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Announcements => Development News => Topic started by: Hakugei on June 16, 2018, 07:15:36 pm



Title: Footy XR Remake
Post by: Hakugei on June 16, 2018, 07:15:36 pm
Hello once again fellow Newerthian Savages.

I've recently decided to attempt remaking the ancient Footy (Football) mode, or at least something of similar experience with better functional XR integrity. However, this mode (even more than the others) would greatly benefit from community feedback to shape it in your own wishes.

For now, there are two Teams (Human and Beast).
All non-siege Units are unlocked (free), all Items are unlocked (standard costs), no Weapons, and both sides have Rabid and Leap (might change Human back to block, though).
Attacking the Ball/Boulder shoots it forward.
Using damage-based items (like Disruptor or Fireward) also shoots it forward.
Killing is currently enabled; take out opponents before dribbling up the field!
Unit and Item balance is identical to that of standard Savage.
So Lego & Pred have more Health, more melee range, but attack slower.
While Nomad & Scav have less Health, less melee range, but have speedier attacks to quickly steal the ball.
The Ball resets back into the middle if untouched for 30 seconds.
((Should hitting the Ball grant Stamina?))

This remade mode will be entering the testing phase soon, before hitting the servers officially.
During said testing phase, and even after, I'd welcome feedback and critique to help with adjusting/fixing anything as necessary.

Footy.cfg
Code:
// Footy rules
set sv_useCommanders 0
set sv_teamDamage 0
set world_enableBulletPhysics 1
set sv_FOOTYballpushmult 150
set sv_fraglimit 5
set sv_damagePushScale 1.0
set sv_maxPush 1000
set sv_autojoin 1
set g_allunitsavailable 1
set g_allweaponsavailable 1
set sv_xp_kill_player 100
set sv_xp_survival_interval 1000

// other server settings
set sv_team1race human
set sv_team2race beast
set sv_allowEnemySameIP 1
set sv_balanceLenience 100

Map's config_server.cfg
Code:
//This script will execute each time servers reloads the map
set ballresetx 3123
set ballresety 3196
set gs_transmit1 0
set gs_transmit2 0

And aabox trigger for each goal:
Code:
trigSetControl obj_dynamic onEnter
trigSetScript goal1.gs
Code:
@activate
!exec null "svchat ^yGgggg^gOOOOOOoooo^bAAAAAAaaaa^rLLLLLllll!!!!"
!exec null "svchat ^090Team2 has scored!"
!exec null "inc gs_transmit2 1"
!exec null "svchat ^009#gs_transmit1# ^y: ^090#gs_transmit2#"
!teleport target coords #ballresetx# #ballresety# 200
!exec null "givemoney"

Valid Maps (at this point):
  • footy_test


Title: Re: Footy XR Remake
Post by: Badyyy on June 17, 2018, 09:59:02 am
I like that the old mods are revived. That gives a possibility for variety. Hopefully, players will also be able to play a different kind of savage.


Title: Re: Footy XR Remake
Post by: Trigardon on June 18, 2018, 02:51:52 pm
Fuck yeah. I've been waiting for this for so long... :smitten:


Title: Re: Footy XR Remake
Post by: darkbread on June 20, 2018, 10:32:16 am
Will the original footy maps work with this remake?
In addition, I'm not sure about the killing enabled and why there's a human team now  :idiot:


Title: Re: Footy XR Remake
Post by: Hakugei on June 20, 2018, 04:57:34 pm
No, they'll need updates.
Sweet!'s code is long gone and none of his stuff works at all.

Killing/Respawning would allow you to incapitate enemies for a short time to get a push going.
(Short respawn time required.)
But can easily be disabled again.

Having different teams or units would allow you to have different playstyles and tactics - instead of everyone headbutts into the ball and hope physics randoms in your favour.


Title: Re: Footy XR Remake
Post by: Trigardon on June 21, 2018, 03:38:38 pm
Having different teams or units would allow you to have different playstyles and tactics - instead of everyone headbutts into the ball and hope physics randoms in your favour.

You ruined everything!


Title: Re: Footy XR Remake
Post by: Hakugei on June 21, 2018, 04:49:01 pm
The "running-mindlessly-towards-the-ball" metagame? :-D
You can still do that. :mrgreen:


Title: Re: Footy XR Remake
Post by: Hakugei on June 24, 2018, 11:24:58 pm
A very early and rough first draft of what could become the new XR footy_ mode has been added in the recent new patch (25-06-18).
Try out the testing map footy_test to leave feedback and help shape the mode. :mrgreen:

REMEMBER: Very early version as a first proof of concept where literally everything is up for changing until it's exactly what people would like to play.


Title: Re: Footy XR Remake
Post by: Badyyy on June 25, 2018, 09:41:08 am
as a separate game it starts ...
as server this error = crash

Python: Initializing Server-Side Custom Votes...
Checking "footy_test" against repository (svr_mapurl)...
"footy_test" is already up-to-date.
Loaded world "footy_test"
Server started
Cmd_Register Error: Command triggerlist already exists
Python: Initializing Bots...
Resetting World Physics...
Reloading Server Config...
Loading Game from footy/Footy.objlist:
 * Loading States...
 * Loading Meta Config...
Segmentation fault


Title: Re: Footy XR Remake
Post by: drk on June 25, 2018, 05:31:33 pm
Segmentation fault
Why did you make 3 same posts?


Title: Re: Footy XR Remake
Post by: Badyyy on June 26, 2018, 07:40:47 am
same error with all mods. But different paths. therefore to every mod the corresponding error


Title: Re: Footy XR Remake
Post by: drk on June 26, 2018, 08:59:38 am
same error with all mods. But different paths. therefore to every mod the corresponding error
Do you think that it is the problem of the mode? Does the standard mode fail too?


Title: Re: Footy XR Remake
Post by: Badyyy on June 26, 2018, 01:27:08 pm
Samurai and standard run fine


Title: Re: Footy XR Remake
Post by: Hakugei on June 26, 2018, 02:34:11 pm
Do they work for you, drk?


Title: Re: Footy XR Remake
Post by: Badyyy on December 23, 2018, 08:39:20 pm
This mod is stable, until now no crash or error found


Title: Re: Footy XR Remake
Post by: Badyyy on December 29, 2018, 10:12:37 pm
Foreword:
The players have this mod fun. He already feels complete. The feedback is based on the number of players in a match. Max players were 4 and many 2 players were match.

Feedback:
The respawn time is too long (atm up to 30 sec.) Which should not exceed 10 sec.
Giving human rabid is a good idea to boost stamie. Nevertheless, humans need blocking, especially against experienced Beast players.
Therefore, to speed up the game, the speed of movement should be increased slightly and if sprinting does get a speedbuff. of course, stamie must also be increased slightly.
The respawn of the ball is great if it is not touched in the given time. In order to direct the pressure and focus on the ball, it would be a good idea to let the players die while respawning the inactive ball and to spawn again, so that it is not just a fight.
You could also just stun instead of hurting yourself. but that's just a thought.
And is it possible that if you start the mod or on the server an info field so see with the rules of the respective mods?

Bugs
Only one error has been detected so far. if the ball respawnt the time of the inactive ball was shortened. so it came in short intervals to many respawns and the server felt pending. after the restart of the match he ran clean again.

There is no end picture after the end of the game. This confuses the players and has the feeling that the server has crashed.