indb4 replacing the taser with a barcode scanner
Posts by Spherix
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Don't bother texturing. This is sexy.
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Too hipster for you
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Even then, if the screenoverlay entity were to display some form of scoreboard, you'd need hundreds of textures(frames) to support all the possible combinations, and you cannot enter any dynamic content in there. Capture progress would be a little less work, but even when the capture process is set to 10 steps/seconds, that would need 100 frames to display the CT and T capture status combinations at the same time. And then you're quite stuck when you want a capture to take 13 seconds on another map for example. I'm really glad you're thinking along though!
If only Valve would add some minor UI accessibility via Vscript.. that'd save me tons of work trying to get a hackish solution working and would allow me to focus my attention towards proper gameplay :X Server plugins would allow me to use all sorts of UI feedback, but I really, really, want to refrain from having the need to install anything besides downloading the bsp to play new gamemodes...
Edit: Have to put this on hold for a bit as I have to find a new job on short terms.
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That's another gamemode I'm developing, but that one is way more advanced than this one, as it features a much more dynamic gameplay as that rotates a control point semi-randomly, depending on which have already been active, total points collected for each team etc. For example: if T is behind, a spawnpoint closer to the active point could become active. If they're behind quite a bit, the control point could spawn close to their base spawn next etc.
But that's a whole different topic. The version of KOTH that this topic describes was actually meant as a warmup for the other mode, as much of the issues that arrise now would have to be tackeled first before such a mode becomes viable, as it changes a lot of the dynamics in gameplay. Hence I'm asking for this precious feedback

Klems: Yeah, I'm using Vscript for this. Good feedback, thanks! The screenoverlay is something I've been thinking about, but as textures are going to be stretched to fit the screen, I'd either have to create massive textures that would eat a lot of (max.) bsp size, or settle for ugly stretched textures. The latter is going to happen anyway with different aspect ratios ofcourse. Any examples of how you did it are more than welcome ofcourse.
Sadly, a proper way to display any information on the HUD isn't possible at this time: or at least not documented anywhere by Valve that I know of. Currently I overwrite a env_instructor_hint every second with the timer progress update: this makes it produce a 'beep' sound every 4 seconds as a sideeffect of the hudhint being refreshed.
Those suggestions about buyzones on the control point make it quite interesting as well! Definately a lot of parameters to balance with though. Both setting up the gamemode with these properties and designing maps for it go hand in hand, I'm starting to get a liiiitle bit worried that it might take months before anything viable pops up. Should I release the script earlier so more people can mess with it? My preference was to create a solid script first and then release it all together with a few maps so the mode is actually worth hosting straight away and such ;o
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Pretty much anything in-game(map) is possible, but it's hard to communicate all over the map. That's why -ideally- you would want to use the HUD. Sadly, options there are very limited. If I were aware that the opposite team was trying to capture the point while I was defending it without being able to see the actual point, I'd act on it.
I can't see how it'd turn out pretty if such an element was simply placed all over the map either :x. As for your example with 10 lights: Those scenarios work if the capture time is a set thing; In TF2 however nearly every map has a different value for capturing/decay; making it hard to make the visuals represent the actual value (say it'd be 10 on 1 map, and 17 on another etc.)
Not sure if you can spawn helmet only? There's a value for giving free armor, but I'm not sure atm if that's helmet as well, something to try out I guess.
@The greybox, cheers! I'll grab it tonight and see how it plays with bots, if it feels alright we may as well use that in a next playtest session

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Thanks for the feedback!
I also lagged on that other defusal map that was tested, so I don't think the piles of weapons on the first koth_ map we tested was an issue tbh.
Infinite ammo is one of the settings that'll have to be played around with, next to healthkits, 'armor kits', and/or spawning with or without armor in the first place.
The biggest issue at the moment for me is the gamemode feedback such as the capture progress, since that's an issue that isn't simply solved by playtesting and messing around with a bunch of settings/variables
Feel free to make some blockouts ofcourse 
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Hi everyone,
As you may know, I've been developing a King of the Hill gamemode as seen in TF2 and many other games for CS:GO. Last Sunday we've had a quick playtest on the Mapcore server to see if the mode worked at all or not.
Even though (with some map hassle) the mode worked fine, it was quite obvious I still need to improve it in several areas. That's what I could use some feedback and suggestions for.
The current setup:
- One control point
- 10 seconds per team needed to capture a point
- Capture progress will decay per second if the other team is at the point whilst none of the teammembers that were making capture progress are present on the point
- Once a team has taken control of the point, their timer will start to count down
- First team to reach 00:00 will win the round.
- An env_instructor_hint is abused to display the control point timers and color of the team that is currently in control.
Some things I already have set up but had disabled during the playtest:
- A multiplier to speed up capture/decay progress when multiple people from the same team are on the point
- Using team score to communicate timer progress
Things that could use improvements:
- An extra incentive to capture or defend the point other than possibly winning the match
- Yesterday was set-up using buyzones instead of deathmatch-like buying systems; the only way to gain money was by killing people, hence nobody went for the control point and it turned out to be a massive handgun fight. Depending on the economy settings, it could be an idea that you get cash for capturing a point, cash over time as the timer decreases etc.
- Capture progress status: Currently I spam the chat with a progress indicator per team which looks like "DEBUG: Point capture progress T: 3/10" etc. A better way of communicating to players that they are making capture progress is needed, but how?
- Level design needs to be aimed at CS:GO and the gamemode instead of using maps from other games/gamemodes.
Any feedback is welcome feedback! Feel free to come up with map designs for another playtest round as well, I'll start sharing the script with serious mapmakers if the mode is solid enough, and eventually release it all together to the public.
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Quote from cashed
I've been finding that if I'm running a flash object (youtube, music) that hammer stutters or freezes up.
Youtube is supposed to be HTML5 now though... https://www.youtube.com/html5?gl=NL&hl=nl
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Hi Guys, I mess around quite a bit with Vscript in CS:GO and recently Valve has added a feature that allows mapmakers to read the game_mode and game_type settings on the server. I've seen a fair bit of maps being re-uploaded as a different game mode version without any other alterations; this allows you to set it all in the same map/bsp. An example of this can be seen for de_safehouse, they've added a script file that enabled or disables certain props when the gamemode is set to Arms Race or something else. See csgoscriptsvscriptsde_safehouserampspawn.nut (open with notepad etc.) This means that you can have a very simple script check the server settings at the start of the map, and adjust the map layout accordingly, enable or disable spawnpoints, bombsites, hostages etc. and thus theoretically allowing you to make one map that suits any gamemode. The reason I felt like sharing this info is because I like making custom game modes. Currently finishing off the logic for a King of the Hill game mode as seen in TF2; This game mode works well in symmetrical maps, but the new script function would allow mapmakers to make a map that can easily be switched from any game mode to the custom one without having to design a whole new map or even upload a second BSP file. Anyone that feels like making a map for this to release simultaneously with my gamemode or adjusting their existing map, hit me up
Feel free to ask any other Vscript related questions as well if you're keen on seeing what it can do! -
Guess I can post this here as well;
Map is for my own testing purposes only, as the decompile made areaportals and whatnot horrible. The king of the hill gameplay is nearly finished; I only need to add in the multiplier that can have effect on timings when multiple people from the same team are on the point at the same time.
Besides that I haven't tested if my hacky interface can be packed in the bsp, although I expect it to work. If it works I'll put the effort in to create a capture status indication, but it's quite difficult as the only thing I can do is swap a small icon in the timer bar at the moment, or spam the chat.
Suggestions on how to communicate score/capture status to the player are welcome. The current solution makes a beep sound every 4 seconds because I'm heavily abusing an env_instructor_hint popup that refreshes constantly :>
This mode (not the map per se) will be playtested next sunday (18/jan); I'd love a crowd on this.
[Blocked Image: http://i.imgur.com/5hoNCIq.jpg]
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Run the client in windowed mode and it wont be an issue. Can even add it to your compile parameters.
Edit: Someone even listed the paramters above.
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Dibs on slot #2 @ Sunday the 18th
. Up for testing king of the hill in CS:GO. Not sure if I need feedback on the map itself yet, as I'm still in doubt wether or not to build my own further for this playtest or grab something that'd work well enough for testing the gameplay. -
Is the playtesting still a regular thing? I've got a new gamemode and map for CS:GO I'd love to have a go on with some real people somewhere next week

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Quote from SotaPoika
My hammer does freeze from time to time for a couple of seconds, kinda annoying, always think the program will crash. i5 7508gb gtx 770win7
Autosave perhaps? That's at least what I have on and it does that 1-2sec freeze every 5min or 10min (can't remember which I had).
It freezes quite often for me when I have the properties window open, crashes even more often if I'm doing a lot of I/O related stuff where I have to open/close that window a lot.
Glad for TopHat that the issue is resolved, not so glad for me that I also own an AMD card..
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Have you tried compiling the insurgency map for another game and see if it also crashed the server there?
As for the nav file; does that also happen when you create a new map or rename the one you're trying to gen a .nav for? If you want you can send the files over, I kinda love troubleshooting stuff like this.
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Reference shots would help as well. The cold lighting surely doesn't help with avoiding a too clean look. Since a resort is what you're going for, a search on google images for Resort Lobby shows nothing but warm lighting on photos.
Even hotels etc. that use cold lighting usually have a lot more contrast in colors going on to break it all up;
[Blocked Image: http://www.crownhotels.com.au/d/tower/media/__thumbs_1600_900_crop/CT_Lobby_01-of5a411.jpg]