Deemer mods

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gopostal
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Deemer mods

Post by gopostal » Thu Mar 12, 2009 1:42 pm

I've been toying some with the redeemer mods, trying a few new things. Here's some stuff I've tried:

1. I've made primary fire fly faster so the missle isn't just cruising past, it has some zip to it. This was kind of fun and made the larger maps more playable and not just seek and find.

2. I also played with adding "dud" code where (configurable) there is a 1 in 25 chance your deemer is a dud when you go to make it explode. It just goes "CLANG" and falls. Funny kinda.

3. Removed the alt-fire screen color adjustment and made the center crosshairs smaller and less obtrusive. When you hide-n-guide it makes dark maps look dark now instead of the dark parts being all reddish.

I'm going to add some different explosion and rocket motor sounds too to add variety. This is an easy mod to work with. I'm curious though MEAT, what would be a good way to add something to even the playing field up? Some sort of handicap that lets lesser skilled players compete with the big boys. I see frustration a lot with new players. Perhaps a low powered 2D radar added to the Hud to give general direction to the closest player?

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Hermskii
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Re: Deemer mods

Post by Hermskii » Thu Mar 12, 2009 8:59 pm

It hurts my heart that you would ask MEAT that question but since I actually have no opinion my prognosis is great. I'll live.

I sorta like like the faster deemer idea. The dud idea made me laugh and I actually like it too but the duds should be a random 1 in 10 or 1 in 5 for real laughs.

Deemers should leave pools of green radiated acid slime when they hit and detinate that causes damage on contact maybe. Make it hard for people to just easily run around.
~Peace~

Hermskii

gopostal
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Re: Deemer mods

Post by gopostal » Thu Mar 12, 2009 9:47 pm

I put the post here with the thought that pretty much everyone would chime in. I try to not post too much in any one forum. MEAT and I were discussing mod options on the server and this was a continuation on the discussion.

A faster deemer really does make the game play better. The default is too slow. Running full out and translocating you can outrun one. The deemer should be 10-15% faster than you to discourage direct running away and encourage more scramble-trans-hide. I see a lot of maps time out with no 30 frag winner. This is deemers, there should be more frags than that.

I expanded on the dud idea and used the strangelove *clang* sound the rocket makes. It's quite funny, though frustrating. I can't get the physics done right to make the deemer fall out of the sky, so I'm trying to code a replacement of metal gibs like it exploded but only enough to destroy the deemer.

I also messed with having the deemer leave a longer tail, not smoke but a white vapor kind of thing. It works but you just can't hide at all. I thought it might be nice to use this if you are the map leader. Kind of a leader-handicap.

Lastly Herm, coding just about anything from pools of acid to rubber ducks to denim pants to pop out of the redeemer is easily possible. When a weapon is destroyed in-game it's very easy to change it from "destroyed" in code to "replaced". In fact the deemer already uses that. When you destroy a deemer the engine very quickly replaces the rocket with the explosion. Adding something else in the middle there is not much trouble. In fact a great thing to add into the mod would be an alteration to the explosion that superimposed imagery on it. Imagine the deemer blast with the CG logo peppered in it...

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MEAT
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Re: Deemer mods

Post by MEAT » Thu Mar 12, 2009 10:22 pm

ScottyD wrote:I've been toying some with the redeemer mods, trying a few new things. Here's some stuff I've tried:

1. I've made primary fire fly faster so the missle isn't just cruising past, it has some zip to it. This was kind of fun and made the larger maps more playable and not just seek and find.

2. I also played with adding "dud" code where (configurable) there is a 1 in 25 chance your deemer is a dud when you go to make it explode. It just goes "CLANG" and falls. Funny kinda.

3. Removed the alt-fire screen color adjustment and made the center crosshairs smaller and less obtrusive. When you hide-n-guide it makes dark maps look dark now instead of the dark parts being all reddish.

I'm going to add some different explosion and rocket motor sounds too to add variety. This is an easy mod to work with. I'm curious though MEAT, what would be a good way to add something to even the playing field up? Some sort of handicap that lets lesser skilled players compete with the big boys. I see frustration a lot with new players. Perhaps a low powered 2D radar added to the Hud to give general direction to the closest player?
Everything you said sounds great...I especially like the radar for the newer players but
I'm not sure how the server will distinguish good and bad players?
And I again like my idea of a heat seeking missile...that once it is set on you it will follow you.
Oh, and one other idea, how about a missile that brakes apart into smaller missiles?
Maybe every third missile fired would brake apart in mid air...just a thought.
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Hermskii
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Re: Deemer mods

Post by Hermskii » Thu Mar 12, 2009 10:38 pm

I really need to learn this coding stuff so I can make crazy stuff.
~Peace~

Hermskii

gopostal
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Re: Deemer mods

Post by gopostal » Fri Mar 13, 2009 12:17 am

I have a vacation coming week after next. You outline what you want built and I'll do it up nice. I'm really just dabbling here because I'm the first to admit I have very little play experience with it online. Something that seems good to me may very well unbalance the game.

I could have the alt deemer transform into several non-guided deemers too, and have them fan out in a few degrees difference. There is literally no end to the ways you could make the mod fun. It might be nice to whip up some weekend type mods that may not run all the time but you dust off for a day or two just to keep things fun.

Herm you don't have to learn coding. All you gotta learn is "build this for me" :lol:

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Fuzz_Ball
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Re: Deemer mods

Post by Fuzz_Ball » Fri Mar 13, 2009 1:10 am

This is really cool stuff!
ScottyD, GP you are amazing!
We are lucky to know a guy like you!
I can't wait to see some of these mods!

"Oh, and one other idea, how about a missile that brakes apart into smaller missiles?
"

I have seen this on a "Funnel Server". The redeemer explodes and hundreds of "Rocket Launcher" bombs spread out gradually like a slow, evil tide of death, bouncing around and blasting into every corner and crevasse! It's been a while since I played it but will look for it.

gopostal
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Re: Deemer mods

Post by gopostal » Fri Mar 13, 2009 8:09 am

Yeah anything that you guys go "try this and see if its cool" I'll work up into a mod. I have a complete box here I used as a dedicated MH server but my ping to everyone was just horrible. That could easily be made into a redeemer mod test server.

I'm working over the weekend on adding a radar overlay to the alt fire HUD to encourage hide and guide on larger maps and help find too well hidden master players. I had it on all the time but it gives too much information for free. Adding to alt-fire means that in order to use it, you first have to give away your position by firing off.

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Killer Klownz
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Re: Deemer mods

Post by Killer Klownz » Fri Mar 13, 2009 11:40 am

Sounds like an "Anti-MEAT_Klownz" mod . . . .
Evil is obvious only in retrospect.

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*POTS*
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Re: Deemer mods

Post by *POTS* » Fri Mar 13, 2009 6:38 pm

ScottyD wrote: I'm working over the weekend on adding a radar overlay to the alt fire HUD to encourage hide and guide on larger maps and help find too well hidden master players.
Yeah, something like the infrared radar which is part of the Nali Weapons sniper rifle could help a lot... :twisted:
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Hermskii
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Re: Deemer mods

Post by Hermskii » Fri Mar 13, 2009 10:40 pm

I love that rifle!
~Peace~

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*POTS*
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Re: Deemer mods

Post by *POTS* » Fri Mar 13, 2009 11:26 pm

Me too, it gives you such a S.W.A.T. feeling...
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bumMmonkeY
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Re: Deemer mods

Post by bumMmonkeY » Sun Mar 15, 2009 9:44 am

geez, not sounding at all arrogant klownz..
you arnt in MEATS catagory.
you are multicolored gum stuck to the sole of my shoe.

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MEAT
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Re: Deemer mods

Post by MEAT » Fri Mar 27, 2009 10:16 am

bumMmonkeY wrote:geez, not sounding at all arrogant klownz..
you arnt in MEATS catagory.
you are multicolored gum stuck to the sole of my shoe.
gum...sole...shoe?
I prefer blood on my boots.
And don't underestimate the Klownz...he's got some skillz...
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Fuzz_Ball
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Re: Deemer mods

Post by Fuzz_Ball » Fri Mar 27, 2009 12:11 pm

MEAT wrote: And don't underestimate the Klownz...he's got some skillz...
That he do.

But...
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