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Gamemodes [message #445816] Fri, 15 April 2011 13:12 Go to next message
Gen_Blacky is currently offline  Gen_Blacky
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Registered: September 2006
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General (3 Stars)
Does any code for these gamemodes still exist or was it completely removed when Renegade was Released? Would of been really cool if any of this was ever added to he final game.



			--------------------------------------------
			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
----------
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
----------------
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.


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Re: Gamemodes [message #445820 is a reply to message #445816] Fri, 15 April 2011 13:42 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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Colonel
It seems as if they had criteria that was based around a previously made script. I could be wrong though, as it could just be brainstorming

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Re: Gamemodes [message #445826 is a reply to message #445816] Fri, 15 April 2011 16:11 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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General (3 Stars)

No code for those game modes exists that we have found.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Gamemodes [message #445836 is a reply to message #445816] Sat, 16 April 2011 01:50 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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General (5 Stars)
Curious how the only game mode to make it into release is the one marked as 'not yet implemented' in that document. Suggests that at some point in renegades development all of those other modes existed in some form but the C&C mode we know today did not.....

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Re: Gamemodes [message #445838 is a reply to message #445816] Sat, 16 April 2011 06:12 Go to previous messageGo to next message
Nightma12 is currently offline  Nightma12
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General (2 Stars)
Category Moderator
Almost all of these have been implemented in some form or another via mods though.
Re: Gamemodes [message #445839 is a reply to message #445816] Sat, 16 April 2011 07:26 Go to previous messageGo to next message
NACHO-ARG is currently offline  NACHO-ARG
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Commander
yes i play mutation mode ones in some srver i remember that
Re: Gamemodes [message #446559 is a reply to message #445836] Thu, 05 May 2011 01:28 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Registered: July 2006
Location: USA
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General (3 Stars)
danpaul88 wrote on Sat, 16 April 2011 02:50

Curious how the only game mode to make it into release is the one marked as 'not yet implemented' in that document. Suggests that at some point in renegades development all of those other modes existed in some form but the C&C mode we know today did not.....

Sure EA scrapped them when they took over just like they did with a lot of the old graphics and some of the vehicle occupant driver systems (And other things).


Re: Gamemodes [message #446774 is a reply to message #445816] Mon, 09 May 2011 03:04 Go to previous message
zunnie is currently offline  zunnie
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Registered: September 2003
Location: Netherlands
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General (2 Stars)

I am creating a new Co-op mode for Renegade. I have finished 3 maps so far and
nearly done with the 4th map.
Intro, Tutorial, M01 and Ship(M04).

It will be a seperate download for clients and servers.
I will release it as soon as i did at least half of westwoods maps Smile and
by that time i can maybe update it to 4.0 standard Smile

Greetz zunnie


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