modoption idea

modoption idea

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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manolo_
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modoption idea

Post by manolo_ »

k, i had this idea about a modoption (shouldnt be that hard "just" some lua-work). after some time the map becomes smaller (starting from the boarder) and smaller and the all things will be destroyed that are beyond this boarder. so in the end, the only place that is left to fight is the center of the map. this will avoid porcing and increase the gameplay (as far as i hope)
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bartvbl
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Re: modoption idea

Post by bartvbl »

what mod are you talking about?
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Pxtl
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Re: modoption idea

Post by Pxtl »

Would work in any mod, actually. This is why I'd love to see UT-style non-exclusive mutators in Spring - mutators that are entirely a blob of Lua code that can be applied to any mod.

edit:

Yeah, I thought of Bomberman too.

Alternately, you could take the Bomberman 64 approach, where there were multiple "end of the world" scenarios depending on the map you chose.

This could be a slowly-increasing number of meteors falling from the sky until it is impossible to survive, or the (lethal) water-level slowly rising.
Last edited by Pxtl on 24 Nov 2009, 16:48, edited 2 times in total.
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CarRepairer
Cursed Zero-K Developer
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Re: modoption idea

Post by CarRepairer »

bartvbl wrote:what mod are you talking about?
He's talking about bomberman mod.
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smoth
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Re: modoption idea

Post by smoth »

Pxtl wrote:Would work in any mod, actually. This is why I'd love to see UT-style non-exclusive mutators in Spring - mutators that are entirely a blob of Lua code that can be applied to any mod.
No it would not work with gundam. Bases start at the far edges away from each other.

Say it only killed units, you would still be fucked as the way to win is kill the other players econ.

No it would not work with all projects. It is annoying enough that I have to explain that random widgets and ais cannot work with gundam. I don't need this headache also.
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Neddie
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Re: modoption idea

Post by Neddie »

Sure it would work in any mod. It just wouldn't work in most of the things which matter, the games.
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manolo_
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Re: modoption idea

Post by manolo_ »

it was just an idea, not for a certain mod
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LordLemmi
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Re: modoption idea

Post by LordLemmi »

Idea about lua in Games and Mods dsicussion hmm :roll:
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smoth
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Re: modoption idea

Post by smoth »

well he is suggesting a mod option some mods may like. which is perfectly ok.
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knorke
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Re: modoption idea

Post by knorke »

raising water would be cooler.
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zwzsg
Kernel Panic Co-Developer
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Re: modoption idea

Post by zwzsg »

But raising lava would so hot!
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knorke
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Re: modoption idea

Post by knorke »

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Sabutai
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Re: modoption idea

Post by Sabutai »

Good idea...
Google_Frog
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Re: modoption idea

Post by Google_Frog »

This could be implemented with lowering the heightmap, adding a 0,0,0,0 typemap and dis-allowing outside commands. Wait... we need typemap control for that.

Also it is possible to raise/lower water.
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smoth
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Re: modoption idea

Post by smoth »

Google_Frog wrote:Also it is EXPENSIVE to raise/lower water.
Google_Frog
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Re: modoption idea

Post by Google_Frog »

smoth wrote:
Google_Frog wrote:Also it is EXPENSIVE to raise/lower water.
http://trac.caspring.org/ticket/1932

I don't see why any other conditions should increase the expense. All the pathing is recalculated right?
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SinbadEV
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Re: modoption idea

Post by SinbadEV »

a water height change would trigger an entire map recalc... aka like 30 seconds instead of a piece mille one... I think
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smoth
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Re: modoption idea

Post by smoth »

minor change vs repathing the ENTIRE MAP.
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zwzsg
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Re: modoption idea

Post by zwzsg »

Why don't you just draw an orange textured quad, slowly rising, and destroy every unit under it?
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smoth
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Re: modoption idea

Post by smoth »

LOL that works actually LOL
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