Is there any servers up with it?
Nevermind, I found some, but they're empty :(
Is there any servers up with it?
Nevermind, I found some, but they're empty :(
I was on it...simkas posted:
It's illegal for them to punish you for that. I NEVER stand during the pledge, because I'm dissatisfied with the way America is going. Present to them the Bill of Rights and tell them that they're full of it. I don't think you could sue them for that, but you can either get them to back off or get them some really bad publicity.Termy58 posted:
I would if I knew how to use Hammer.Primus8 posted:
SO TRUE... I wonder that myself... how did the damn pirates get down there! Oh well they did and that's all that is importent... Unless you have historical records telling why they would do such a silly thing. But either way you gota admit this gamemode is far less fun on generic water map.Killuah posted:
I'm not saying that makeing 4 ships is impossible in hammer... but it would screw up compile probably. I'm saying that much physics would DEFINANTLY kill the average server and most likely stagger or kill a very powerfull server.
Fucking awesome. I must try this out.
The use of 4 of the current ships is Not possible in hammer. It's just too many entities. Maybe if the ships were not breakable or made with models it would be possible, but what fun would that be? :/
No clue. Never used bump map textures. Looks very strange.
Cheat: Er...that's fun though! You can toss masts at the other ships in epic fashion!
Killuah: So it's completely realistic that we're all identical-looking people, fighting each other for no reason, who magically reappear when we die and have near-infinite ammo, with water that burns us, ships that can slide out from under our feet, trapped in a cube that looks like the sky? Source isn't for realism, especially not for pirates. And I like it that way :D
simkas: Empty? They usually have 7+ people.
Omni: AGREED! Even though I don't even live in the US!
HEY! You don't have to be traped by the sky. :D My map is traped in a canyon....While still unrealistic it's far better than the air stoping you.Metroid48 posted:
My server is down for awhile and I haven't the slightest clue why. I am trying to contact support but they are not responding.
No I did not. But the idea of it looks good.Metroid48 posted:
Looks like you screwed up the mipmaps. :pirate:youaremea posted:
I'll have you know I'm a texture noob so...what?Jippiex2k posted:
Well I tried to make a map in Hammer, and that failed miserably even after reading countless pages and watching 10+ tutorials on how to do it...it's just one of those things that doesn't click in my head. Can someone make one with four ships anyways? I want to give this a shot even if it will crash.
They are an entity coded so that BOTH SHIPS will sink if one gets destroyed (i think) I think it is mainly for 2 ship battles. It would lag too much anyway, you wouldn't believe HOW MANY DIFFERENT func_breakables and func_physboxes they are made of. And how many ropes.
He is right you would have to rename everything and not sure but possibly wright code for extra ships too.
When you are converting with VTFEdit make sure "Generate mipmaps" is checked.youaremea posted:
I remember i had the same problem with a texture once but i don't remember what was the cause.
Oh... If this works then I just want you to know I love you... ;)
Well, I worked the collision out. Here is the cutter from bfp2. Of course, I put some rigging on it to sway back and forth as it moves. The static rigging is something I would take off the model in favor of client side ropes to add that extra element to the environment. Tell me if you would be interested in that ship, so I know if I should go ahead and ask permission to use it.
By the way, there are also a couple large galleon models they have. With extensive work, I could port and add collision to those as well. In the future, they will be adding some other medium size craft to battlefield pirates. If all works out well, we might be able to request those respective to their release.
Have they answered you at all yet?
Quite nice, but you're only gonna get a "HOLY CRAP THAT'S AWESOME" out of me if you tell me that little puppy is dynamically breakable. :) (Not exactly a walk in the park to do, either.)GarretTT posted:
Okay guys, I beat Halo 3 with 4 player online Co-op with my insane group of friends (I'm just as insane x'D) and now we are going on a 3 day trip to some woods like place. Been there once before it's fun. Bye guys till then also thanks for all the positive feed back.
okay so there will be more updates. Gee i hope they don't hours to download.
Lucky for me I'm not trying to impress you. Dynamic damage has to be hard coded into the engine and requires enormous CPU usage. What can be added are work arounds applying damage meshes to specific impact areas. I sketched out a few models of "holes" with splintered wood that I may model and texture later.Omnimmotus posted:
Well the way I would think to do it would be similar to how its done now, a hull mesh and multiple models which are parented to the hull that would be breakable and have their own collision models. But yeah, anything more than that will require more than a Garry's Mod gamemode.
Youaremea: I climbed your canyon walls! It's possible! And then I got stopped by the sky!
GarretTT: Why not make a board model that can be rotated to make up the sides? We could do that in code. It would take a lot of work though.
Everyone: The mysql behind the suggestion box is being coded very slowly. Anyone know a good free service?
Also, I'm not even going to try as of yet, but I've got a concept on how to make the sails able to rip. Now, don't start thinking dynamic cloth, cause it would actually just make a hole where the cannonball went through. And it would be a sprite-based-hole. But it could be coded to affect speed, along with the wind engine and whatnot (eventually)!
Can't wait! this will be awesome!
Metroid48 is helping me make the news posting script. I coded the thing myself, but I've never used MYSQL before so he's helping me change the coding on it and stuff, we are about 75% done with it. So we are almost done with that. Website is about 55% completed too.
I'm loving this gamemode...the only thing that I'd like to see is a little more interactive ship, so that real strategy comes into play a little more.
Example: When both of the masts are knocked down, the ship loses the ability to move around. It only makes sense, right? It would give the other team a real reason to target the masts.
Also, it would be awesome to see a FEW more weapons. I love the current ones, but I just get the feeling like soemthing's missing in that department. Overall, though, this is one awesome gamemode. It's been taking up most of my time on Gmod lately.
There is a reason (sorta) to target the masts...it seems to randomly sink the boats faster! Plus, you can toss the masts into the side of the boat, which is massive damage :D
Examples of weapons that A)Aren't really similar to the current 3 and B)Would really add to the gameplay?
Strategy: Definitely, without a doubt, a future addition. I'm thinking full-blown wind systems and anchor abilities (like RedMag suggested), as well as larger ships. Of course, this requires map adjustments, which is one of the main reasons it hasn't been done yet. But it's coming!
SVN update. Server operators please update.
1. Temporarily disabled piratespeak as it was interfering with team switching.
2. You can now access the team menu by pressing F2 and switch to the other team as long as it will not unballance the teams.
3. Sinking Script update. The ships were taking extra damage when they were not supposed to be. (masts falling for example) It should now take longer for the ships to sink giving more incentive to blow up explosive barrel. This fix is experimental to see what you all like better.
4. Minor polishing to script here and there.
Please report any bugs.
Wait a second...I thought you disabled the piratespeak hook only for when the message doesn't start with a '/'?
Oh well, the fix works, so update!
hey i was playing this game and we found a glitch if the pirate ships bolth ram eatchother headon then the server crashes thought i should tell someone in charge so yeah =D fun game really fun game
Well that might not be the gamemode it could just be the server. Did you try it on multiple(updated) servers?
Yah, I doubt that's the gamemode. After all, I've seen a LOT of ramming (we need more strategic wind and such) and haven't seen a crash as a direct result.
I'm sure you guys are already fully aware of this, but I just thought I'd mention anyway. There are some pretty good pirate themed models in the PVK mod. Especially the player model/weapons/and barrels. I especially like the barrel that says "Skjalg and Rick, Conveniently Placed Explosive Barrel Co." The boat is semi-useless I guess, but it looks cool! Here's a link to a picture, just because:
A very good gamemode, but most servers crash alot I think it could be happening because of the explosive barrels in the front of each ship and a head on ramming blows them both up resulting in a crashed server.
That barrel made me laugh...mblicata posted:
james: The barrels cannot explode due to the ram because they're in a solid room that's protected and only receive weapon/explosive-based damage. Of course, servers could just disable the barrels altogether. What server were you on?