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Author Topic: [Mod] Mission Mode: Strength in Numbers [v1e]  (Read 50662 times)

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May 10, 2013, 03:29:34 AM
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Offline Russel

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[Mod] Mission Mode: Strength in Numbers [v1e]
« on: May 10, 2013, 03:29:34 AM »
This mod adds four additional classes for the players to choose from.
These classes are:
Duo
Doc Robot
Darkman
Fakeman

I have made several other changes based on what I thought would need to be changed in actual core Mission Mode.
The changes include optimization of certain code sections, globalization of the weapon get code, and even down to slight
things like changing the skins of Bass and Roll.
Full changelog
(click to show/hide)

Without further ado, I give you Mission Mode: Strength in Numbers [v1e]
Previous Versions:
(click to show/hide)
[Forked from the original thread for convenience of user confusion]

Special thanks to Korby and Uki for the help they put in with creation of this mod.

Note to server hosts: I have added a server variable called sv_sp_allclassweps, setting this to 1 will enable all classes to get weapons from a boss regardless of which class defeated it.

May 10, 2013, 05:18:24 AM
Reply #1

Offline Rozark

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #1 on: May 10, 2013, 05:18:24 AM »
inb4 people make smiley faces with Fakeman's Cutman weapon/I forgot the name/this looks great/here have some cake

May 10, 2013, 06:06:06 AM
Reply #2

Offline tsukiyomaru0

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #2 on: May 10, 2013, 06:06:06 AM »
Crashed everytime I tried to play online in your server, Lego.

May 10, 2013, 08:49:48 AM
Reply #3

Offline OrangeMario

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #3 on: May 10, 2013, 08:49:48 AM »
I know I have not played this mode as often, but I'd make a suggestion for some buffs to roll as far as healing.

+ Healing beam does not consume ammo unless it successfully heals a target player, neither consumes ammo when healing a player that is at full HP.
+ Roll class players see a small health bar/number (representing remaining hp) a pixel above the ground where the ally stands, showing health based on 10% 20% 30% -etc.- 100% if based on health bar (All Client sided)
+Health beam can cut through ProtoMan's shield (or other possible blockers, like DarkMan's shields) reducing healing annoyances.

Just some thoughts. Hopfully this will make Roll a much more better healer compared to Darkman's ToadMan weapon.

May 10, 2013, 10:22:54 AM
Reply #4

Offline ChaoticChao

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #4 on: May 10, 2013, 10:22:54 AM »
Is this an actual project while the original mission mode is happening?

May 10, 2013, 10:46:34 AM
Reply #5

Offline Beed28

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #5 on: May 10, 2013, 10:46:34 AM »
    It's very difficult to choose Fake Man for single player. Although, the Ranger from Quake in Samsara has this same problem.
    Duo's fist should be on the left hand side.

May 10, 2013, 10:52:32 AM
Reply #6

Offline leoalex50

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #6 on: May 10, 2013, 10:52:32 AM »
Quote from: "Lego"
~ LARGE CHANGE: Heatman can no longer be completed in speedrun. The rising/falling lava was increased in speed.
then we just have to be quicker

May 10, 2013, 01:54:52 PM
Reply #7

Offline Russel

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #7 on: May 10, 2013, 01:54:52 PM »
Quote from: "tsukiyomaru0"
Crashed everytime I tried to play online in your server, Lego.
I had sv_unblockplayers on due to the number of people, it has nothing to do with the mod.

Quote from: "ChaoticChao"
Is this an actual project while the original mission mode is happening?
Yes, changes I have made to the mod will likely not be included in the normal mission mode.

Quote from: "OrangeMario"
+ Healing beam does not consume ammo unless it successfully heals a target player, neither consumes ammo when healing a player that is at full HP.
+ Roll class players see a small health bar/number (representing remaining hp) a pixel above the ground where the ally stands, showing health based on 10% 20% 30% -etc.- 100% if based on health bar (All Client sided)
+Health beam can cut through ProtoMan's shield (or other possible blockers, like DarkMan's shields) reducing healing annoyances
I'm thinking of changing the healer back into a projectile, but one that is spawned in front of you based on momentum as opposed to hitscan. The hitscan one has issues in my version of the mod that the normal version does not have, despite being the exact same thing coding-wise. I will probably apply these changes when I get some real freetime today.

Quote from: "leoalex50"
then we just have to be quicker
...Good luck with that...

May 10, 2013, 04:56:13 PM
Reply #8

Offline Korby

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #8 on: May 10, 2013, 04:56:13 PM »
Quote from: "Beed28"
    Duo's fist should be on the left hand side.

I'm well aware. I forget the exact reason I didn't do it, but I did have one at some point.

Also, Fake can't be much harder than Roll  :ugeek:

May 10, 2013, 06:01:58 PM
Reply #9

Offline xColdxFusionx

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #9 on: May 10, 2013, 06:01:58 PM »
I think Beed means in the main menu. Once you hit a certain number of classes, the "class select" menu for starting up Singleplayer mode becomes a pain in the butt to navigate.

May 10, 2013, 06:12:18 PM
Reply #10

Offline tsukiyomaru0

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #10 on: May 10, 2013, 06:12:18 PM »
Quote from: "Lego"
I had sv_unblockplayers on due to the number of people, it has nothing to do with the mod.
Never EVER turn that on in the current build of Zandronum, it has been reportedly the cause of the entire "ThroughSpecies" problem (Which has led people to mistake that Item 1 caused crashes).

May 10, 2013, 08:22:39 PM
Reply #11

Offline TheDoc

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #11 on: May 10, 2013, 08:22:39 PM »
Quote from: "Beed28"
It's very difficult to choose Fake Man for single player.

^This. Idk if that can actually be fixed though...

May 10, 2013, 08:34:24 PM
Reply #12

Offline tsukiyomaru0

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #12 on: May 10, 2013, 08:34:24 PM »
Quote from: "TheDoc"
Quote from: "Beed28"
It's very difficult to choose Fake Man for single player.

^This. Idk if that can actually be fixed though...
It can't unless either the source ports changes the Single Player Class Menu to allow customization. Maybe there's also a way to create a custom class relection. I Know Real Guns mod has a custom class selection that also allows users to pick their perks.

May 10, 2013, 09:13:21 PM
Reply #13

Offline Russel

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #13 on: May 10, 2013, 09:13:21 PM »
Quote from: "tsukiyomaru0"
Quote from: "Lego"
due to the number of people
Never EVER turn that on in the current build of Zandronum

I was well aware of this issue. I specified my reasoning. I wasn't expecting the number of people joining to the server and did not prepare. Either way, there is no need to berate me just because I turn on some unsupported feature. I turned it off after a while and it only seemed to crash new joining clients. This was the point when I opted to restart the server anyhow.

Quote from: "Beed28"
    It's very difficult to choose Fake Man for single player. Although, the Ranger from Quake in Samsara has this same problem.
This is an issue I tried to resolve. It would use a feature that does not exist in the current build of Zandronum. It is a ZDoom Feature, however.

May 10, 2013, 09:33:11 PM
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Offline tsukiyomaru0

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Re: [Mod] Mission Mode: Strength in Numbers
« Reply #14 on: May 10, 2013, 09:33:11 PM »
Quote from: "Lego"
Quote from: "Beed28"
    It's very difficult to choose Fake Man for single player. Although, the Ranger from Quake in Samsara has this same problem.
This is an issue I tried to resolve. It would use a feature that does not exist in the current build of Zandronum. It is a ZDoom Feature, however.
You could try the "Real Guns" way, although that one is boring to code and I'm not sure if it will always try to make it so you have the class you have choosen on Respawn.

Edit: On second thought... Forget the Real Guns way. Perhaps messing with THIS could work?