Game Development Community

Multi-Gametype FPS starter

by Zod · 11/19/2006 (8:40 pm) · 23 comments

www.planettribes.com/syrinx/graphics/mgstarter_dsotd.jpg
I figured I had better start doing something with the piles of cs files I have been working on and off with for years. Sure I have released a few things and help people where I can but I haven't put anything worthwhile out in a long time, real life issues aside. So I took apart a game I was working on and re-assembled it into a starter script base for a TGE powered FPS game. I can't nor will I claim everything in it as my own, most of the credit I give to the Ex Dynamix Tribes 2 development team and of course the Garage Games staff :)

So wheres the beef? Well for starters it is powered Torque Gaming Engine v 1.5 It is using the demo executable that Garage Games distributes to the public. It boasts 3 gametypes included: Deathmatch, Team Deathmatch and a twist on Capture the Flag. It isn't much work to write gametypes and just drop them in. It also has team features, a voting system and a simple quick chat hud.

This starter is fully functional, it could be a game all by itself with content and a few c++ additions. Think of it as the fps.starter mod that comes with your TGE purchase except this one is on steroids and it is not a mod of the common folder. It IS the common folder. Why should your game be a mod? ;) When you first look at the script layout you will see its organization is a bit different from the starter kit. Those with experience with Tribes 2 modding will feel right at home however.

I have bug tested as much as I could myself but I am sure there are some, but I am pretty sure none of them are show stoppers.

If you find any please drop me a line so I can work on it and release an update. very little content in the way of art is mine and none of the audio is. That said, content cannot be used in a commercial project without permission from the authors. Everything else is fair game. I did my best to make sure the content I used was freely distributed. If you see your content in the starter and you are not mentioned in the credits or want the content removed, please contact me ASAP.

I hope someone finds this starter useful, as that is my goal for this project. I feel I have rambled on so lets cut to the chase.

Download the Multi-Gametype FPS starter mgstarter.zip
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#1
11/19/2006 (8:59 pm)
:O

Very useful, I see this. Thank you for your work on this, as it helps to spark the fire to get our gametypes going in our game.
#2
11/19/2006 (9:23 pm)
Damn Zod, does that mean you'll be unzipping your flies again? ;)
#3
11/20/2006 (12:35 am)
lol ilys. Nothing special to this, just the basic keep my pants on TGE shoulda shipped like this stuff.
#4
11/20/2006 (2:13 am)
download not working just mgstarter.zip i cant get to work.
#5
11/20/2006 (2:31 am)
Fileplanet link is working now.
#6
11/20/2006 (2:46 pm)
Ok, Ive hosted the file on my server. Feel free to use the link anywhere you want.

Starter Download
#7
11/20/2006 (6:33 pm)
Thank you Chris :)
#8
11/20/2006 (8:08 pm)
Hmm, noticed a few bugs with the admin menu player popup menu. The first time you use the popup menu, part of the menu (the header with the players name) is not in the correct position. Also, if you lose focus on a selected player the menu will still show on right-click. Easiest way to do so is select and right-click a player, exit to the main menu, go back into a server (local or not) and right-click a player.
#9
11/20/2006 (9:29 pm)
Yeah the first right click you do is always messed up for some reason. Yeah lose focus and it pops with no name. I've no idea why the first click is messed up but the focus issue is I have no check for null.

**EDit** Quick fix for the focus issue. Around line 136 in common\scipts\client\admin.cs
function PlayerListGuiList::onRightMouseDown

change:
if ( PlayerPopupMenu.player !$= "" )

To
if ( PlayerPopupMenu.player.name !$= "" )

The other problem makes my head hurt. I hate working with guis :-p
#10
11/20/2006 (11:15 pm)
cool thanks.
#11
11/21/2006 (12:03 am)
new GuiPopUpMenuCtrl(PlayerPopupMenu) {
            profile = "GuiPopUpMenuProfile";
            horizSizing = "right";
            vertSizing = "bottom";
            position = "0 0";
            extent = "200 25";
            minExtent = "200 25";
            visible = "1";
            maxLength = "255";
            maxPopupHeight = "200";
            noButtonStyle = "1";
         };
That seems to fix the first right-click issue for me.
#12
11/21/2006 (12:22 am)
I hate it when it's the simple things like setting a default extent. I was looking at scripting goin wth, screw it!

Thanks ilys ;-)
#13
11/21/2006 (3:57 pm)
There are a few irregularities with the gametype and weapon image scripting, but most are pandas.
#14
11/21/2006 (7:02 pm)
Great resource, My life just got easier.
been working on a similar framework over the past few weeks, and here comes this laid out better and much more complete..:P

thanks Zod :)


Sam
#15
11/23/2006 (12:13 am)
Great demo, it's really a good one.

Because we really love your MGSK demo, we (as modests artists we are) have started making a new DM level in order to play it...

www.grafosyakuza.com/wc/temp/dmarena01.jpgwww.grafosyakuza.com/wc/temp/dmarena02.jpgwww.grafosyakuza.com/wc/temp/dmarena03.jpg
By the time we complete it, you'll receive a copy and, maybe, some new models of players or weapons.

Thaks for this fantastic FPS demo (the best i've seen right now in GG), we're waiting for news.

See you.

Thx JST for post translation (Jove Slaves Team)
#16
11/23/2006 (6:13 pm)
That looks fabulous Jove. I would love to incude it in an update along with anything else you offer.

A note on creating dts models. Use the following file name convention when naming the skins. base.skinname.png

The "base." allows for the skin to be changed via scripting. So you can have special skins per team.

Thanks for your interest and I look foward to checking out your work. :)
#17
11/26/2006 (3:57 pm)
Expect an update next week that will address a few scripting errors and perhaps some added features.
#18
11/27/2006 (1:27 am)
This is great work Zod, I'm at the moment porting it to TGEA. I was wondering is anyone else doing this?

Mine is working OK but got problems with the main menu and some other things.
#19
11/28/2006 (6:58 pm)
would love to see this for TGEA
#20
11/29/2006 (12:34 am)
I think the problem with a port to TGEA is that TGEA is lagging behind TGE in terms of version compatability. So a few things like rigidshapes wont work and I would imagine certain gui controls. I don't have a TGEA starter kit to work with so I can't do a port, otherwise I would.
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