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Multi-Gametype FPS starter kit Version 1.1
Multi-Gametype FPS starter kit Version 1.1
| Name: | Zod | ![]() |
|---|---|---|
| Date Posted: | Dec 14, 2006 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Zod |
Blog post
This is an updated version of the original kit. I fixed various scripting errors, added a new Deathmatch mission as well as new background and crosshair graciously supplied by Jove Chiere. This build has an updated spawn system which allows for greater flexibility for mission authors. It allows you to specify what type of spawn to use by changing the sphereWeight parameter in the spawnsphere objects instance. I have also aded in switching of seats while in a vehicle though there is no model in the kit that can utilize it. A small changelog is included but if you are merging you are best of using differencing program between the versions.
Download via fileplanet: mgstarter.zip
Mirror (Provided by Martin Schultz):
mgstarter.zip
Feel free to mirror, I'm sure people will appreciate it!
Enjoy!
SG Light editor fix. Apparently I did not include the light editor with the starter kit. Here is a functioning version. Simply extract into you MGStarterv1.1 directory. sgLightEditorFix.zip
Download via fileplanet: mgstarter.zip
Mirror (Provided by Martin Schultz):
mgstarter.zip
Feel free to mirror, I'm sure people will appreciate it!
Enjoy!
SG Light editor fix. Apparently I did not include the light editor with the starter kit. Here is a functioning version. Simply extract into you MGStarterv1.1 directory. sgLightEditorFix.zip
Recent Blog Posts
| List: | 12/14/06 - Multi-Gametype FPS starter kit Version 1.1 12/02/06 - Multi-Gametype FPS starter update 11/19/06 - Multi-Gametype FPS starter |
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Submit your own resources!| Vashner (Dec 15, 2006 at 00:29 GMT) |
| Dave D (Dec 15, 2006 at 00:37 GMT) |
| N R Bharathae (Dec 15, 2006 at 01:08 GMT) |
| Martin Schultz (Dec 15, 2006 at 05:43 GMT) |
| Zod (Dec 15, 2006 at 06:53 GMT) |
Edited on Dec 15, 2006 15:39 GMT
| Martin Schultz (Dec 15, 2006 at 08:14 GMT) |
Here's my mirror link: mgstarter.zip
| Jeff Murray (Dec 15, 2006 at 18:45 GMT) Resource Rating: 5 |
Thanks again for a GREAT resource.
| David Montgomery-Blake (Dec 15, 2006 at 22:07 GMT) |
| Rex (Dec 16, 2006 at 19:08 GMT) |
...and it is correct? That the engine used is a nonModified build? Stock?
...and, oh. I have a female mesh[animated], how can I get her to appear thru the UI?
Edited on Dec 16, 2006 19:17 GMT
| Dunsany (Dec 19, 2006 at 14:34 GMT) Resource Rating: 5 |
| Zod (Dec 19, 2006 at 21:32 GMT) |
Yes it is a non-modified TGE build. Totally stock out of the box TGE C++
I do not understand the question about the demale char. Do you mean add to the game as a player object? If so, then it is just a matter of creating the proper datablock and letting CommonGame know to use it in the ::createPlayer function.
| Rex (Dec 20, 2006 at 17:15 GMT) |
Edited on Dec 20, 2006 17:15 GMT
| William Baker (Dec 22, 2006 at 16:01 GMT) Resource Rating: 5 |
I left a post on the original Pack thread and wanted to verify that the kit works or not with TGE 1.5. Thank you for this outstanding kit.
| Zod (Dec 22, 2006 at 19:59 GMT) |
Rex, no, no female selection, in fact no player selection at all. For the legtrap, I would work it like the grenades .
| Joseph R. (Dec 26, 2006 at 17:12 GMT) |
I've already incorporated the zoom/sniper feature and the particle beam used at the CTF points.
| Chris Mooney (Jan 12, 2007 at 09:06 GMT) Resource Rating: 5 |
In the world editor once I start up the lighting kit menu. As soon as I click on the "Light DB" or "Lighting Model" drop-downs torque quickly freezes and crashes :\. I've worked for a good part of the day trying to figure out with no success. In console:
"onwake state
sgLightDBList
-1
Cannot find menu item 1001 for setMenuItemChecked.
Cannot find menu item 1002 for setMenuItemChecked."
Would appreciate any help. Thanks, Chris.
| Zod (Jan 12, 2007 at 20:38 GMT) |
| Chris Mooney (Jan 12, 2007 at 22:10 GMT) Resource Rating: 5 |
guiscrollctrl.cc at line 108.
"Failed to create the bitmap array"
Just reporting incase its any help, I've still been looking at it, but can't say im any closer. Although im only really a novice scripter. Hopefully you have more luck :).
Chris
| Zod (Jan 12, 2007 at 22:56 GMT) |
| Chris Mooney (Jan 12, 2007 at 23:37 GMT) Resource Rating: 5 |
Chris
| Maxim Lyulyukin (Jan 17, 2007 at 13:40 GMT) Resource Rating: 5 |
also i'd like say about "Mechina" mod for Tribes2 game, it rocks me.. very impressive
also i tried to make mech modificaions and some sort of game on TGE, but fails, cause i am bad programmer :(
and i'd like to contact with u to make some sort of collaboration...
also i did some art for this pack in my free time and send u link...
| Alexander Brown (Jan 24, 2007 at 14:05 GMT) |
Also if it is OK,since i have 1.5, if i have any problems with it could i PM you on TW?
Edited on Jan 24, 2007 14:15 GMT
| Zod (Jan 26, 2007 at 06:36 GMT) |
You can use anything you want, part or whole. But I warn most of it is interlinked so ripping pieces out would be no small task. PM away.
@Maxim
Thanks contact away, I would love some content for the kit ;)
| Jason Burch (Feb 26, 2007 at 17:11 GMT) Resource Rating: 5 |
| Javier Canon (Mar 02, 2007 at 06:35 GMT) Resource Rating: 5 |
Zod, In your plans do you have to make a objetive mission (and them maybe a "freeze tag") ?
| Jason Burch (Mar 02, 2007 at 15:27 GMT) Resource Rating: 5 |
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11601
| Zod (Mar 04, 2007 at 05:31 GMT) |
It was written so that you can have many many different game modes with different rules. Like "Freeze Tag". Though freeze tag would require engine changes to work properly as there is currently no way to disable player movment aside from removing client control and thats imo poop.
Really you just need to look at the *Game.cs scripts. Pull out the game specific scripting and insert new game script. DefaultGame.cs is the "base" that all new ones are built on.
@Jason
I can't see what it wouldn't. Any scripting would have to be relocated. You would not be able to just drop in arcane fx scripts.
| Jason Burch (Mar 09, 2007 at 20:40 GMT) Resource Rating: 5 |
I don't need anything fancy
Oh and I made the grenades sticky so that they will stick to whatever you throw them at like a vehicle, building, or even a player.
I've even made my own loading images for my maps that display fine in the starting kit.
Awesome job
| Jason Burch (Mar 16, 2007 at 17:08 GMT) Resource Rating: 5 |
| Zod (Mar 18, 2007 at 00:36 GMT) |
| Marc-Andre Vachon (May 11, 2007 at 20:27 GMT) |
| William Baker (Jun 26, 2007 at 16:11 GMT) Resource Rating: 5 |
Just wondered if this will work with the latest version of TGE 1.5.2
| Zod (Jun 29, 2007 at 19:23 GMT) |
| JohnnyD (Jul 11, 2007 at 21:17 GMT) Resource Rating: 5 |
I've read almost all the complete forums and this was just what I needed to get me started.
There is a little but, didn't find an answer anywhere.
I want this starterpack to run over the internet.
So here is what I did :
on the server side:
I opened up all ports from 28000 to 28200.
I altered common/prefs/prefs.cs to $pref::Master0 = "2:192.168.9.43:28000";
did the same in common/scripts/server/default.cs
and started the dedicated link wich came with the pack
on the client side :
I opened up all ports from 28000 to 28200.
I altered common/prefs/prefs.cs to $pref::Master0 = "2:192.168.9.43:28000";
did the same in common/scripts/client/default.cs
I start the client and I do querylan and it works perfect.
But here comes the but.... when I tried this on another client outside the lan where I tried every possible combination to get it to work over the internet it didn't work.
Changed the local ip's to the wan ip's on the clientside and so on.
The strange thing is when I check my ports with shields up and I know this from experience and the application is running the port should be open or stealth but they are closed.
Could someone help me out here I'm sitting almost a week on this problem.
Thnx in advance,
Johnny
Edited on Jul 11, 2007 21:30 GMT
| Stevenup7002 (Sep 21, 2007 at 17:31 GMT) |
@JohnnyD
Don't change that bit, leave it on the garagegames master server so other people will be able to use it. The master server stores the locations of all the servers, so when it contacts your address, it has no addresses stored. Alas, no servers are found. So set it back to the gg server.
Edited on Sep 21, 2007 17:33 GMT
| Gibby (Dec 19, 2007 at 21:56 GMT) |
Zod, great resource! I'm curious if there is any documentation for SMS - I've searched for it but not found any. The reason I ask is that I'm having trouble gettting bots to work. They don't appear to be able to have an inventory. If I use the commands from the TDN doc and do this:
new AIPlayer(Bob) { datablock = "PlayerBody"; position = LocalClientConnection.camera.getPosition(); };
Bob.mountImage(CrossBowImage, 0);
Bob.incInventory(CrossbowAmmo, 5);
new AIPlayer(Dirk) { datablock="PlayerBody"; position=LocalClientConnection.camera.getPosition(); };
Bob.setAimObject(Dirk);
Bob.setImageTrigger(0,1);
...I get this error in the console:
common/scripts/server/shapeBase.cs (158): Unable to find object: 'CrossbowAmmo' attempting to call function 'getName'
...and I will hear the "Fire Empty" sound. In addition, if I kill a bot, its weapon is not left behind. This leads me to believe that the bots don't have access to the SMS inventory. Any ideas?
PEACE
G
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