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[TF2] Nightfire: Assassination (v1.1.2.48, 20/10/11)


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Fenderic
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Join Date: Sep 2009
Old 08-13-2011 , 15:12   Re: [TF2] Nightfire: Assassination (BETA v0.1.0.40, 12/08/11)
Reply With Quote #11

i haven't had a chance to try out the plugin yet, it sounds quite interesting though.
from the screenshots provided, i don't think the indicators match the tf2 style very well. Like suggested earlier possibly use the Duel Icons or the Nemesis Icons?
Or maybe even display the Domination Icon?
I think the Domination Icon would work well for the "target", then use a nemesis or duel icon for the assassin.
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x6herbius
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Join Date: May 2011
Location: West Sussex, UK
Old 08-13-2011 , 16:12   Re: [TF2] Nightfire: Assassination (BETA v0.1.0.40, 12/08/11)
Reply With Quote #12

I'll tell that to the guy who did them. If we end up using just the default TF2 icons then probably the duel one for the assassin and the domination one for the target would work quite well.
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SmackDaddy
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Join Date: Oct 2009
Old 08-13-2011 , 23:15   Re: [TF2] Nightfire: Assassination (BETA v0.1.0.40, 12/08/11)
Reply With Quote #13

Will this mod require specific map types (like dodgeball)?
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Fenderic
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Join Date: Sep 2009
Old 08-14-2011 , 01:17   Re: [TF2] Nightfire: Assassination (BETA v0.1.0.40, 12/08/11)
Reply With Quote #14

Quote:
Originally Posted by SmackDaddy View Post
Will this mod require specific map types (like dodgeball)?
it appears as though he is remaking levels from nightfire specifically for this gamemode, but since it is a deathmatch variant, i'm sure it would run smoothly on arena maps aswell.
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x6herbius
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Join Date: May 2011
Location: West Sussex, UK
Old 08-14-2011 , 04:10   Re: [TF2] Nightfire: Assassination (BETA v0.1.0.40, 12/08/11)
Reply With Quote #15

Quote:
Originally Posted by SmackDaddy View Post
Will this mod require specific map types (like dodgeball)?
At the momet it does; the test map I built uses info_player_teamspawns with 16 for Red and 16 for Blu. What I'll be working on doing at some point is setting up a spawn system where a text file can be created from in-game with possible spawn points, so that other maps (like arena) could be used without having to modify the maps themselves.
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x6herbius
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Join Date: May 2011
Location: West Sussex, UK
Old 08-14-2011 , 17:01   Re: [TF2] Nightfire: Assassination (BETA v0.1.1.43, 14/08/11)
Reply With Quote #16

Updated the first post with v0.1.1.43:

Code:
- Removed the redundant "nfas_sprite_alpha" ConVar.
- Relocated all sprite management to OnGameFrame; hopefully this should be more robust now.
- Stopped sprites from attaching themselves to the assassin or target if that player is a spectator.
- Fixed the round always ending in a stalemate.
- - Currently toggles sv_cheats; I'm looking into how to manipulate the flags on the mp_forcewin command.
- Fixed the buffed conditions flashing occasionally.
- Modified the "too few players" chat notification slightly.
- Edited the code that handles when players join and leave teams to be more robust.

In the works:
- An admin command to allow the assassin or target to be changed by an admin.
- Switching the current env_sprite_oriented system to one that uses particle effects instead, so the indicator is not visible to the player it is attached to.
Not everything is achieved just yet but I'm feeling tell-tale signs of burnout having worked on this solidly all weekend. I'm planning to take a break, leave it for a week or so in order for people to fully test the plugin and then attempt to tackle any more bugs that have sprung up.
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nineteeneleven
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Join Date: Nov 2010
Old 08-30-2011 , 15:42   Re: [TF2] Nightfire: Assassination (BETA v0.1.1.43, 14/08/11)
Reply With Quote #17

what are some other good maps to run with this plugin?
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x6herbius
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Join Date: May 2011
Location: West Sussex, UK
Old 08-30-2011 , 15:51   Re: [TF2] Nightfire: Assassination (BETA v0.1.1.43, 14/08/11)
Reply With Quote #18

As it happens, right now (or after I've left the house and come back) I'm testing my latest compile of https://forums.alliedmods.net/showthread.php?p=1535887 which is a custom spawning plugin I wrote after releasing the first Assassination beta. This should allow the mode to be played on other maps which don't have deathmatch-style spawns (CTF/KOTH maps seem to be good to play since they're generally small). You can download it and test out with some of the sample map spawn files I've packaged with that plugin, although I haven't yet tweaked the Assassination plugin to disable all the relevant things (CTF flags, control points, etc) if it's played on other maps. I've been away on a small holiday lately but I'm planning to add the above and particle effect assassin/target icons into the next release.
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nineteeneleven
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Join Date: Nov 2010
Old 08-30-2011 , 16:26   Re: [TF2] Nightfire: Assassination (BETA v0.1.1.43, 14/08/11)
Reply With Quote #19

Code:
L 08/30/2011 - 16:21:54: [SM] Native "GetClientTeam" reported: Client 12 is not in game
L 08/30/2011 - 16:21:54: [SM] Displaying call stack trace for plugin "Assassination.smx":
L 08/30/2011 - 16:21:54: [SM]   [0]  Line 1150, C:\Users\Jonathan\Documents\SourceMod Scripts\Assassination\Assassination.sp::RandomPlayerFromTeam()
L 08/30/2011 - 16:21:54: [SM]   [1]  Line 923, C:\Users\Jonathan\Documents\SourceMod Scripts\Assassination\Assassination.sp::Event_PlayerDeath()
L 08/30/2011 - 16:22:00: [SM] Native "GetClientTeam" reported: Client 12 is not in game
L 08/30/2011 - 16:22:00: [SM] Displaying call stack trace for plugin "Assassination.smx":
L 08/30/2011 - 16:22:00: [SM]   [0]  Line 1150, C:\Users\Jonathan\Documents\SourceMod Scripts\Assassination\Assassination.sp::RandomPlayerFromTeam()
L 08/30/2011 - 16:22:00: [SM]   [1]  Line 2638, C:\Users\Jonathan\Documents\SourceMod Scripts\Assassination\Assassination.sp::UsrEvent_AssassinKilled()
L 08/30/2011 - 16:22:00: [SM]   [2]  Line 850, C:\Users\Jonathan\Documents\SourceMod Scripts\Assassination\Assassination.sp::Event_PlayerDeath()

getting this
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nineteeneleven
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Join Date: Nov 2010
Old 08-30-2011 , 17:09   Re: [TF2] Nightfire: Assassination (BETA v0.1.1.43, 14/08/11)
Reply With Quote #20

also, the mod kinda turns its self off after a bit, and you need to reload the plugin or change maps.


the custom spawn plugin works nicely too.

people are loving this game mode, good work.
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