Author Topic: GPP-1.1 Arena / ProTrem  (Read 39956 times)

ULTRA Random ViruS

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GPP-1.1 Arena / ProTrem
« on: November 21, 2012, 11:34:12 am »
Anyway basically i've ported some gameplay features to a 1.1 qvm [actually it's my Lolards qvm, but edited beyond recognition game-play wise, but left some places from 1.1 still there that i didn't like on gpp i.e. turret spinup, and instant zap.

The "ProTrem" part comes from the generic "ProMode" physics/gameplay imitation. It isn't really ProMode, but it has fast-weapon switch for weapon combos and has promode physics (youtube it yourself) and loads more.

I'm looking for someone to host this mod.

The following is outdated:
Gameplay Preview Demo [Hopefully no paks required]
https://sites.google.com/site/zdrytchx/home/stuff/gpp-preview.dm_69
tip: Use /timescale to fastforward if for example, you would want to skip to the alien side using /timescale 20 until the map changes.
There are 3 games displayed in the demo:
1. Humans
2. Aliens
3. Bots, and some other weird stuff, and a bug which i fixed already.

Download Instructions, information and all other crap:
https://github.com/ZdrytchX/gpp-1-1


Raw QVMs: Search for "build" or "stable" from these commits to get stable qvms:
https://github.com/ZdrytchX/GPP-1-1/commits?author=ZdrytchX
or just get the latest build (lazy):
https://github.com/ZdrytchX/GPP-1-1/tree/master/build/release-linux-x86/base/vm
« Last Edit: August 18, 2013, 08:43:23 am by ULTRA Random ViruS »

/dev/humancontroller

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Re: GPP-1.1 Port
« Reply #1 on: November 21, 2012, 04:27:33 pm »
wtf?

vcxzet

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Re: GPP-1.1 Port
« Reply #2 on: November 22, 2012, 12:41:40 am »
wtf?
Dunno what you think but tremfusion is a ridiculous requirement considering the end of support notice.

ULTRA Random ViruS

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Re: GPP-1.1 Port
« Reply #3 on: November 22, 2012, 08:32:10 am »
It's just a 1.1 qvm with some gpp-gameplay gimics. Simulates but not completely the same as gpp gameplay. It's also more balanced in some cases such as you don't get simple 3 hit kills on light armured/helmet and the stupid OP zap that can ruin the game.
The tremfusion requirements is there for the tremded.exe becasue i cant find another place to get it, and TJW's never worked for me. End of story.

RAKninja-Decepticon

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Re: GPP-1.1 Port
« Reply #4 on: November 22, 2012, 10:10:23 pm »
It's just a 1.1 qvm with some gpp-gameplay gimics. Simulates but not completely the same as gpp gameplay. It's also more balanced in some cases such as you don't get simple 3 hit kills on light armured/helmet and the stupid OP zap that can ruin the game.
The tremfusion requirements is there for the tremded.exe becasue i cant find another place to get it, and TJW's never worked for me. End of story.

-Mara "pulling" effect remains, as it's quite fun to make humans fly for combos

because pulling with a zap is "balanced"

you do not have a gpp-1.1 port.  you have your own mod.

eliminate all changes that are not defaults to either GPP or 1.1, and you could have something resembling what you are advertizing.  until such a time, this is just lollards.
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ULTRA Random ViruS

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Re: GPP-1.1 Port
« Reply #5 on: November 23, 2012, 04:33:37 am »
because pulling with a zap is "balanced"

you do not have a gpp-1.1 port.  you have your own mod.

eliminate all changes that are not defaults to either GPP or 1.1, and you could have something resembling what you are advertizing.  until such a time, this is just lollards.
No, zap does not pull. Its the claws.
Here's a crappy demonstration: http://www.youtube.com/watch?v=QuN3x0ozHCI&list=UUgeotTTb4AW_l2w8cNPRssA&index=5&feature=plcp
Currently the zap's damage is weaker for the more number of zap-chain victims. I.e., if there is 1 person it does 80 dmg, if there are two people, it does 40 dmg each etc.

And it is not lolards, but the video is. Gameplay for Lolards is COMPLETELY different. Health, damage dealing and other things on Lolards are completely different. If you have watched that video, you would already notice straight away about the health of the marauder and its range.
« Last Edit: November 23, 2012, 04:35:39 am by ULTRA Random ViruS »

RAKninja-Decepticon

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #6 on: November 23, 2012, 10:10:34 am »

Lolards features kept are:
-Mara "pulling" effect remains, as it's quite fun to make humans fly for combos
-Buildable's perma-vampire mode was kept
-Basisuit [Actually it's now a mara-suit because grab doesn't work well for high pingers] upgrade kept
-Kill death messages/ui/cgame stuff
-Dynamic Luci speed [don't think anyone noticed, I had this way before unvanquished put theirs in]
-High knockback on some weapons
-Secondary firing abilities for some weapons
-Troll Mega Upgrade [costs 2000 anyway]
-Insectoid fly speed
-Non-stationary like jetpack
-Hive is now cube, not rectangular
-Trapper continously fires, not letting go of the client. Only way to escape now is by killing the trapper or suiciding or something blocking the trapper's view.


you do not have a gpp-1.1 port.  you have your own mod.

eliminate all changes that are not defaults to either GPP or 1.1, and you could have something resembling what you are advertizing.  until such a time, this is just lollards.
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ULTRA Random ViruS

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #7 on: November 23, 2012, 11:04:44 am »
If you can compare the trem.h files of both mods, they are almost entirely different. It's like comparing X and vanilla.

Whereas mine is more like comparing gameplays of old F and vanilla without the rediculous buildable health changes or CoRx [Camper's "improvement" of KoRx] and standard KoRx etc. etc..
Btw I havnt been to F server recently so i'm not sure if it has changed much since i last saw it.

Okay, maybe i am uncomprehensable. That's my nature. I was never strong in languages and nor will I.
Btw, not sure if u noticed but i changed the title of the thread yesterday, as i realised "port" was not a good word. I have a small vocabulary.

If i extend the list further than it is now, it'll probably reach the character limit, as this is not "just a simple 1.1 mod."
« Last Edit: November 23, 2012, 11:31:25 am by ULTRA Random ViruS »

/dev/humancontroller

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #8 on: November 23, 2012, 03:39:58 pm »
define GPP-1.1 !

RAKninja-Decepticon

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #9 on: November 23, 2012, 05:53:58 pm »
If you can compare the trem.h files of both mods, they are almost entirely different. It's like comparing X and vanilla.

Whereas mine is more like comparing gameplays of old F and vanilla without the rediculous buildable health changes or CoRx [Camper's "improvement" of KoRx] and standard KoRx etc. etc..
Btw I havnt been to F server recently so i'm not sure if it has changed much since i last saw it.

Okay, maybe i am uncomprehensable. That's my nature. I was never strong in languages and nor will I.
Btw, not sure if u noticed but i changed the title of the thread yesterday, as i realised "port" was not a good word. I have a small vocabulary.

If i extend the list further than it is now, it'll probably reach the character limit, as this is not "just a simple 1.1 mod."
even with the edit to the subject, you are still false advertizing.

in order to be gpp-1.1, there can be no other changes.  none.  that section that i quoted last time? you must remove all of that.

because if you do not, what you have is gpp-1.1-lollards.

this is the third time ive said this.  im not "speaking" confusingly, am i?  i thought it was a simple idea i was conveying in simple english.
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ULTRA Random ViruS

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #10 on: November 24, 2012, 07:32:08 am »
you are still false advertizing.

in order to be gpp-1.1, there can be no other changes.

because if you do not, what you have is gpp-1.1-lollard
It's not a complete gpp-1.1 merge silly. That's the reason why i kept some 1.1/lolards changes and the lolards changes are just gameplay gimics that dont effect the balance greatly.

And for the last time, it's not "gpp-1.1-lollard" because that still doesn't make sense. Lollard never existed, and lolards by itself is a completely different mod. My gpp-1.1 gameplay qvm is more closer to gpp and 1.1 than lolards is to 1.1 or F/X/KoRx/Whatelseisoutthere to 1.1. Try it first before you comment. You don't need the client files, but you can't play a proper game with ping without them [client-server stuff mismatches]. All you need is the game.qvm but without some other files things like tyrant view height will be messed up [does not swipe straight] and bbox sizes for adv goon wont fit between the atcs base - wall gap. You guys seriously never appreciate anything.

/dev/humancontroller

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #11 on: November 24, 2012, 03:01:23 pm »
You guys seriously never appreciate anything.
i appreciate the honor to be able to say "WRONG" in appropriate circumstances.

RAKninja-Decepticon

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #12 on: November 24, 2012, 06:44:43 pm »
you are still false advertizing.

in order to be gpp-1.1, there can be no other changes.

because if you do not, what you have is gpp-1.1-lollard
It's not a complete gpp-1.1 merge silly. That's the reason why i kept some 1.1/lolards changes and the lolards changes are just gameplay gimics that dont effect the balance greatly.
those changes are included in neither 1.1 or GPP.  they are from lollards.  that list of features is longer than the list of 1.1-GPP features.  you have modded lollards to be more like 1.1-GPP.  congratulations.

And for the last time, it's not "gpp-1.1-lollard" because that still doesn't make sense. Lollard never existed, and lolards by itself is a completely different mod.
calling it 1.1-GPP makes no sense.  1.1 and GPP by themselves are completely different mods.
My gpp-1.1 gameplay qvm is more closer to gpp and 1.1 than lolards is to 1.1 or F/X/KoRx/Whatelseisoutthere to 1.1.
how close yours is to default compared to others is besides the point.  it has changes from lollards.  thus is cannot be said to be a gpp - 1.1 merge.  it is even more wrong a usage than your "port" title.

Try it first before you comment.
no.  i am commenting on nothing but your name for the "project", based off of the feature list you provided.  i do not need to play to comment on that.
You don't need the client files, but you can't play a proper game with ping without them [client-server stuff mismatches]. All you need is the game.qvm but without some other files things like tyrant view height will be messed up [does not swipe straight] and bbox sizes for adv goon wont fit between the atcs base - wall gap.
i dont care.
You guys seriously never appreciate anything.

did we collectively ask you for this?  is it not obvious i am neither a fan of 1.1 or mods?  why would you expect me to appreciate this, especially when the product you have is not what you say it is?
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/dev/humancontroller

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #13 on: November 24, 2012, 10:19:10 pm »
And for the last time, it's not "gpp-1.1-lollard" because that still doesn't make sense. Lollard never existed, and lolards by itself is a completely different mod.
calling it 1.1-GPP makes no sense.  1.1 and GPP by themselves are completely different mods.
consider using "roflards".

ULTRA Random ViruS

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #14 on: November 25, 2012, 07:47:58 am »
Next mod :D

vcxzet

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #15 on: November 28, 2012, 03:02:27 pm »
Probably, you are the only active trem modder left.

/dev/humancontroller

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #16 on: November 28, 2012, 09:14:32 pm »
you are the only active trem modder left.
WRONG.

RAKninja-Decepticon

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #17 on: November 28, 2012, 09:21:57 pm »
Probably, you are the only active trem modder left.


what, unvanq died?
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kharnov

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #18 on: November 29, 2012, 12:54:15 am »
He meant someone working with the original Tremulous.

We're very much alive.

RAKninja-Decepticon

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #19 on: November 29, 2012, 01:21:53 am »
He meant someone working with the original Tremulous.

We're very much alive.
are you not working with the original tremulous?

my impression based on information posted was that the project started with importing GPP to openwolf, and then....modifying... from there.
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kharnov

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #20 on: November 29, 2012, 01:23:08 am »
I meant that in the sense that he's working with the original Tremulous assets. We're producing our own work, and we're trying to move away from the original game.

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #21 on: November 29, 2012, 01:46:43 am »
I meant that in the sense that he's working with the original Tremulous assets. We're producing our own work, and we're trying to move away from the original game.
i dont see how what art he's using has much to do with it.
you said it yourself, you are trying to move away from original trem....  you are trying to mod it into something different.

you are tremulous modders.  you are modifying the original tremulous.
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kharnov

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #22 on: November 29, 2012, 01:49:54 am »
Things like mods and forks and successor projects exist on a sort of continuum. It's kind of hard to define discrete points between them. In any case, we're kind of getting off-topic here.

ULTRA Random ViruS

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #23 on: November 29, 2012, 10:02:01 am »
congested internet keeps blocking me from sending this message... hopefully it will work this time.
I think i was saying something like:

-I don't mod unvanquished due to its too-frequent updates
-chose CoW qvm for its bot-application + "recent" [when i did start lolards]
-agreeing on I'm probably the last one left modding tremulous in existance, at least i'd make a minor impact to history
-Can't find any free 24/7 server hosters apart from Clutch, which doesn't know about gpp well hence cannot use GPP source
-More players exist in 1.1 [GPP often goes down to '0' players at a certain time of daylight for me, but 1.1 never goes below 3 players, and 1.1 these days can peak at about 30+ while gpp only about 10-20 when i'm awake]
-GPP source is harder to "downgrade" for 1.1 effects since things like a lot of important statements have been modified in such a way i can't reverse the changes* at my current level [Honestly, I never learnt programming, hence this is my first project modified using mere maths and shit]
*1.1 'zap' code was a lot more complicated than gpp you know... and a lot of weird stuff like "pouncing downwards" are illogical "bugfixes" that i don't like
-Trem is in fact, my first FPS game i ever played in my life, i would at least like to contribute to it in some way.
-Most people prefer "vanilla" -or- "gpp" gameplay, hence i started this 1.1-gpp gameplay thing.

RAKninja-Decepticon

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #24 on: November 29, 2012, 07:20:23 pm »
stuff
it's all kind of redundant anyway.  harping on you to make this thing right here *strictly* 1.1-GPP.

there already is such a "mod" though virus.  although some people tend to call it a "fork" or "succession project"...
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ULTRA Random ViruS

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #25 on: December 18, 2012, 08:12:35 am »
Demo example uploaded. As far as i know, demos have the details that support the things that the client needs without requiring the visual mod unless it's something that uses something completely different like adv rant.
Thinking of which, i successfully added the "adv tyrant" to my Lolards qvm, but i can't get the client to except the changes, it said something like unknown default or unregistered model: sarge which is a human, but meh. I abandoned that.

Demo's on the main post [scroll to top]

/dev/humancontroller

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #26 on: December 18, 2012, 09:52:41 am »
As far as i know, demos have the details that support the things that the client needs without requiring the visual mod unless it's something that uses something completely different like adv rant.
that is true with an applicable definition of "completely different", and WRONG for some other applicable definition. where did you get the "as far as i know" shit from?

ULTRA Random ViruS

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #27 on: December 18, 2012, 11:55:58 am »
Trial and error. Pretty much everything i've done to contribute to QVM modding are all trial and error. Even my visual mods.
Just be happy that at least one person out there is still modding the ancient tremulous 1.1.

RAKninja-Decepticon

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #28 on: December 18, 2012, 06:26:36 pm »
Trial and error. Pretty much everything i've done to contribute to QVM modding are all trial and error. Even my visual mods.
Just be happy that at least one person out there is still modding the ancient tremulous 1.1.
i'd be more happy if someone were modding the current version.
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ULTRA Random ViruS

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Re: GPP-1.1 on 1.1 QVM Merge
« Reply #29 on: December 19, 2012, 08:54:03 am »
Trial and error. Pretty much everything i've done to contribute to QVM modding are all trial and error. Even my visual mods.
Just be happy that at least one person out there is still modding the ancient tremulous 1.1.
i'd be more happy if someone were modding the current version.
The current 1.1.
GPP has less players... therefore not worth it :P