1. Post #81
    Nasher Roth's Avatar
    April 2009
    4 Posts
    No John Lau did it.

    xX:.Whitney1825.:Xx: I admit it; you're better at lua than I am.

  2. Post #82
    im gay
    _Kilburn's Avatar
    July 2007
    3,686 Posts
    What about musical crates?
    Already done.

    I had an idea earlier, I'm not a coder but if anyone wants to do this:

    This could either be one long game or two small ones. (I personally think two game modes would make the most sense with this)

    One or two intel props (from TF) are spawned, and players must take them and hold them until the timer ends, dodging crowbar throws from the other players. If they are hit by a crowbar before the time ends, their intel is dropped and another person can pick it up.

    Then, the players holding the intel have to "cap" it by running to a plate in the center of the room, earning another point.
    Not sure this would be practical, not everyone has TF2, Meet the Sniper music and Announcer clips have been directly added into the gamemode, but I don't think adding models and materials would be a good idea. Plus, it would involve weapon switching while so far, all the minigames required at most one weapon. Would be kinda confusing for everyone.
    Unless every other player is given a crowbar as soon as one of them grabs the intel. Or making so the intel sticks to the player when he touches it.

  3. Post #83
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    Plus, it would involve weapon switching while so far, all the minigames required at most one weapon. Would be kinda confusing for everyone.
    Unless every other player is given a crowbar as soon as one of them grabs the intel. Or making so the intel sticks to the player when he touches it.
    About that, I even removed the weapon switching HUD. You shouldn't have to change weapon as this is a parasite move (I usually never use the scroll wheel and directly click on the right number key, and there's no way to know which key you have to use. Unless you say that 1 and 2 are the only ones we use, though, if we ever give a crossbow to a player, he will be confused because this is not an usual game mechanic for a Half Life 2 player).

    So you better give the one appropriate weapon rightaway.

  4. Post #84
    aether's Avatar
    August 2008
    22 Posts
    i got an error when i started the game:


    garryware\gamemode\vgui_clockgame.lua:51: attempt to perform arithmetic on field 'GameLength' (a nil value)

  5. Post #85
    Gold Member
    takua108's Avatar
    August 2006
    85 Posts
    i got an error when i started the game:


    garryware\gamemode\vgui_clockgame.lua:51: attempt to perform arithmetic on field 'GameLength' (a nil value)
    http://tr.im/gmodbeta

  6. Post #86
    WildWaffles's Avatar
    April 2009
    5 Posts
    I love this, but it sucks with 30 players on a laggy server >.<

  7. Post #87
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    Ok, I think next priority will be a new map for the game.

    I'm currently thinking of taking the "generic" map architecture , and duplicate this architecture into another box where grid won't be 5x5 but 8x8 (I think 8x8 is enough for 30 players, because you know, if you double the length of a side, you quadruple the surface which is far too much), this size will be set when player count exceeds 12.

    Also, if this happens, we will need to make so that games like "Put it in the trashcan" have 2 trashcans, or game like "Stand on the missing prop" will make 2 props to disappear.



    Also, I won't disable player clipping ; blocking others players from reaching boxes is intended. Although, I'll try to make so that you don't get stuck if you are under someone who jumped on your head.

  8. Post #88
    Gold Member
    takua108's Avatar
    August 2006
    85 Posts
    Ok, I think next priority will be a new map for the game.

    I'm currently thinking of taking the "generic" map architecture , and duplicate this architecture into another box where grid won't be 5x5 but 8x8 (I think 8x8 is enough for 30 players, because you know, if you double the length of a side, you quadruple the surface which is far too much), this size will be set when player count exceeds 12.

    Also, if this happens, we will need to make so that games like "Put it in the trashcan" have 2 trashcans, or game like "Stand on the missing prop" will make 2 props to disappear.



    Also, I won't disable player clipping ; blocking others players from reaching boxes is intended. Although, I'll try to make so that you don't get stuck if you are under someone who jumped on your head.
    I have a suggestion to make. It's long-winded, but it should prove awesome in the long run.

    Make several rooms of varying sizes:
    * One 2x2 room
    * One 3x3 room
    * Two 4x4 rooms
    * Two 5x5 rooms

    The logic for what rooms are used would work thusly:
    * 1-2 players: Use the 2x2 room
    * 3-8 players: Use the 3x3 room
    * 9-12 players: Use the 4x4 room
    * 13-22 players: Use the 5x5 room
    * 23-30 players: Distribute the players evenly between the two 4x4 rooms
    * 31-48 players: Distribute the players evenly between the two 5x5 rooms

    Now I'm not 100% sure that this exact system is the best way to go about this; it's lunch break here at school, and I'll post back after school when I've had time to doodle and do math in my notebook to optimize this system. But, in the long run, this will be better for the gamemode.

    Why? Because the idea of one giant 8x8 grid terrifies me. Not only would minigame timers have to be artificially increased by a ridiculous amount for players to be able to accomplish many of the tasks, but it would make the game laggier, having to render a larger area, with more players, effects, and entities within it.

    Now I realize that this will probably take a lot of work to make it function correctly; modifying your current system for using a 5x5 grid to using a variable-sized grid, and sometimes two grids at once, will definitely take some effort. One semi-adverse side effect (or possible benefit, however you look at it) is that you would have to make some minigames compensate for smaller- or larger-sized grids. A system for minigame developers to set a minimum or maximum grid size for their game to be played would have to be implemented, and you would have to expose the current grid size and current number of players per grid variables so minigame developers can scale some of their games to the different grid sizes.

    Now that all of the complicated stuff is out of the way, I'd also like to suggest that the boxes recess into the ground, depending on the minigame being played. Maybe minigame developers could even set a variable size for them, or something.

  9. Post #89
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    Actually, my last post implies that there are 2 rooms: one 8x8 and one 5x5.

  10. Post #90
    Gold Member
    takua108's Avatar
    August 2006
    85 Posts
    Well, for the most basic approach to solving this problem, I would suggest two 5x5 rooms, one of which becomes active once the player count reaches a certain number (again, so the players are divided and autobalanced between the two rooms).

  11. Post #91
    WildWaffles's Avatar
    April 2009
    5 Posts
    I like the bigger map idea.

    Suggestions:
    -Trivia questions (like type the capital of <insert random country here

  12. Post #92
    jabba69R's Avatar
    February 2008
    715 Posts
    looks like fun please complete this

  13. Post #93
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    I like the bigger map idea.

    Suggestions:
    -Trivia questions (like type the capital of <insert random country here
    Impossible : This would require English lessons first. Here in France, like all other countries where English is not the main language, you call some countries in a totally different name than it is in English. For example, "Royaume-Uni" is "United Kingdom" so this is not acceptable. This is the same for object words.

    In this version of Garry Ware, every player doesn't need much skill in English to understand the game, and the instructions needs to stay that simple.
    I remember playing "WarioWare : Twisted" where a Fronk minigame says randomly "Blueberries !" and you had to choose between fruits by twisting the Nintendo DS (or Game Boy Advance). I didn't even know what Blueberries was. It actually meant "Myrtille" in French. So we try to make the game as simple as possible with words we hope everyone understand simply.

  14. Post #94
    Gold Member
    madjawa's Avatar
    March 2005
    644 Posts
    I'm going to make some minigames for this :D Do you have any ideas?

    Edit:
    Impossible : This would require English lessons first. Here in France, like all other countries where English is not the main language, you call some countries in a totally different name than it is in English. For example, "Royaume-Uni" is "United Kingdom" so this is not acceptable. This is the same for object words.
    I agree with this as I'm french myself :P Also, most city names in english are different from the original name

  15. Post #95
    The Cold Wind Of France
    Dennab
    November 2008
    18,691 Posts
    EPIC WIN.

    Y'gotta play with low latency though

  16. Post #96
    black people
    Soldier32's Avatar
    April 2008
    3,934 Posts
    If anybody remembers playing DeathRun on CSS on the dr_office map there is the deadly chair that spins around and kills anyone that touches it. Maybe have that as a minigame? Survive the deadly spinning chair?

  17. Post #97
    tunagunner's Avatar
    March 2008
    153 Posts
    I cant code lua =( i had a look but i didnt know what i was doing anyway here's some ideas, some of them would need better names but they are just ideas anyway:

    First to shoot a pigeon

    Mike Myers, i dont know if anyone played rainbow six vegas but Mike myers made his own gamemode, where one person has a shotgun and kills everyone else who has nothing but defensive things like flashbangs, smoke and stuff, the idea is to run and hide basically, then after a certain amount of time you get to have a pistol, or if you are the last person alive.

    Hide and seek, already played on CSS with office objects, dont know if theres a gmod one already.

    Falling crates/objects
    Falling crates that hurt/kill but are easy to destroy from the sky, maybe 2 or 3 kill you or 1 even.

    Protect an NPC
    Could be teams get an NPC that they have to defend from other NPCs.

    Zombie rush
    Survive a rush of zombies

    Melee only
    FFA or Team where everyone gets a random but equal melee weapon, last to survive wins.

    Extra maps
    i know people have stated before, but team rooms should open onto each other in certain modes so that teams can play against each other.

  18. Post #98
    Gold Member
    takua108's Avatar
    August 2006
    85 Posts
    First to shoot a pigeon
    Expect this in a few hours, when school gets out. Some of the other ones sound interesting, too.

  19. Post #99
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    Just to show what I'm doing, here's a possible new graphical design of the map :


  20. Post #100
    Appreciates Subtle Titles
    NanoSquid's Avatar
    April 2009
    6,789 Posts
    How about it shrinks 1/3 of the players with the new player size code, and says "Don't get squished!" or "Squish a Midget!" respectively.

  21. Post #101
    tunagunner's Avatar
    March 2008
    153 Posts
    More Ideas:

    Musical Chairs
    1 for 1 players
    1 for 2
    2 for 3
    2 for 4
    3 for 5
    3 for 6
    etc...
    Some music plays and when it stops Players have 3 seconds to get onto a chair, one that you can press E on.

    Will the game modes be transferable instantly for bigger sized maps??

  22. Post #102
    Gold Member
    takua108's Avatar
    August 2006
    85 Posts
    More Ideas:

    Musical Chairs
    1 for 1 players
    1 for 2
    2 for 3
    2 for 4
    3 for 5
    3 for 6
    etc...
    Some music plays and when it stops Players have 3 seconds to get onto a chair, one that you can press E on.

    Will the game modes be transferable instantly for bigger sized maps??
    Ideas like these are my biggest reason for wanting to be able to recess the boxes into the ground. I can see in my mind, the boxes recessing into the ground, but, since they have a different texture anyways, you can still see where they are in the floor. Then, for this idea, for example, chairs could appear on top of these spaces. Having the chairs on top of the boxes (or even in between them) would be far clumsier.

  23. Post #103
    Terrible Moderator
    mahalis's Avatar
    January 2007
    990 Posts
    Just to show what I'm doing, here's a possible new graphical design of the map :

    (image)
    Looks fantastic - lighting's a little bland, but a few accents in shadowed areas would help that a lot. Are the floating cubes part of the skybox or are they in the map? I'm guessing the former, but if not, how about making them drift across the sky?

  24. Post #104
    Gold Member
    Rambo_6's Avatar
    June 2005
    772 Posts
    Gameplay problems:

    [list][*]Players collide with eachother and it makes it really easy to troll. Just make players COLLISION_GROUP_WEAPON or something.[*]The code for the minigames is really messy, isn't there a tidier method you could use for minigames?[*]Maps need to dynamically resize for the amount of players or something, the 5x5 map is terrible with >20 players.[/list]

  25. Post #105
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    Code:
    Registering gamemode 'garrywaresvn' derived from 'fretta'
    ScriptEnforce is disabled
    Writing cfg/banned_user.cfg.
    Executing dedicated server config file
    exec: couldn't exec server.cfg
    Dropped ||VM|| Lexi from server (Disconnect by user.)
    WARNING: Mismatched quotes in ULib.splitArgs
    ERROR: Hook 'PlayerAuthSpawn' Failed: Infinite Loop Detected!
    Removing Hook 'PlayerAuthSpawn'
    EDIT
    Code:
    Can't init gmod_itemstart_oncrate
    Attempted to create unknown entity type gmod_itemstart_overcrate!
    Can't init gmod_itemstart_overcrate
    Attempted to create unknown entity type gmod_itemstart_inair!
    Can't init gmod_itemstart_inair
    Attempted to create unknown entity type gmod_itemstart_cross!
    Can't init gmod_itemstart_cross
    Attempted to create unknown entity type gmod_itemstart_oncrate!
    Can't init gmod_itemstart_oncrate
    Attempted to create unknown entity type gmod_itemstart_overcrate!
    Can't init gmod_itemstart_overcrate
    Attempted to create unknown entity type gmod_itemstart_inair!
    Can't init gmod_itemstart_inair
    Attempted to create unknown entity type gmod_itemstart_oncrate!
    Can't init gmod_itemstart_oncrate
    Attempted to create unknown entity type gmod_itemstart_overcrate!
    Can't init gmod_itemstart_overcrate
    Attempted to create unknown entity type gmod_itemstart_inair!
    Can't init gmod_itemstart_inair
    Attempted to create unknown entity type gmod_itemstart_oncrate!
    Can't init gmod_itemstart_oncrate
    Attempted to create unknown entity type gmod_itemstart_overcrate!
    Can't init gmod_itemstart_overcrate
    Attempted to create unknown entity type gmod_itemstart_inair!
    Can't init gmod_itemstart_inair
    Attempted to create unknown entity type gmod_itemstart_oncrate!
    Can't init gmod_itemstart_oncrate
    Attempted to create unknown entity type gmod_itemstart_overcrate!
    Can't init gmod_itemstart_overcrate
    Attempted to create unknown entity type gmod_itemstart_inair!
    Can't init gmod_itemstart_inair
    Attempted to create unknown entity type gmod_itemstart_oncrate!
    Can't init gmod_itemstart_oncrate
    Attempted to create unknown entity type gmod_itemstart_overcrate!
    Can't init gmod_itemstart_overcrate
    Attempted to create unknown entity type gmod_itemstart_inair!
    Can't init gmod_itemstart_inair
    Attempted to create unknown entity type gmod_itemstart_oncrate!
    Can't init gmod_itemstart_oncrate
    Attempted to create unknown entity type gmod_itemstart_overcrate!
    Can't init gmod_itemstart_overcrate
    Attempted to create unknown entity type gmod_itemstart_inair!
    Can't init gmod_itemstart_inair
    exec: couldn't exec server.cfg
    Client "MartinP" connected (83.89.12.36:27005).
    WARNING: Mismatched quotes in ULib.splitArgs
    ERROR: GAMEMODE:'Think' Failed: includes/extensions/table.lua:177: bad argument
    #2 to 'random' (interval is empty)
    ERROR: GAMEMODE:'Think' Failed: garrywaresvn/gamemode/wareminigames/kelthgames.l
    ua:44: attempt to index field '?' (a nil value)
    just updated to the SVN.
    EDIT2
    Code:
    Timer Error: garrywaresvn/gamemode/wareminigames/kilburngames.lua:103: bad argum
    ent #1 to 'SetPos' (Vector expected, got nil)

  26. Post #106
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    Ok, don't use the SVN for the moment, we're gonna do major changes on how the game manages minigames.

  27. Post #107
    rckjmsbtch's Avatar
    February 2009
    298 Posts
    Woah! I can't wait to play this.

  28. Post #108
    Gold Member
    solid_jake's Avatar
    November 2007
    15,956 Posts
    Just to show what I'm doing, here's a possible new graphical design of the map :

    Was there just without the textures. It looks beutiful with them..

  29. Post #109
    Gold Member
    SkynrdFan1's Avatar
    July 2007
    1,348 Posts
    This game needs it's own 24/7 Garry Ware server. This is the only thing I vote for anymore!


    Tip: If you are the first one to connect after a gamemode change, quickly join a team, press F1, and vote for change. The server only knows that you are on, and it's as if it's a 1/1 vote.

  30. Post #110
    PossiblyLethal's Avatar
    April 2009
    1 Posts
    How about it shrinks 1/3 of the players with the new player size code, and says "Don't get squished!" or "Squish a Midget!" respectively.
    I found this interesting so I downloaded the code and started to fiddle with it. I ran into a number of problems. In the first post he said all players must have equal abilities and weapons. I also found that you would probably want 2 teams. In the other minigames there was only team "TEAM_UNASSIGNED". Can you change the teams and if so what are the other teams? Finally, how would you detect the collision of two different entities?

  31. Post #111
    Gold Member
    SkynrdFan1's Avatar
    July 2007
    1,348 Posts
    I found this interesting so I downloaded the code and started to fiddle with it. I ran into a number of problems. In the first post he said all players must have equal abilities and weapons. I also found that you would probably want 2 teams. In the other minigames there was only team "TEAM_UNASSIGNED". Can you change the teams and if so what are the other teams? Finally, how would you detect the collision of two different entities?
    How about everyone is shrunk down to the size of a mouse, and each player has guns that shoot out the small bucket props about 10 feet in front of them and 10 feet above the ground, then the bucket falls, and you need to make the bucket crush players.

  32. Post #112
    Gold Member
    Jojje's Avatar
    January 2005
    5,529 Posts
    This game needs it's own 24/7 Garry Ware server. This is the only thing I vote for anymore!


    Tip: If you are the first one to connect after a gamemode change, quickly join a team, press F1, and vote for change. The server only knows that you are on, and it's as if it's a 1/1 vote.
    Agreed I just searched for servers with this gamemode, none were on and that made me sad :frown:

  33. Post #113
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    The new structure is almost done.

    EDIT: Update your SVN now. It needs to be tested in a high scale, thanks!

  34. Post #114
    Gold Member
    Foda's Avatar
    April 2006
    2,737 Posts
    You should have it a flat box, then boxes rise from the ground depending on the gamemode.

  35. Post #115
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    You should have it a flat box, then boxes rise from the ground depending on the gamemode.
    During playtest with moving boxes, our guns spawns stuck in the boxes if we were standing on them.... Strange thing.

  36. Post #116
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    Give() spawns the swep at the player's feet so they pick it up, but if they're moving upwards, it spawns below them.

  37. Post #117
    Gold Member
    takua108's Avatar
    August 2006
    85 Posts
    Give() spawns the swep at the player's feet so they pick it up, but if they're moving upwards, it spawns below them.
    Indeed; I discovered this when I was making a map awhile back, and I had the info_player_start accidentally spawn partially in the ground, which made all sort of weapon-picking-up weirdness occur. Are there any easy workarounds for this? Because I would really like to see recessing floors in Garry Ware.

  38. Post #118
    Terrible Moderator
    mahalis's Avatar
    January 2007
    990 Posts
    local m = FindMetaTable("Player"
    if !m then return end
    
    function m:SuperGive(class)
    local w = ents.Create(class)
    w:SetPos(self:GetPos() + Vector(0,0,30))
    w:Spawn()
    end

    pl:SuperGive("weapon_357")

  39. Post #119
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    Yeah, but the moving block (which was actually a translating door) wasn't moving and weapon still get stuck... Well...

    I'm thinking of the musical chairs. I'm still stuck with this one, because I don't know yet how to spawn a vehicle in a non-sandbox mod...

    EDIT:
    I'll try it! >>> Thanks it seems to be working !

  40. Post #120
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    local function MakeVehicle( Player, Pos, Ang, Model, Class, VName, VTable )
    
    	if (!gamemode.Call( "PlayerSpawnVehicle", Player, Model, VName, VTable )) then return end
    	
    	local Ent = ents.Create( Class )
    	if (!Ent) then return NULL end
    	
    	Ent:SetModel( Model )
    	
    	// Fill in the keyvalues if we have them
    	if ( VTable && VTable.KeyValues ) then
    		for k, v in pairs( VTable.KeyValues ) do
    			Ent:SetKeyValue( k, v )
    		end		
    	end
    		
    	Ent:SetAngles( Ang )
    	Ent:SetPos( Pos )
    		
    	Ent:Spawn()
    	Ent:Activate()
    	
    	Ent.VehicleName 	= VName
    	Ent.VehicleTable 	= VTable
    	
    	// We need to override the class in the case of the Jeep, because it 
    	// actually uses a different class than is reported by GetClass
    	Ent.ClassOverride 	= Class
    
    	gamemode.Call( "PlayerSpawnedVehicle", Player, Ent )
    	return Ent	
    	
    end
    
    Just modify that until it works how it should.
    The vtable for the wooden chair is
    local V = { 	
    				Name = "Wooden Chair", 
    				Class = "prop_vehicle_prisoner_pod",
    				Category = "Chairs n shit",
    				Author = "Nova[X]",
    				Information = "Good Ol' Wodden chair",
    				Model = "models/nova/chair_wood01.mdl",
    				KeyValues = {vehiclescript	=	"scripts/vehicles/prisoner_pod.txt",
    							 limitview		=	"0"}
    			}