Author Topic: The first Gloom-like server.  (Read 24771 times)

Yarou

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The first Gloom-like server.
« on: January 08, 2007, 09:20:48 pm »
For those of you who aren't familiar with Gloom, I suggest you read this.

Recently, I have seen that many players that complain about balance issues.
This is my resolution to their specific problems.

I plan on importing many gameplay elements from Gloom, which will resolve all withstanding balance issues. In Gloom, each class has a specific purpose, unlike Tremulous, where certain classes have an almost unfair advantage to their respective counterparts.

I also plan on importing many server commands for Gloom, which I feel give administrators supreme control of their servers. You may ask, "Won't this cause more administrators to abuse?". My response is that the exact opposite will take place, because the overall game experience will be improved. How will the game experience improve? Simply put, Gloom's powerful server commands will allow administrators to control griefers, deconners, and feeders in a revolutionary manner. Commands like @stuff (which allow administrators to enter commands to clients) will provide the means to serve frustrated administrators, who sometimes feel powerless against those who are repeat offenders.

Lastly, I plan to implement my "linking" module, which will theoretically allow two or more servers to be linked together, to create a sort of "network" of Tremulous servers. The benefits are practically innumerable, ranging from better pings to high number slots (upwards of 100 players).

I am looking for coders who have experience in dealing with Gloom's codebase, as well as coders who have been active in Tremulous' development as well.

Feel free to contact me at JigokuYarou@gmail.com.

- Yarou


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Bajsefar

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The first Gloom-like server.
« Reply #1 on: January 08, 2007, 10:02:57 pm »
:eek:

DarkWolf

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The first Gloom-like server.
« Reply #2 on: January 08, 2007, 10:05:44 pm »
Seems cool  :) , though how will you balance the game?
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Kobrakai

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Re: The first Gloom-like server.
« Reply #3 on: January 09, 2007, 06:27:07 am »
Quote from: "Yarou"


I also plan on importing many server commands for Gloom, which I feel give administrators supreme control of their servers. You may ask, "Won't this cause more administrators to abuse?". My response is that the exact opposite will take place, because the overall game experience will be improved. How will the game experience improve? Simply put, Gloom's powerful server commands will allow administrators to control griefers, deconners, and feeders in a revolutionary manner.


If this means no more "QOOT QOOT", I fully support this.


Seriously: Interesting. But also mighty ambitious Yarou. Keep us posted on how this goes.
url=http://sga.jconserv.net][/url]

Lava Croft

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The first Gloom-like server.
« Reply #4 on: January 09, 2007, 07:11:59 am »
Keep your fat fingers off Gloom, you blasphemer.

Rawr

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The first Gloom-like server.
« Reply #5 on: January 09, 2007, 07:23:22 am »
says Sand eva gina.
Good luck with this yarou!
img]http://dvclan.org/statsig/statsig.php/3826/4.jpg[/img]

kozak6

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The first Gloom-like server.
« Reply #6 on: January 09, 2007, 07:51:58 am »
Quote from: "That website you linked to"
Gloom is probably the most advanced Quake II TC ever, by Team Reaction. Since the last RXN release of version 1.2, I have taken over the coding and general maintenance of the mod, which is now at version 1.3. The basis of the game is a team of human marines fighting alien spiders in a wide array of scenarios, usually in dark settings. Each side has 8 classes including a builder class that is able to set up base defences and team spawn points. Every time you kill an enemy you get frags to 'spend' on a better class. Spider classes range from the lowly 20 health but deadly hatchling to the monolithic stalker that obliterates everything it its path. Humans start out as a grunt and can work their way up to a mechanized unit with dual autocannons. Gloom features all-custom models, maps, sounds and gameplay. This won't feel like the Quake II you are used to.


Oh.  I see.

So, can you go into detail since that description sucks?

Are you working on Dretch grappling hooks or what?

Neo

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The first Gloom-like server.
« Reply #7 on: January 09, 2007, 10:30:53 am »
I think he's just making q3gloom, unless I misread the 'remove trem parts, add gloom parts' bit.

postlogic

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The first Gloom-like server.
« Reply #8 on: January 09, 2007, 01:30:25 pm »
Sounds fun to me.

I dont see why people dislike efforts like this. If you dont wanna deal with it, stay away and let us have some fun. You have nothing to lose.
moop*

David

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The first Gloom-like server.
« Reply #9 on: January 09, 2007, 01:34:36 pm »
sounds good.
cant wait to play.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
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I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Yarou

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The first Gloom-like server.
« Reply #10 on: January 09, 2007, 08:18:22 pm »
Quote from: "Lava Croft"
Keep your fat fingers off Gloom, you blasphemer.

Heh, I'm not looking to modify Gloom at all, :P

@Kobra: You'll be the first to know, :)


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Lava Croft

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The first Gloom-like server.
« Reply #11 on: January 09, 2007, 08:31:43 pm »
Yes you are, you are trying to make a cheap-ass ripoff of Gloom.

Yahoo

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The first Gloom-like server.
« Reply #12 on: January 10, 2007, 03:19:56 am »
why does it seem lava takes every opportunity to start an argument :\

gl yarou

Einstein

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Re: The first Gloom-like server.
« Reply #13 on: January 10, 2007, 04:55:44 am »
[meh, stupid post removed]
« Last Edit: November 03, 2008, 07:47:24 pm by Einstein »

Caveman

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The first Gloom-like server.
« Reply #14 on: January 10, 2007, 05:20:54 am »
Lets change this theme a bit.

- Let it play in WW2
- Let's get classes like engineer, medic... hmm and soldier
- Let's make both side using the same stuff
- Let's call it Allies against Axis

Oops, wait....

We already had that and it was called RTCW:ET. My Bad.

Risujin

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The first Gloom-like server.
« Reply #15 on: January 11, 2007, 02:30:54 am »
You probably could port Gloom to Quake 3 straight ... AFAIK Gloom was never stand alone so technically you would not port it to Tremulous, but to Quake 3. Tremulous maps wouldn't work with Gloom (without hacks...) anyway. I wonder how the Quake 2 and 3 engines differ and how hard it is to port a mod back and forth.

I gotta ask though, for such a major undertaking, Yarou have you ever coded anything before in your life? :)

Yarou

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The first Gloom-like server.
« Reply #16 on: January 11, 2007, 02:59:17 am »
Quote from: "Risujin"
You probably could port Gloom to Quake 3 straight ... AFAIK Gloom was never stand alone so technically you would not port it to Tremulous, but to Quake 3. Tremulous maps wouldn't work with Gloom (without hacks...) anyway. I wonder how the Quake 2 and 3 engines differ and how hard it is to port a mod back and forth.

I gotta ask though, for such a major undertaking, Yarou have you ever coded anything before in your life? :)

Hehe, if by code you mean import third-rate features and modifications, then no.


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Vector_Matt

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The first Gloom-like server.
« Reply #17 on: January 11, 2007, 03:28:30 am »
Quote from: "Risujin"
I wonder how the Quake 2 and 3 engines differ and how hard it is to port a mod back and forth.
See this, I was thinking the same thing, can't port if you can't get code.

It sortof turned into a flame war about players, and oddly enough, Poland. Weird huh?

holyknight

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The first Gloom-like server.
« Reply #18 on: January 11, 2007, 04:13:23 am »
wait... is this a mod or just a server that isn't really a tremulous server but is a gloom server...?

Stasis

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The first Gloom-like server.
« Reply #19 on: January 12, 2007, 04:28:29 pm »
All you Tremulous players who have little to no innate knowledge of Gloom as Lava_Croft, myself, or any other Gloom veteran needs to seriously close their mouth when talking about things they don't know or understand.

Tremulous does *not* need Gloom elements. Simply put, Tremulous is it's own game. One of the MAJOR REASONS WHY GLOOM IS SERIOUSLY FLAWED IS BECAUSE OF ITS ROCK-PAPER-SCISSORS STYLE OF CLASS STRUCTURE.  Trust me, Tremulous players would shit a brick trying to figure out why/what  things are super-effective and weak vs. other units and structures, and verbally shit more posting their ever-so-knowledgeable ideas on the matter.

Tremulous also is played at a signifigantly slower pace than Gloom. Gloom keeps MUCH of its playability from how ungodly fast people can dish out and play. Tremulous, at this current stage, cannot do this. It is too slow to have any sort of effective RPS-type element.

Tremulous was wise in steering clear of set "classes" that Gloom uses. Tremulous allows players to " roll their own character, " so to speak, so every person can technically be ideally suited for any suitation, provided they have an armoury, in humans' cases. Gloom does now allow this; Instead, players much choose in advance of spawning what class to use. This class usually serves only one purpose, for sake of balance issues, and cannot be changed once it has been choen unless that class dies. This can make games stalemate for HOURS ON END ( there have been some single-map games lasting over 12 hours because of map design and class structure ). [and if you Tremulous players ever, and I mean ever, thought you had a rough stalemate in Tremulous, I *DARE* you to search the planetgloom forums and watch the entire Gloom2 demo that lasted 8 hours. That alone will show you why set classes are a bad idea. And mind you, this is just once instance where it got recorded; there have been many other less notable 4 and 5 hour extensions of ingle map games ]

Another problem I see is that Tremulous just isn't as "hardcore" as Gloom is. When you die in Gloom, you are either intact or have exploded into a rain of blood and gibs. When you eat a rocket or a laser pulse on very low hp, you are annihilated ( and sometimes your ass just straight up disappears and you turn into a mid-air blood squirt, which is hilarious to know you ate that much damage ). I know many die-hard Gloomers just couldnt come to Tremulous because of this - it wasn't visually appealing enough to keep playing the game.

I do realize that you are trying to solve a lot of issues that Tremulous has. I do not, however, see how importing another game's ideas will " fix " them. I personally feel that you are better off making adjustments and re-compiling another version of Tremulous with balance changes with the classes and items you already have.

However, I am in favor of importing the admin controls. While not for the reasons you mentioned, I feel that Gloom has had one of the best admin-type control systems in any game I've had to admin so far ( I've admined a Gloom server for nearly 2-3 years now, and have played gloom for 5 years now :x) Glood luck getting Gloom's Source, though. The Gloom community itself has been trying to crack R1CH and have him release it, but he has not. I seriously doubt that he would release any source information either to you or here, publicly.[/b][/url]
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Lava Croft

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The first Gloom-like server.
« Reply #20 on: January 15, 2007, 12:21:04 pm »
Quote from: "Stasis"
All you Tremulous players who have little to no innate knowledge of Gloom as Lava_Croft, myself, or any other Gloom veteran needs to seriously close their mouth when talking about things they don't know or understand.

Tremulous does *not* need Gloom elements. Simply put, Tremulous is it's own game. One of the MAJOR REASONS WHY GLOOM IS SERIOUSLY FLAWED IS BECAUSE OF ITS ROCK-PAPER-SCISSORS STYLE OF CLASS STRUCTURE.  Trust me, Tremulous players would shit a brick trying to figure out why/what  things are super-effective and weak vs. other units and structures, and verbally shit more posting their ever-so-knowledgeable ideas on the matter.

Tremulous also is played at a signifigantly slower pace than Gloom. Gloom keeps MUCH of its playability from how ungodly fast people can dish out and play. Tremulous, at this current stage, cannot do this. It is too slow to have any sort of effective RPS-type element.

Tremulous was wise in steering clear of set "classes" that Gloom uses. Tremulous allows players to " roll their own character, " so to speak, so every person can technically be ideally suited for any suitation, provided they have an armoury, in humans' cases. Gloom does now allow this; Instead, players much choose in advance of spawning what class to use. This class usually serves only one purpose, for sake of balance issues, and cannot be changed once it has been choen unless that class dies. This can make games stalemate for HOURS ON END ( there have been some single-map games lasting over 12 hours because of map design and class structure ). [and if you Tremulous players ever, and I mean ever, thought you had a rough stalemate in Tremulous, I *DARE* you to search the planetgloom forums and watch the entire Gloom2 demo that lasted 8 hours. That alone will show you why set classes are a bad idea. And mind you, this is just once instance where it got recorded; there have been many other less notable 4 and 5 hour extensions of ingle map games ]

Another problem I see is that Tremulous just isn't as "hardcore" as Gloom is. When you die in Gloom, you are either intact or have exploded into a rain of blood and gibs. When you eat a rocket or a laser pulse on very low hp, you are annihilated ( and sometimes your ass just straight up disappears and you turn into a mid-air blood squirt, which is hilarious to know you ate that much damage ). I know many die-hard Gloomers just couldnt come to Tremulous because of this - it wasn't visually appealing enough to keep playing the game.

I do realize that you are trying to solve a lot of issues that Tremulous has. I do not, however, see how importing another game's ideas will " fix " them. I personally feel that you are better off making adjustments and re-compiling another version of Tremulous with balance changes with the classes and items you already have.

However, I am in favor of importing the admin controls. While not for the reasons you mentioned, I feel that Gloom has had one of the best admin-type control systems in any game I've had to admin so far ( I've admined a Gloom server for nearly 2-3 years now, and have played gloom for 5 years now :x) Glood luck getting Gloom's Source, though. The Gloom community itself has been trying to crack R1CH and have him release it, but he has not. I seriously doubt that he would release any source information either to you or here, publicly.[/b][/url]


Totally, completely, absolutely seconded. Now stop talking about Gloom, stop trying to remake it and start playing it.

Ryanw4390

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The first Gloom-like server.
« Reply #21 on: January 21, 2007, 03:10:54 am »
This sounds like a pretty interesting idea, I'll be sure to try it out at the first opprotunity.

And I guess half of the people here never listened to mommy when she told them if you dont got anything nice to say dont say it at all :P
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The Magma Warriors are pissed off you wasted our time, and I have decided I will DOS attack your server, I have a program for that. Unless you want to get your asses on, and do a 3 on 3 or 4 on 4.

Stasis

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The first Gloom-like server.
« Reply #22 on: January 23, 2007, 07:39:31 pm »
The person spearheading this idea doesn't have a clue what he's getting himself into. That's all I'm going to say about it.
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techhead

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The first Gloom-like server.
« Reply #23 on: January 23, 2007, 09:10:39 pm »
Wait, Gloom had gibs?
I want gibs!!!
I'm playing Tremulous on a Mac!
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Paradox

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The first Gloom-like server.
« Reply #24 on: January 23, 2007, 10:27:06 pm »
I would really like the admin commands, but something about @ has always bothered me. ! seems better for a command, because say a player's name was ban the monkey, and another player's name was lol. In response to ban the monkey, you could right @ban lol, in response, but then lol would be banned.

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n00b pl0x

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The first Gloom-like server.
« Reply #25 on: January 24, 2007, 02:34:36 am »
Quote from: "Paradox"
I would really like the admin commands, but something about @ has always bothered me. ! seems better for a command, because say a player's name was ban the monkey, and another player's name was lol. In response to ban the monkey, you could right @ban lol, in response, but then lol would be banned.


erm...why would you write @ban lol if you had no intention of banning lol?
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

Rawr

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The first Gloom-like server.
« Reply #26 on: January 24, 2007, 03:19:27 am »
dibs on beta testing :D
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Paradox

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The first Gloom-like server.
« Reply #27 on: January 24, 2007, 04:34:57 am »
@n00b pl0x: because you were replying to something ban the monkey said, like i just did.

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Ksempac

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The first Gloom-like server.
« Reply #28 on: January 24, 2007, 09:25:47 am »
Paradox > 6 months ago, i thought you were a nice guy, but the more you post, the more it seems you have no brain. You're thinking about a very rare case (you need a player named "ban", or "kick", with another player which has "lol" or "rofl" as a nick) which can easily be avoided (just use > instead of @ like i just did)  :roll:
url=http://tremulous.net][/url]

n00b pl0x

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« Reply #29 on: January 24, 2007, 11:13:25 pm »
and most normal people would say lol @ ban not @ban lol
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?