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CTF

Sat, 09 Jun 2007 07:50:15

Crimson Wizard

I decided to give it a try. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> At this point it does not seem very problematic, in fact I am 50% done with gameplay algorythm. If we forget about specific bots AI and leave this mode for human players only, there's still a need for some extra artwork. Firstly - flags; I suggest we take an authentic Hexen tattered banner, repaint it with grey colour and use same method as used for player sprites - to color it with different team colours during the game. Secondly, we probably will need banner icons to be shown on scoreboard to mark flag capturer. Any other ideas?
Sat, 09 Jun 2007 17:58:59

Firebrand

Bots are really easy to implement, we just need to add two different kinds of path nodes IMO, defensive path nodes (team1 path nodes) and ofensive path nodes (team2 path nodes), then the bots would only track specific path nodes depending the situation they are in (if they are chasing for a flag they will follow certain path nodes, etc.), what do you think? As for artwork, I'll get to it right now <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. I'll upload something later today or tomorrow <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, I support your idea, I'll just make a blue tattered flag and we can apply color translations to suit our needs, as for icons, I think the same method could be done too <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. On a bit different thing, do you think it's possible to create methods for drawing trophy icons with the trophies text? I think it would be cool and it wouldn't require much changes, also, DoomJedi already made some icons for them IIRC.
Sat, 09 Jun 2007 18:47:18

Crimson Wizard

Yeah, trophy icons wouldn't be a problem.
Sat, 09 Jun 2007 19:11:18

RambOrc

Regarding artwork, the title screen of KA (currently the original Hexen one) should IMO be replaced by some variation of the KH logo. I think Mago started on a KA version where more than 3 chars are on the picture, not sure whether it was completed.
Sat, 09 Jun 2007 19:56:05

Firebrand

Was there a WIP image or something to base on? If not, it will take a bit of time to complete it, but it's not impossible we can create it <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 09 Jun 2007 21:12:44

RambOrc

Not sure whether Mago uploaded his wip image. Do you have the original PNG file for the Korax logo?
Sat, 09 Jun 2007 22:31:26

Firebrand

Yes, I have it, I can work with it as a base, but I was thinking on having a base for the new 3 classes, anyway I'll try to look around on KDev for a WIP screen.
Sun, 10 Jun 2007 15:39:12

Firebrand

I've completed the new flag sprites and uploaded them to KDev, they are on the KARENA subdir on my folder, I'm also working on some colored lightning decorations for CTF and other team based gameplay modes <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, they'll greatly add to the feeling of the game, I'm sure.
Mon, 18 Jun 2007 08:15:49

Crimson Wizard

I've got a working CTF. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> Some comments: - I examined flag sprites and came to thought that flag should have rotations for more realism. Can it be done? - There may be team-colored textures on CTF map (like on ratched - those blue/red signs taken from Unreal Tournament). While we have 8 team colors for selection. I see 2 solutions here. - 1. Make map script control team colors available for this map (sort of ACS command put in OPEN script). 2. Create copies for those textures with all available colors. Then register a map script that would handle texture substition. When teams are selected, game engine calls that registered map script with team index and color as arguments, and map script changes textures anywhere needed correspondingly. Both methods are possible and not difficult to implement.
Mon, 18 Jun 2007 14:44:54

Firebrand

[quote="Crimson Wizard":kirrle2y]I've got a working CTF. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Sounds cool! Do you have a working map for it that you could upload to KDev? I would LIKE to test it myself <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->. [quote="Crimson Wizard":kirrle2y]Some comments: - I examined flag sprites and came to thought that flag should have rotations for more realism. Can it be done? It'll take some time, the number of frames for the flag is a bit high (7 or 8 frames IIRC), this needs to be done keeping the form of the waves too, so it'll take a bit of time, but it can be completed fine <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. [quote="Crimson Wizard":kirrle2y]- There may be team-colored textures on CTF map (like on ratched - those blue/red signs taken from Unreal Tournament). While we have 8 team colors for selection. I see 2 solutions here. - 1. Make map script control team colors available for this map (sort of ACS command put in OPEN script). 2. Create copies for those textures with all available colors. Then register a map script that would handle texture substition. When teams are selected, game engine calls that registered map script with team index and color as arguments, and map script changes textures anywhere needed correspondingly. Both methods are possible and not difficult to implement. I would go for the 2nd solution, it would make CTF more open to any team colors, and making copies of the same textures with different colors isn't much of a problem <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, the only thing is to create the copies of the texture XWE has a miserable TEXTURE lumps editor which takes a bit of time to create new textures, but it only has to be done once <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Mon, 18 Jun 2007 15:14:24

RambOrc

Big budget commercial games are fine with making you choose from red and blue teams and not allowing more than two for CTF and the like, not sure whether we need to bother with making a more flexible system.
Mon, 18 Jun 2007 16:05:30

Crimson Wizard

[quote="Firebrand":1ame5kxg]Sounds cool! Do you have a working map for it that you could upload to KDev? I would LIKE to test it myself Ok, I'll upload it soon. (Actually it is Ratchet with only 2 flags added). [quote="RambOrc":1ame5kxg]Big budget commercial games are fine with making you choose from red and blue teams and not allowing more than two for CTF and the like I do not suggest to allow > 2 teams in game, I suggest give more options for team's colour.
Tue, 19 Jun 2007 07:43:17

Crimson Wizard

Ok, I uploaded modified 'Ratchet' to kdev / arena / CTF_Ratchet_mod.zip Updated source is on SVN. Funny that, I even managed to make bot pickup flag. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> You need to make ally bot to follow you, then run around flag so he could occasionally touch it (I am not sure will this be so easy after his follow distance increased). If you succeed you'll see how the flag looks carried by player <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. I even managed (after dozen of tries) to make him place the flag at your base to score the point.
Tue, 19 Jun 2007 09:40:49

RambOrc

LOL bots sound like shit dumb. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Tue, 19 Jun 2007 13:51:20

Crimson Wizard

I must say, CTF maps are EMPTY. There's almost nothing on them - except for couple of Wings of Wrath on Ratchet and several artifacts on the other map. Is anyone going to fill them with items?
Tue, 19 Jun 2007 14:40:17

Firebrand

Sounds like bots need some new routines <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, I'll see what I can do about it, heh! As for empty maps, CTF maps haven't been touched since they were done, if none else wants to fill the map with items, but once working bot AI for CTF is done (it shouldn't need too much changes IMO).

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