future hud for Colonial time pirate fighting.[/spoiler]
 Post #57
 28th August 2007
Dennab
August 2007
1,442 Posts
Nice server.
 Post #58
 28th August 2007
Gold Member
BomBom's Avatar
April 2005
552 Posts
Ban the idiot and makesure he can't come back !!
 Post #59
 28th August 2007
Gold Member
Termy58's Avatar
September 2006
7,398 Posts
BomBom posted:
Ban the idiot and makesure he can't come back !!
STEAM_0:0:13402002

Rick James, bitch: Termy, I am making a game mode called Pirate Land wars. Please act like we never met.
Rick James, bitch changed name to LuaLEmon
Termy58: LOL
Conscript: wtf
Termy58: ya I was laughing so hard
LuaLEmon: The rick james was a joke..
Conscript: im lolling
Conscript: at the idea of land wars
Termy58: U HAVE A RIFLE AND YOU SHOOT PEEPZ ON THE GROUND rofl
LuaLEmon: lol not
Conscript: with pirates
Coldfusion: land wars
Coldfusion: fail
Termy58: lol
LuaLEmon: Caravans attacking wooden forts.
LuaLEmon: with not just cannons. but catapults.
LuaLEmon: drivable caravans having to destroy gates.

Coldfusion: FGT
LuaLEmon: You will see.
Termy58: that isnt pirates stupid
Coldfusion: OMFG
LuaLEmon: Yes it is.
LuaLEmon: Pirates fought on land also.
I'm having to much fun.
 Post #60
 28th August 2007
DsnRabble's Avatar
April 2007
36 Posts
This looks to be an very good mini mod. :D
 Post #61
 28th August 2007
Gold Member
salty peanut's Avatar
June 2006
11,445 Posts
Is it still up?
 Post #62
 28th August 2007
Gold Member
BomBom's Avatar
April 2005
552 Posts
Lol what an asshole :)

go cry and cut yourself
 Post #63
 28th August 2007
Gold Member
huntskikbut's Avatar
November 2005
5,825 Posts
TGC is now hosting a beta PSW server.

Click here to join.
 Post #64
 28th August 2007
Gold Member
Lord Ned's Avatar
April 2006
15,898 Posts
Me and EmpV discuessed turning the boat into several models:
A. You would be dealing with 100+ models, would be MASSIVE, and it's way time intensive. Turning the sails and stuff would be okay. Don't need a smaller boat, it's good and fine how it is. Even then once you've got 100+ models stuck togeather with phys_constraints or parents, you would get constant "Killed by World Spawn" they would spark against each other when moved, Etc.
 Post #65
 28th August 2007
Metroid48's Avatar
February 2007
1,279 Posts
Hmm. Well, the cannons are DEFINITELY going to be converted to SENTS. As for the sails, it's probable if movement lag can be reduced.

Anyway, We've now got 3 servers up, 2 dedicated. My server is the PirateShipWars Beta!!! server. The dedicated are the [US Official] and [TGC] #2. Thank you all for your support of this gamemode!
 Post #66
 28th August 2007
Xeras's Avatar
August 2006
83 Posts
Termy58 posted:
STEAM_0:0:13402002



I'm having to much fun.
The same guy tried to pose as Outbreak and failed miserably, he is a giant Minge and should be banned from the server, said he would impress us with the very hud your talking about.


Code:
# 13 "captain smexy" STEAM_0:0:13402002 17:16 418 0 active
 Post #67
 28th August 2007
Gold Member
BomBom's Avatar
April 2005
552 Posts
Dang i wish i knew why my server laggz :(
 Post #68
 28th August 2007
Gold Member
psp401.com's Avatar
November 2005
3,411 Posts
BomBom posted:
Dang i wish i knew why my server laggz :(
Try setting affinity to one core or another and reducing the ships to 1 gib.
 Post #69
 28th August 2007
Gold Member
BomBom's Avatar
April 2005
552 Posts
How do i reduce the ships to 1 gib ?
 Post #70
 28th August 2007
Gold Member
psp401.com's Avatar
November 2005
3,411 Posts
Code:
	"props_break_max_pieces" 	"1"
 Post #71
 28th August 2007
Penis_Colada's Avatar
August 2007
159 Posts
When I try to join the non-passworded unofficial server, I get a "Reliable Snapshot Overflow" error.

I love mods that don't work. It's also really cool that garry spends 3$ on garrysmod.org so that file downloads don't work.

Can someone rehost this thing, garrysmod.org doesn't work at all. And the other mirror is outdated.

Fuck this. Nothing fucking works. Make shit that fucking works and I'll play your fucking gamemode.
 Post #72
 28th August 2007
Gold Member
Elspin's Avatar
December 2006
5,153 Posts
Penis_Colada posted:
When I try to join the non-passworded unofficial server, I get a "Reliable Snapshot Overflow" error.

I love mods that don't work. It's also really cool that garry spends 3$ on garrysmod.org so that file downloads don't work.

Can someone rehost this thing, garrysmod.org doesn't work at all. And the other mirror is outdated.

Fuck this. Nothing fucking works. Make shit that fucking works and I'll play your fucking gamemode.
It works fine, your comp must be shitty.
 Post #73
 28th August 2007
Karlos<'s Avatar
May 2005
157 Posts
Awesome.
 Post #74
 28th August 2007
Stig Golden's Avatar
June 2007
954 Posts
Deadly I loved ship wars
 Post #75
 28th August 2007
Gold Member
Crazy_Farmer's Avatar
April 2005
5,130 Posts
The update that had AIDS was so funny!
 Post #76
 28th August 2007
Major Lagg's Avatar
June 2007
4 Posts
This morning when i used the pistol it was like the pistol was in ym head and i was looking into my arm, I couldent see at all. It wasnt like that last night it only started this morining.
 Post #77
 28th August 2007
Metroid48's Avatar
February 2007
1,279 Posts
Just so everyone takes note, the server I host (non dedicated) often has untested code on it which may or may not be included in future updates. The 'AIDs' explosions were an example of code that didn't work at all, aside from spamming nil value errors, it lagged and didn't look anything like the intended effect. It has been removed, forever.

Major Lagg: That's something I JUST tested... I should probably try these things out in singleplayer, but meh. Anyway, it's fine now.
 Post #78
 28th August 2007
Omnimmotus's Avatar
August 2006
1,985 Posts
Xeras posted:
The same guy tried to pose as Outbreak and failed miserably, he is a giant Minge and should be banned from the server, said he would impress us with the very hud your talking about.
Code:
# 13 "captain smexy" STEAM_0:0:13402002 17:16 418 0 active
Hahahaha, that guy was such an ass. I was trying to contain myself, but he was just so full of himself. He was an ass on the Garry's Bots server too.

Well I gotta say all this pirate ship wars stuff is just :krad:. I can't get enough of it. Even my brother, who never plays Garry's Mod, had to try it out. (And he did good, too.) Keep up the good work, and thank you, Metroid and Termy, for resurrecting this already legendary gamemode.

Oh, and by the way, in the original wasn't the powder room meant to be destroyed by cannonballs? Right now it seems to be invincible to cannonball attack. Possibly because its missing that splash damage.
 Post #79
 28th August 2007
Gold Member
Viper202's Avatar
July 2006
4,339 Posts
hooray! I've been waiting.
 Post #80
 28th August 2007
EagleStrike's Avatar
March 2007
29 Posts
I'm joining this right now! I am so glad to finally see this game mode return! I believe the entire community sorely missed it! I will gladly help out the project! I am a mapper, and at one point I did attempt to recreate it for 10, but the ships flipped over and sunk.
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