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Standalone Overkill weapons - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Development (https://forums.xonotic.org/forumdisplay.php?fid=12) +--- Thread: Standalone Overkill weapons (/showthread.php?tid=7274) Pages:
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Standalone Overkill weapons - Lyberta - 03-08-2017 So, I really like Overkill and wanted to use its weapons in other modes, so I decided to make this: Standalone Overkill weapons for Xonotic This mod adds separate weapons that act like overkill ones but have separate stats so you can use overkill weapons outside of overkill mutator. Changelog
How to use Overkill weapons are only used in Overkill mutator by default. Their names are `okshotgun`, `okmachinegun` and `oknex`. You can use them anywhere where you can specify the name of the weapon. For example: Code: g_balance_okshotgun_weaponstart 1 This will make players spawn with Overkill Shotgun. Code: g_weaponarena "okmachinegun oknex" This will create a weapon arena where everyone has Overkill MachineGun and Overkill Nex. RE: Standalone Overkill weapons - end user - 03-08-2017 There was a bug a few years ago when you can use an OK weapon with a normal model but I wasn't able to figure out how I did it originally. RE: Standalone Overkill weapons - Lyberta - 03-08-2017 (03-08-2017, 03:39 PM)end user Wrote: There was a bug a few years ago when you can use an OK weapon with a normal model but I wasn't able to figure out how I did it originally. Just exec balance-overkill.cfg and don't set g_overkill 1. g_overkill enables the mutator that changes weapon models. These weapons OTOH always use overkill model unless someone will specifically create a mutator which does otherwise. RE: Standalone Overkill weapons - Lyberta - 04-06-2017 I have finally made a faithful recreation of Overkill secondary blaster with all weapons. As a bonus, they will now play a secondary fire animation. RE: Standalone Overkill weapons - -z- - 04-06-2017 Nice work. You might want to include your CHANGELOG in the OP to make it easier to see what you've changed over time, if you plan on adding more versions. Feel free to keep bumping with updates as they happen, but the compilation is very helpful if you have comments happening in between. Cheers. RE: Standalone Overkill weapons - Lyberta - 04-07-2017 You can get a changelog by doing Code: git log --author=Lyberta --pretty=format:"%ar : %s" Code: 12 hours ago : Added secondary fire to HMG and RPC. RE: Standalone Overkill weapons - -z- - 04-07-2017 I'll get right on adding a git client to the forums. RE: Standalone Overkill weapons - Lyberta - 04-07-2017 (04-07-2017, 07:49 AM)-z- Wrote: I'll get right on adding a git client to the forums. Looks like a lot of work, do you think we need it? RE: Standalone Overkill weapons - -z- - 04-07-2017 (04-07-2017, 10:13 AM)Lyberta Wrote:(04-07-2017, 07:49 AM)-z- Wrote: I'll get right on adding a git client to the forums. No, because that's not a CHANGELOG. That's a git commit log. Quote:Version 0.2 released. Now with MachineGun. Vortex may take a few days because it uses a lot of functionality outside the weapons folder.This is more like a CHANGELOG. You have a tagged release with features/bugs/changes I'm advising you to post the CHANGELOG in the OP to give an executive summary of the progression of your mod. If you don't want want to add a CHANGELOG to the OP, that's fine, but you shouldn't expect others to have your code checked out in order to see what's changed, especially if it's a raw commit log. RE: Standalone Overkill weapons - Lyberta - 04-08-2017 (04-07-2017, 10:46 AM)-z- Wrote: I'm advising you to post the CHANGELOG in the OP to give an executive summary of the progression of your mod. [/size]If you don't want want to add a CHANGELOG to the OP, that's fine, but you shouldn't expect others to have your code checked out in order to see what's changed, especially if it's a raw commit log. Well, when I started the work on this, I didn't have write access to Xonotic repo so I've been putting changed files in a ZIP file and given it a version number. Now I have write access and I don't need to waste time packaging changed files. I'm just working on my branch and accumulate all changes there. I'm not a fan of writing changelogs but if I have a significant update, I'd post it here. EDIT: OK, I've added changelog. RE: Standalone Overkill weapons - Lyberta - 08-05-2017 There has been a heated discussion on IRC about new names for the weapons. Martin-t suggested "uzi" for okmachinegun and "nex" for okvortex. The problem is that UZI is a trademark and we can't really use it and Nex may conflict because it is the previous name of the Vortex. If you have ideas for cool names, post them here. RE: Standalone Overkill weapons - Mario - 08-06-2017 I'm partial to the idea of giving them really generic/mechanical names, to fit the style of the mode (e.g. "Sniper" for the vortex). Not sure what to call the other 2 though. Given the machinegun isn't a uzi at all, it would be best not to regress back to that unfitting name (not to mention the legal side of it). RE: Standalone Overkill weapons - Lyberta - 08-06-2017 Here's a few ideas: okshotgun = Shredder okmachinegun = SMG / SubMachineGun okvortex = Reaper. RE: Standalone Overkill weapons - Lyberta - 08-22-2017 Fixed m_model property of weapons. Now you will see a proper models when throwing them away. RE: Standalone Overkill weapons - end user - 08-26-2017 (08-06-2017, 03:18 AM)Lyberta Wrote: Here's a few ideas: okshotgun = Shredder okmachinegun = Chopper okvortex = Slicer RE: Standalone Overkill weapons - Lyberta - 08-26-2017 (08-26-2017, 06:34 PM)end user Wrote: okshotgun = Shredder Heh. Well, too bad bullets can't chop or slice. RE: Standalone Overkill weapons - hox3d - 08-27-2017 Even if they're big, big, big? Then call one of them "the Driller" ahaha. RE: Standalone Overkill weapons - Lyberta - 08-29-2017 Here's a few another ideas: okmachinegun = P9000 okvortex = Railgun. RE: Standalone Overkill weapons - end user - 08-29-2017 (08-26-2017, 08:26 PM)Lyberta Wrote:(08-26-2017, 06:34 PM)end user Wrote: okshotgun = Shredder A machine gun is called a Chopper and a sniper/laser like gun would be a Slicer. It slices right through people. RE: Standalone Overkill weapons - end user - 08-29-2017 Youcoudl also call them Scheshwan Beef Chop Suey Chow Main RE: Standalone Overkill weapons - Lyberta - 05-31-2018 This branch was merged but ironically the weapons got MUTATORBLOCKED flag which makes them unusable outside of Overkill. I will create a separate branch that will fix this. RE: Standalone Overkill weapons - Freddy - 05-31-2018 (05-31-2018, 02:19 AM)Lyberta Wrote: This branch was merged but ironically the weapons got MUTATORBLOCKED flag which makes them unusable outside of Overkill. I will create a separate branch that will fix this. They are not unusable outside of Overkill, they are just blocked from core vanilla gameplay because:
Imo it's much better to have features like this as Opt-in instead of Opt-out. It will also mean that maps are playable both in vanilla and "modded" gameplay. RE: Standalone Overkill weapons - Lyberta - 05-31-2018 (05-31-2018, 08:06 AM)Freddy Wrote: Imo it's much better to have features like this as Opt-in But there is no opt-in option right now. This is pure Digital Restrictions Management which only hurts community. RE: Standalone Overkill weapons - Antibody - 05-31-2018 Before you make an additional branch that simply bypasses the blocked mutators check, please address the other concerns raised by Freddy. I reckon that's the major reason for them being blocked, not for any doomsday-like DRM reason. I'm sure you can appreciate our desire to keep the code clean and sane: it must not only work, it must be written in a maintainable way. We've had several issues with Overkill on this front. RE: Standalone Overkill weapons - Lyberta - 05-31-2018 (05-31-2018, 04:56 PM)Antibody Wrote: Before you make an additional branch that simply bypasses the blocked mutators check, please address the other concerns raised by Freddy. I reckon that's the major reason for them being blocked, not for any doomsday-like DRM reason. I'm sure you can appreciate our desire to keep the code clean and sane: it must not only work, it must be written in a maintainable way. We've had several issues with Overkill on this front. I've been using these weapons in vanilla for more than a year now. I've never had issues with them. Shotgun and MachineGun code was changed to reduce duplication. Only OKNex is kinda fat because it has most of the vortex code. As long as we don't have maps that have those weapons in official rotation, server admins must explicitly work to make those weapons available. If we go on a "what if" trip we might as well remove all balance cvars from the game because server admins that make OP weapons by changing vanilla weapons' stats. |