03-08-2017, 12:21 PM (This post was last modified: 05-31-2018, 02:17 AM by Lyberta.)
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
Added Overkill Shotgun, Overkill MachineGun and Overkill Nex weapons. They are completely separate and have their own stats that match default Overkill stats.
Renamed Heavy MachineGun to Overkill Heavy MachineGun and Rocket Propelled Chainsaw to Overkill Rocket Propelled Chainsaw.
Added secondary fire to Heavy MachineGun and Rocket Propelled Chainsaw.
Added secondary fire animation to all Overkill weapons.
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.
03-08-2017, 04:22 PM (This post was last modified: 03-08-2017, 04:27 PM by Lyberta.)
(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.
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.
12 hours ago : Added secondary fire to HMG and RPC.
13 hours ago : Secondary fire animation for overkill weapons.
2 days ago : Overkill weapons: better secondary refire.
3 days ago : Overkill weapons: better config.
5 days ago : Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
9 days ago : Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
9 days ago : Fixed Overkill Vortex reload.
3 weeks ago : Fixed weapon priorities.
3 weeks ago : Fixed OK Vortex reload.
3 weeks ago : Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
3 weeks ago : Added PrintToChat function.
3 weeks ago : Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
3 weeks ago : Fixed OK Vortex reload.
4 weeks ago : Fixed vortex charge.
4 weeks ago : Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
4 weeks ago : Rerun genmod.sh to obtain proper _mod files.
4 weeks ago : Use standalone weapons in overkill mutator.
4 weeks ago : Reduce code duplication in overkill machinegun.
4 weeks ago : Reduce code duplication in shotgun.
4 weeks ago : Fixed zoom.
4 weeks ago : Updated config files.
4 weeks ago : Added weapon code
4 weeks ago : Second fix of _mod files.
4 weeks ago : Fixed spawner.qc having improper filename.
(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?
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.
04-08-2017, 10:50 AM (This post was last modified: 04-08-2017, 10:57 AM by Lyberta.)
(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.
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.
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).
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.
(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:
Their artstyle is completely different
They are pretty much duplicates of vanilla weapons with secondary changed to blaster
They are way overpowered compared to vanilla weapons
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.
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.
05-31-2018, 10:43 PM (This post was last modified: 05-31-2018, 10:44 PM by Lyberta.)
(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.