Darkwind
Engine v.119, Scripts v.262, Gladiator Arena & other stuff

*sam*


Posted Oct 1, 2009, 8:01 am
There's a few goodies in here:

1. A new racetrack (Gateway Whirlwind) - thanks viKKing!
2. An extra low-gear boost for the buggy and dustup
3. Extra field-training boost in all pvp combats, similar to how it works in town attacks
4. The new 'creature combat' gladiator events*, as discussed elsewhere: when you lose a wilderness combat to slavers, mutants and sometimes high-level 'norm' pirates, they sell your characters to the Firelight arena rather than letting them walk home. You will need to gain enough 'arena fame' (500 points is the initial amount, may need tweaking) in order to win your freedom. Gladiator combats will be pre-scheduled on a weekly basis in Firelight.

Here's the new racetrack, it's our shortest track to-date:

http://www.dark-wind.com/images/buildings/building57.jpg


* Naturally, the FL arena gathers the nastiest and most mutated creatures available for your entertainment.
FireFly


Posted Oct 1, 2009, 10:32 am
(Firefly prepares to be entertained)
So, when can I throw someone into the meatgrinder to try it out?

Hang on, can we sell out own people to the arena? That way, even the most useless gangers can make money :)
*sam*


Posted Oct 1, 2009, 11:00 am
Quote:
So, when can I throw someone into the meatgrinder to try it out?


The events should start to schedule after we have a few characters taken hostage by the arena.
Quote:

can we sell out own people to the arena?


There's no need, you can actually enter any character into these events, even if they're not hostages/gladiators.

FireFly


Posted Oct 1, 2009, 11:08 am
Alright then, good to know.
(Firefly goes of to throw 3 recruits into the arena)
Wait, how do you throw them in as gladiators?
*sam*


Posted Oct 1, 2009, 11:33 am
Quote:
Wait, how do you throw them in as gladiators?


Just register them into a gladiator event, in the events diary. There aren't any there yet...

.. maybe I should create a test event for you? - if so, give me a date/time. I'm busy with other stuff this afternoon so won't be able to watch it though, but it would be good to test everything works etc.
FireFly


Posted Oct 1, 2009, 12:19 pm
Sure, just set one up and I will try it out, as soon as possible from now (But not between 17 - 19 server time)

By the way, you talked about removing the angle restrictions on peds and having pistols get no accuracy penalty for it, is it in yet?
ISHOULDCOCO


Posted Oct 1, 2009, 12:26 pm
*sam* said:
slavers, mutants and sometimes high-level 'norm' pirates, .


Is there currently a distinction between these groups ? Are they labelled as such  any where ?( I dont need to know the specific fame of the groups involved - but I don't know any slaver gangs)

Thx

COCO
*sam*


Posted Oct 1, 2009, 12:30 pm
Quote:
Is there currently a distinction between these groups ? Are they labelled as such  any where ?


Yes, there's a distinction.

It's in their gang description. There's currently two slaver gangs (Firelight Manhunters and Butane), and several Mutant gangs.

Incidentally, slavers and mutants tend to be more likely to attack demoralised cars, more likely to switch targets to people who are hurting them, and have a number of other combat behaviours. I have some 'per gang flavour' stuff like that already implemented, but it's quite subtle I guess...
ISHOULDCOCO


Posted Oct 1, 2009, 12:42 pm
Cool , thank you.

If anyone submits any new ped models, ...........hint hint ;)

Slavers ( in my head ) would be dressed in long flowing dirty rags and have good camo.

Mutants have to have a pale green tinge to their skin ( sick looking complection - not a Celtic fan on Cup final )

COCO
*jimmylogan*


Posted Oct 1, 2009, 2:07 pm
*sam* said:
I have some 'per gang flavour' stuff like that already implemented, but it's quite subtle I guess...


Yet another cool thing about this game. :)
*sam*


Posted Oct 1, 2009, 2:26 pm
Quote:
If anyone submits any new ped models


Yeah, I'd love to add more ped models, they're more complex than vehicles to make however since they have hand-built animations.

Quote:
Mutants have to have a pale green tinge to their skin


Rahn actually worked on a rather nice set of mutant descriptions some months ago, which I think are rather cool.. see below (I hope Rahn doesn't mind me posting them here).

Something I *could* do short-term is take regular models and modify the size of their heads etc.

-----------------

Animaniacs: These poor souls are some of the most pitiful, and dangerous, mutants around. Their name comes from both their physical and mental conditions. Physically, they look much like a mad science project gone horribly awry. Once normal human body parts have mutated into what can only be called animal features. Pig snouts, rabbit ears, tails, fur, scales, and claws are but a few examples their wild genes have manifested. Mentally, they are every bit of the maniacs their name claims.

Jigsaw Puzzles: As their name indicates, these mutants appear to have been put together from many different pieces. Multiple body parts are the hallmark of this type of mutations, ranging from an extra finger or toe to multiple arms, hands, and eyes. These mutations are not always in working order either.

Mummies: The harsh solar radiation has mutated these individuals into walking, talking Mummies. Their skin has drawn taut around their skeletons, revealing every bone in great detail. The dark baked skin color only adds to their resemblance to their ancient namesakes.

Pussbags: Oozing sores cover the bodies of these mutants. The constant pain, not to mention the smell, these creatures endure has affected the mental state of most of them.

Psicotics: While outwardly appearing to be normal humans, these mutants possess psionic powers. Most also suffer from many mental instabilities, and often outright madness.



4saken


Posted Oct 1, 2009, 3:23 pm
FireFly said:
By the way, you talked about removing the angle restrictions on peds and having pistols get no accuracy penalty for it, is it in yet?


Ooooh, I must have missed this one! I've been begging for that for some time!

Sam said:
Yeah, I'd love to add more ped models, they're more complex than vehicles to make however since they have hand-built animations.


As an alternative any chance for custom ped skins then? Would not require any changing of the models, and I know peds have skins just like cars. Or if server stuff is an issue (ie keeping track of them all, uploads, etc) have a Ped Re-skin Contest where a few the best ones get added in as new peds. People can simply edit the ped skin files locally and make screengrabs of the good ones.
*sam*


Posted Oct 1, 2009, 3:30 pm
Quote:
By the way, you talked about removing the angle restrictions on peds and having pistols get no accuracy penalty for it, is it in yet?


Actually, yes. I forgot to announce it.

Quote:
As an alternative any chance for custom ped skins then?


Yes, absolutely. I have been meaning to add this for some time.. will try to soon!
4saken


Posted Oct 2, 2009, 6:09 am
*sam* said:
Quote:
By the way, you talked about removing the angle restrictions on peds and having pistols get no accuracy penalty for it, is it in yet?


Actually, yes. I forgot to announce it.


Umm... okay, so could you announce it?

Details? Is this only for pistols? Do other weapons get this same ability but with with penalties?
FireFly


Posted Oct 2, 2009, 6:23 am
4saken said:
*sam* said:
Quote:
By the way, you talked about removing the angle restrictions on peds and having pistols get no accuracy penalty for it, is it in yet?


Actually, yes. I forgot to announce it.


Umm... okay, so could you announce it?

Details? Is this only for pistols? Do other weapons get this same ability but with with penalties?
Let me answer, I tried it yesterdat, works for all weapons, And from what I gather pistols get no penalty
*sam*


Posted Oct 2, 2009, 7:08 am
FF has it correct. Works for all weaps, but at an accuracy penalty unless the weap is a pistol.
4saken


Posted Oct 2, 2009, 2:57 pm
Is this penalty variable? It should be. For instance, SMGs should get less penalty than rifles, since they are more for close combat.

This is awesome! Now I can finally go pedding around in confidence.

To quote the dark Emperor: "Something something something COMPLETE."
*sam*


Posted Oct 2, 2009, 3:53 pm
Quote:
Is this penalty variable? It should be. For instance, SMGs should get less penalty than rifles, since they are more for close combat.


Currently, no. But I could easily make it variable.

I guess we're looking at something like:

Zero penalty
Pistols
(Grenades?)

50% penalty
SMGs
Shotguns

100% penalty
Rifles
Crossbows
FireFly


Posted Oct 2, 2009, 4:01 pm
is there some kind of speed loss with the penalties, or is it just a accuarcy thing?

As in, is it to resemble backpedaling or blindfirring behind you?
Marrkos


Posted Oct 2, 2009, 4:05 pm
Probably supposed to represent twisting at the waist, but that's just a guess.
4saken


Posted Oct 3, 2009, 2:35 pm
Due to the limitations of the controls* I think that rifles and such should still be able to fire backwards, so not a 100% penalty, maybe 2/3rds or 3/4 at the most.

Probably something like:

SMG 25%

shotgun/crossbow 40-50%

rifle 66%

I'm not sure if this penalty kicks in immediately after the 90 degree threshhold or not.

SMGs would logically the next best after pistols due to their short barrel. Even the larger frame ones such as the special forces use are still preferred over anything but a pistol in close range where the foe may be coming from a blind side. However for game balance reasons (to balance with the rifle) the penalty might be higher, probably similar to a crossbow or shotgun.

Crossbows might be less penalty than shotguns due to less recoil and barrel length or they could be lumped into the same category to keep it simple.

I don't think shotguns should suffer as much as rifles since they are after all considered more of a close combat weapon. (Also I think shotguns need a significant short range to-hit boost).


Not sure where to put grenades on this list. While a grenade can be tossed behind you easily enough you normally you stop get a good throw. Also reducing grenade accuracy might have other unforeseen effects as they are a little buggy to begin with and not even very accurate when thrown forward.


*Actually upon consideration I think the variable front arc would be the best system, followed bysomething like this one, and lastly the standard WASD that most games use. WASD is last because while it lets you move more "normally" there is no difference in your choice of weapon. With the other 2 systems your choice of weapon actually becomes meaningful.
*sam*


Posted Oct 4, 2009, 12:52 pm
Quote:
I think that rifles and such should still be able to fire backwards, so not a 100% penalty


I didn't actually mean that they'd be unable to fire backwards, what I meant was that rifles had a "certain amount" of accuracy loss, and was specifying the other weapons as a percentage of this. Hence, rifles have 100% of the "possible" accuracy loss.
ISHOULDCOCO


Posted Oct 4, 2009, 1:45 pm
*sam* said:

Zero penalty
Pistols
(Grenades?)
50% penalty
SMGs
Shotguns
100% penalty
Rifles
Crossbows


I agree with these figures
because of gameplay reasons

Pistols need an advantage
Grenades are soooo dangerous that any penalty can be deadly

Rifles are the  king of the ped battlefield and can end a car combat.

With impending Body protection - the idea of a hard-to-kill fleeing ped, being able to hit your car every third round at 80m+

Remember , this is out of arc and is a possible penalty, and it is also entirely up to the *Sam* :rolleyes:


COCO
4saken


Posted Oct 4, 2009, 2:17 pm
ISHOULDCOCO said:
Grenades are soooo dangerous that any penalty can be deadly


Yeah I pretty much agreed with you on that.

*sam* said:
Quote:
I think that rifles and such should still be able to fire backwards, so not a 100% penalty


I didn't actually mean that they'd be unable to fire backwards, what I meant was that rifles had a "certain amount" of accuracy loss, and was specifying the other weapons as a percentage of this. Hence, rifles have 100% of the "possible" accuracy loss.


Well that should be pretty close to what I was thinking then, actually.

Just let us know when these changes are live!

EDIT: I just got to do a ped encounter and the being able to fire backwards thing was a HUGE help. I don't think I hit anything but simply being able to target and declare repeat fire were incredibly helpful. Thanks a million, Sam!

So rifle changes are already live, pretty much, just a matter or waiting for the SMG tweak, then. Now we'll have to make some real decisions with choice of ped weapons!

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