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 Post #1
 21st September 2009 Last edited by Dlaor; 13th October 2009 at 05:23PM..
Gold Member
Dennab
June 2007
8,686 Posts


DOWNLOAD IS HERE FINALLY http://filebox.me/files/iv1pke4gu_GTP.zip
What the fuck is this?
It's my gamemode for the gamemode coding contest: Grand Theft Painting!
What you'll be doing the most in this gamemode is: stealing paintings! From others! Since the museum got robbed to hell and back already... it's a war between the robbers who gets the last painting!

How does it work?
Simple. Just deploy the "Grabber" weapon to prepare yourself to grab the painting from others! Just left click and let your hands do the rest! Note that you'll need to be in range of your victim and aiming in it's general direction, but other than that it's super easy!

Isn't this boring?
Yes it is. Fortunately I've reduced the boring-ness by adding lot's of random powerups and weapons! Just to keep things organized, here's a list of all powerups and weapons I'm going to add.

Powerups:
These give you more passive advantages and are randomly spread across the map. (highlighted = already implemented)
  • Speed boost: Grants you 10 seconds of increased walk & run speed!
  • Stealth: Grants you 10 seconds of 99% invisibility!
  • Radar: Will give you information about the painting carrier's position, lasting 20 seconds.
Weapons:
The same as powerups, only this time, it's more on the offensive side! They will not damage someone: they'll just give others some trouble! (highlighted = already implemented)
  • Freezernade: Throw this pesky grenade somewhere near an enemy and they'll find themselves stuck for 5 seconds!
  • FSMG: This submachinegun has ice cold bullets, slowing down everyone they hit!
  • Launchbar: Using this buffed-up crowbar on someone will send your victim flying!

Help me think of more powerup and weapon ideas and you might end up on the credits list! (what an honor)

Here's some random screenshots made while developing it.
They go from old -> new, so if you want to see the newest screenshots, scroll down!


Powerup model revision 1.

Powerup model revision 2. (This is the speed boost powerup)

Running away while having the painting.

Stealing the painting, while having the stealth powerup left and the speed boost powerup right.

Under the effects of stealth.

Left: a guy with speed boost. Right: a guy with stealth. (look closely!)

They don't go well together.

The radar powerup in action. Has a nice little sonar "ping" sound every 2 seconds :D

Now with moar fading lines and rotating lines.

Powerup spawners, finally!

Ditto.

This is what happens when you grab every single powerup at once.

Map update. Don't mind the ugly icon in the top-left.

Ditto.

Double ditto.

Triple ditto.

New weapon powerup W.I.P. As you can see, it's still missing weapon models.

Ditto.

The FSMG in action.

And there we go: finally, functional weapon spawners!

It's the freezernade! WOHOO!

BEWM! I'm frozen now.

Note: The game is not in thirdperson, I did that just for testing purposes.

How much is the gamemode done?
Total: 100%!
Download here: http://filebox.me/files/iv1pke4gu_GTP.zip

Will you have a server up?
Yes. At the end, I'll host a server with all the gamemodes from this contest, for the judges to test, like I did with the previous contest.

This sucks.
I have a very informative video for you then.
(if you don't get it: tell me why + this sucks?)

What do you think? Cool? Rubbish? Post it here!
Also, this is a one-man project. I can make everything I need myself.

License:

Putting this here just in case someone decides to steal it.
 Post #2
 21st September 2009
stinkfire's Avatar
February 2008
255 Posts
Umm i don't mean to be rude but what is with the video? I mean honestly...

Btw like the models they look awsome. Can't wait to see more.
 Post #3
 21st September 2009
Gold Member
Dennab
June 2007
8,686 Posts
Umm i don't mean to be rude but what is with the video? I mean honestly...

Btw like the models they look awsome. Can't wait to see more.
I expected people to don't get it. But the video's title is "Tell me why"... get it? Tell me why it sucks?
 Post #4
 21st September 2009
Dennab
July 2009
1,875 Posts
Change the video to this


Just kidding, nice gamemode!
 Post #5
 21st September 2009
Géza!'s Avatar
January 2008
1,759 Posts
Hmm. Maybe, to spice up the gamemode, you could add museum guards, either as SNPCs, or as a playable team, who must be avoided at all costs.


Also, the de_inferno painting models would fit better. :D
 Post #6
 21st September 2009
Gold Member
Dennab
June 2007
8,686 Posts
Hmm. Maybe, to spice up the gamemode, you could add museum guards, either as SNPCs, or as a playable team, who must be avoided at all costs.


Also, the de_inferno painting models would fit better. :D
Guards are gonna be hard, since they cannot hurt players. (If they could, I'd have to rewrite anything) I could give them stunsticks that stun players for a while or something.
 Post #7
 21st September 2009
Gold Member
Jamie932's Avatar
July 2008
2,956 Posts
Add alarms and stuff.
 Post #8
 21st September 2009
Dennab
July 2009
1,875 Posts
Play the Benny Hill theme song when someone steals a painting.
 Post #9
 21st September 2009
Gold Member
Dennab
June 2007
8,686 Posts
Play the Benny Hill theme song when someone steals a painting.
That'd be annoying when someone steals a painting and instantly gets robbed by someone else

Also, added some more screenshots to the OP.

Edited:

Add alarms and stuff.
I could add security cameras...
 Post #10
 21st September 2009
Dennab
July 2009
1,875 Posts
That'd be annoying when someone steals a painting and instantly gets robbed by someone else

Also, added some more screenshots to the OP.

Edited:



I could add security cameras...
Yeah I was kinda kidding anyways.

Security cameras would be cool. Maybe they could have a light cone and if you step into the light an alarm plays or something.
 Post #11
 22nd September 2009
GMOD Moderator
grea$emonkey's Avatar
May 2007
9,015 Posts
Cool. I guess the premise is pretty cool. I was expecting that museum level in thief. Sorry, that's one of my favorite games ever aside from garry's mod.
 Post #12
 24th September 2009 Last edited by Dlaor; 24th September 2009 at 04:37PM..
Gold Member
Dennab
June 2007
8,686 Posts
Update: Radar powerup is fully functional!

Also added a nice little sonar "ping" sound every 2 seconds

Fun fact: there's a cloaked player in the background
 Post #13
 24th September 2009
GMOD Moderator
grea$emonkey's Avatar
May 2007
9,015 Posts
Update: Radar powerup is fully functional!

Also added a nice little sonar "ping" sound every 2 seconds
Holy shit that looks awesome! I wish I could do HUD's like that!

Edited:

Make sure those lines fade as they get further out. Just make them the color of that border and it will look like it fades.
 Post #14
 24th September 2009
Gold Member
Dennab
June 2007
8,686 Posts
Holy shit that looks awesome! I wish I could do HUD's like that!

Edited:

Make sure those lines fade as they get further out. Just make them the color of that border and it will look like it fades.
Thanks I'll also add fading lines.

Edited:


Those additional lines rotate around the center just for shits and giggles.
 Post #15
 24th September 2009
GMOD Moderator
grea$emonkey's Avatar
May 2007
9,015 Posts
Thanks I'll also add fading lines.

Edited:


Those additional lines rotate around the center just for shits and giggles.
Nice. Don't overdo it though.
 Post #16
 24th September 2009
Gold Member
FPtje's Avatar
January 2006
4,339 Posts
I really like the tell me why song.

Thanks a lot!
 Post #17
 25th September 2009
Gold Member
Dennab
June 2007
8,686 Posts
I added a nice powerup spawner (with a kickass model), which, as you might have guessed, spawns powerups. I might post some pics tomorrow.
 Post #18
 26th September 2009
Gold Member
Dennab
June 2007
8,686 Posts
As I promised:


And this is what happens when you grab every single powerup at once:
 Post #19
 26th September 2009
Gold Member
Jamie932's Avatar
July 2008
2,956 Posts
I must protest about the overlay when your invisible. Looks horrible in my point of view. The other stuff is nice, though.
 Post #20
 26th September 2009
Gold Member
Dennab
June 2007
8,686 Posts
I must protest about the overlay when your invisible. Looks horrible in my point of view. The other stuff is nice, though.
It needs to be obvious when you're invisible. I could reduce the refract amount but otherwise there's not much I can do.
 Post #21
 26th September 2009
GreyIOutcast's Avatar
April 2008
560 Posts
It needs to be obvious when you're invisible. I could reduce the refract amount but otherwise there's not much I can do.
Yes, reduce it. You should make it apparent that you have the invisibility powerup, and the less obstructive GUI the better, but being invisible is useless if you can't tell where the hell you're going.
 Post #22
 26th September 2009
Gold Member
Dennab
June 2007
8,686 Posts
Yes, reduce it. You should make it apparent that you have the invisibility powerup, and the less obstructive GUI the better, but being invisible is useless if you can't tell where the hell you're going.
Better?
 Post #23
 26th September 2009
Gold Member
Jamie932's Avatar
July 2008
2,956 Posts
Much.
 Post #24
 26th September 2009 Last edited by Dlaor; 26th September 2009 at 03:54PM..
Gold Member
Dennab
June 2007
8,686 Posts
I'm gonna need some help removing shadows from stealthed players.
http://www.facepunch.com/showthread.php?t=819274
FIXED
 Post #25
 26th September 2009
Gold Member
Dennab
June 2007
8,686 Posts
I'm also gonna need help with powerup & weapon ideas.
 Post #26
 26th September 2009
Gold Member
CowThing's Avatar
November 2006
2,829 Posts
Goop gun:
Fires balls of goop that stick to anything and after a few seconds burst creating a small chemical explosion.
 Post #27
 26th September 2009
Gold Member
Dennab
June 2007
8,686 Posts
Goop gun:
Fires balls of goop that stick to anything and after a few seconds burst creating a small chemical explosion.
Could add, but there's a few problems:
* too UT3-y
* players can't hurt each other, only freeze, push and launch.
 Post #28
 26th September 2009
Gold Member
CowThing's Avatar
November 2006
2,829 Posts
The Goop could slow down players that step in it or have it stuck on them, and instead of exploding the goop will shrink to nothing after a few seconds.
I don't see how this is too UT3-y. You could argue the FSMG is too much like Natasha from TF2, with it's slowing bullets.
 Post #29
 26th September 2009
Gold Member
Dennab
June 2007
8,686 Posts
The Goop could slow down players that step in it or have it stuck on them, and instead of exploding the goop will shrink to nothing after a few seconds.
Well, it's gonna be hard, but it's worth a try
I don't see how this is too UT3-y. You could argue the FSMG is too much like Natasha from TF2, with it's slowing bullets.
You're right, but the natasha is a minigun while the FSMG is a smg
 Post #30
 26th September 2009
Euphytose's Avatar
July 2009
328 Posts
Well, I can only say one thing: It's not my kind of music, but I liked this one.

Honestly, it looks good.
 Post #31
 26th September 2009
Maxaxle's Avatar
March 2009
521 Posts
How about some sort of sniping weapon that's inaccurate on purpose?
 Post #32
 27th September 2009
Gold Member
CowThing's Avatar
November 2006
2,829 Posts
How about some sort of sniping weapon that's inaccurate on purpose?
Then it wouldn't be a sniping weapon now would it?
 Post #33
 27th September 2009 Last edited by Raptortheawesome; 27th September 2009 at 05:29PM..
Raptortheawesome's Avatar
May 2009
1,114 Posts
Make it third-person when you have the painting?

Or make it optional whether you want to play in third or first person, perhaps?

And maybe the winner of the last round played gets to make up the painting, and for the first round it uses a default picture.
 Post #34
 27th September 2009
zuhane's Avatar
August 2009
5 Posts
Dude, this is a really innovative idea! This would be so incredibly cool with some kind of hot pursuit mechanisms put in such as grappling hook spots or tramlines or something.
 Post #35
 27th September 2009
Gold Member
Dennab
June 2007
8,686 Posts
Make it third-person when you have the painting?

Or make it optional whether you want to play in third or first person, perhaps?
Nah, I'd like to have it stay first person. In third person, you can look around corners you would normally be unable to.

And maybe the winner of the last round played gets to make up the painting, and for the first round it uses a default picture.
That's a good idea, but other players would have to wait till you are done creating the painting, which would remove the fastpaced action from the game...
 Post #36
 27th September 2009
Deveng3r's Avatar
August 2009
39 Posts
That's a good idea, but other players would have to wait till you are done creating the painting, which would remove the fastpaced action from the game...
The painting image could be the Steam avatar of the last winner? I recall there is a way of accessing it.
 Post #37
 27th September 2009
GreyIOutcast's Avatar
April 2008
560 Posts
The painting image could be the Steam avatar of the last winner? I recall there is a way of accessing it.
From what I found in the Sandbox code, it's a frame called "AvatarImage".

Normal panel functions, and PANEL:SetPlayer(player ply).

Feel free to test it out.
 Post #38
 28th September 2009
Gold Member
Dennab
June 2007
8,686 Posts
From what I found in the Sandbox code, it's a frame called "AvatarImage".

Normal panel functions, and PANEL:SetPlayer(player ply).

Feel free to test it out.
Is there a way to use render.DrawQuad to draw them in the world? I know there has to be some way to use rendertargets and shit and rendering it to a texture for use with render.DrawQuad. I'd rather not use cam.Start3D2D since there's no texture filtering then.
 Post #39
 28th September 2009
Gold Member
CowThing's Avatar
November 2006
2,829 Posts
Use render.DrawQuadEasy()
I used that to draw circles on the ground once, it's pretty easy.
 Post #40
 28th September 2009
Gold Member
Dennab
June 2007
8,686 Posts
Use render.DrawQuadEasy()
I used that to draw circles on the ground once, it's pretty easy.
That's not the point. The point is how to use a VGUI element as a texture/material for the render functions, without using cam.Start3D2D...

Edited:

Hmm, this isn't gonna work. It only uses a 32x32 image and stretching won't make it look any better.
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