Game Modes [message #338989] |
Sat, 05 July 2008 12:54 |
HeavyX101- Left
Messages: 633 Registered: April 2008 Location: WindowsJail=ZipFolder
Karma: 0
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Colonel |
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I was just fooling around with game.exe. I used Resource Hacker to soo what kind of dialogs did renegade have and i have found a one that let you chose a Game Mode.
The picture is in the attachment on the bottom.
When i click one if them, nothing happens.
It would of be really realyl nice if TT could of made this, we dont really need all of them, but maybe 3 or 4.
Edit: reformatted the file from BMP to JPG
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Attachment: gm.JPG
(Size: 178.09KB, Downloaded 336 times)
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[Updated on: Sat, 05 July 2008 12:57] Report message to a moderator
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Re: Game Modes [message #339038 is a reply to message #338989] |
Sat, 05 July 2008 17:24 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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Gamemodes.txt
--------------------------------------------
gamemodes.txt - Tom Spencer-Smith, Oct 2000
--------------------------------------------
This is a brief outline of the 10 different multiplayer game modes.
This document is for development purposes and should not be shipped.
Refer to this when you are unsure about a particular game mode.
DEATHMATCH
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Kill the other players!
TEAM DEATHMATCH
---------------
There are 2 teams. Kill the players on the opposing team.
Highest scoring team wins.
MUTATION
--------
Game starts with one "Mutant", and the rest of the players are "Regulars".
Regulars have a limited number of lives.
When a Regular loses his last life, he joins the Mutants.
The last Regular alive is the winner.
When the game restarts, a player is randomly selected to be the new Mutant.
CAPTURE THE FLAG
----------------
Collect the opposing team's flag and bring it back into your pedestal.
You pick up a flag by running over it.
You can drop it by pressing "B".
A captured flag is worth a lot of points to your team.
When you capture a flag it is returned to the owner team's pedestal.
[Note: designer requests for gameplay modifications not yet implemented]
Options:
- Flag_Cap_Team_Points
How many points a team gets for capping another team's flag.
- Flag_Loss_Team_Points
How many points a team loses when it's own flag is capped.
- Flag_Cap_Carrier_Points
How many points the guy who carries the flag into the pedestal gets.
- Flag_Carrier_Max_Speed
Limits the speed of anyone carrying a flag. Expressed as a percentage of
normal maximum speed.
- Is_Team_Able_To_Move_Own_Flag
Can a team pick up and move their own flag?
- Is_Flag_Carrier_Able_To_Use_Weapons
Can a guy carrying a flag use weapons?
CAPTURE THE MOBIUS
------------------
Dr. Mobius stands around pondering idly until somebody runs up and nudges him.
He will then follow. Lead him back into your team's pedestal for a
points reward. He will then teleport back to neutral territory.
[Note: DrMobius.cpp script is available for designers to modify]
Options:
- Mobius_Cap_Team_Points
How many points a team gets for capping Dr. Mobius.
- Mobius_Is_Invulnerable
Whether or not Dr. Mobius can take damage.
- Mobius_Max_Speed
Limits the speed of Dr. Mobius. Expressed as a percentage of
normal maximum speed.
KING OF THE HILL
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One player, the KOTH, is tinted green, and has increased damaging power.
The one who kills this player takes his place as KOTH. However, as with
all game modes, winning is determined by score. Being KOTH merely conveys
an advantage during play. KOTH is essentially deathmatch with one
advantaged player.
Options:
- Only_King_Can_Score
Whether or not only the KOTH can score points.
- Koth_Determination
There are two methods for deciding who gets to be KOTH.
If "Score leader" is selected, the person with the highest score is always
the KOTH. This mode is not compatible with the Only_King_Can_Score option.
The other method is for any person who kills the KOTH to become the new KOTH.
- Koth_Damage_Multiplier
A factor > 1 that scales all damage done by the KOTH.
CO-OP
-----
Used for playing the single-player missions cooperatively. You can use this
with saved games too. Co-op mode is limited to 2 players. When the second
player joins he is placed near the first player.
[Note: This mode will require some design and code adjustments to work well]
CHALLENGE
---------
Only two players are active at any time: the reigning "Champion", and a
contender. The champion is distinguished visually, with a cyan color tint.
Other players are queued up to fight, and spectate while waiting.
The long-term goal is to set a record for consecutive wins as Champion.
[Note: spectating camera needs some fixing as it presently does not track
the star properly]
LAST MAN STANDING
-----------------
This is a non-team game in which you have limited lives. When you lose
your last life you become a spectator and are crossed out in the player
list. The last guy alive wins.
If somebody joins the game late, they will join as a spectator.
[Note: spectating camera needs some fixing as it presently does not track
the star properly]
Options:
- Reaper Timer (seconds)
If non-zero, the player with the lowest kills has a life "reaped" each time
this time counts down to zero. Prevents players from running off and hiding.
COMMAND AND CONQUER
-------------------
Not yet implemented.
Options:
- Starting Credits
Number of credits (>= 0) given to each team at the beginning of the game.
- Target Credits
If either team reaches this number of credits, they win. If set to zero then
there is no credits target.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Game Modes [message #339048 is a reply to message #339038] |
Sat, 05 July 2008 18:37 |
nopol10
Messages: 1043 Registered: February 2005 Location: Singapore
Karma: 0
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General (1 Star) |
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It would be nice to have them as official game modes launched from the game instead of having them as server side mods. But that's only because it would look cooler. Then again, having too many game modes will detract from the main attraction of Renegade.
nopol10=Nopol=nopol(GSA)
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Re: Game Modes [message #339116 is a reply to message #338989] |
Sun, 06 July 2008 02:14 |
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Ghostshaw
Messages: 709 Registered: September 2006
Karma: 0
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Colonel |
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Funny thing in that gamemodes.txt file is that C&C Mode, the only mode that was included in the end, is the only mode marked as not implemented, so theoretically the other modes should be in there somewhere unless westwood completely deleted all code for it.
BlackIntel Administrator
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Re: Game Modes [message #339236 is a reply to message #338989] |
Sun, 06 July 2008 13:24 |
cnc95fan
Messages: 1261 Registered: July 2007
Karma: 0
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General (1 Star) |
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We came up with a geniunly good way to have buildings (with a basement) buildable on any part of the map. Though it has one small problem which can't easily be fixed.. Actually, it's not really a problem, more of an annoyance.
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Re: Game Modes [message #339417 is a reply to message #338989] |
Sun, 06 July 2008 23:05 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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C&C mode is what we play today on renegade! Destroy the enemy base before they destroy yours!
hence the C&C_ at the beginning of all of the mix files.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Game Modes [message #341300 is a reply to message #341247] |
Wed, 16 July 2008 19:54 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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grant89uk wrote on Thu, 17 July 2008 04:49 | Co-op mode is something I would enjoy very much.
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Already done server-side
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Game Modes [message #342292 is a reply to message #338989] |
Mon, 21 July 2008 12:00 |
grant89uk
Messages: 229 Registered: August 2006 Location: Glasgow, Scotland
Karma: 0
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Recruit |
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If you look closely at what i meant by co-op you would see its not what we have server side at this point in time.
From what has been previously posted the proper co-op mode is the actual single player missions done with another player over the internet, not those faggoty mission servers where its just retarded lol.
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