Author Topic: EGGs  (Read 39387 times)

PFB

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EGGs
« Reply #30 on: May 21, 2007, 08:33:03 pm »
they are battle grangers you handle em and drop to the battle ground. cute little things :D

fleash eater

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EGGs
« Reply #31 on: May 21, 2007, 08:55:24 pm »
k ill put up screinies later,

but the team 1 grangers will be battle....chain gun


team 2 will be flamethrower grangers with black skin and yellow stripes

team 3 will be natzi grangers with rifle mouth

team 4 is purple grangers that are like walking telsas, but 10 damage for 3 secs.

all grangers will have 100 HP

i am trying to make armored granger, giant granger, sniper granger,granade launcher granger

is there anyone that can help program all this when im done?
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E-Mxp

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« Reply #32 on: May 21, 2007, 09:07:43 pm »
Quote from: "fleash eater"
k ill put up screinies later,

but the team 1 grangers will be battle....chain gun
[ img ]http://img205.imageshack.us/img205/6506/bgxm9.png [ /img ]

team 2 will be flamethrower grangers with black skin and yellow stripes

team 3 will be natzi grangers with rifle mouth

team 4 is purple grangers that are like walking telsas, but 10 damage for 3 secs.

all grangers will have 100 HP

i am trying to make armored granger, giant granger, sniper granger,granade launcher granger

is there anyone that can help program all this when im done?
OMG Battle[/size]Granger[/size]Galore!!![/size]

techhead

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EGGs
« Reply #33 on: May 21, 2007, 09:07:50 pm »
Heh, someone want to make a Red Overmind skin?
Extra kudos if it has a big yellow hammer and sickle on the front of it.
I'm playing Tremulous on a Mac!
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player1

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commies from mars
« Reply #34 on: May 21, 2007, 09:59:48 pm »
grangerz from t3h red planet

daenyth

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EGGs
« Reply #35 on: May 21, 2007, 11:57:37 pm »
Let's at least try to keep this somewhat on-topic.

Alright, Let's say first, should the mod have differant "modes" corresponding to the game type, changing how the server reacts to certain events, or should the "modes" be arbitrated by a server op?

Quote
Game type modes by server control. I will hereafter refer to this as strict
Pro: more well defined to play under, less wiggle room for people breaking the rules of the game type
Con: more difficult to code, may create situations with annoying votes for certain game types over and over.

Game type modes by Op control. I will hereafter refer to this as loose
Pro: less coding effort, more flexible
Con: requires someone to arbitrate games at all times.


Perhaps we should even consider a combination? How would we switch between server control and op control? If it's via an op command, what happens when the op leaves without reverting game to server control?

Quote from: "An example of quantifying system changes for game types"
Base Assault - There are color coded teams of Grangers, each with a set home base. Team 1 has an OM, whilst Team 2 has a Reactor. Both teams must strive to destroy the enemie's base, with infinite respawns. Rebuilding is not allowed. Spitting is not allowed.

This presents the following constraints:
- Requires exactly 2 teams (color-coded grangers)
- Requires one team to own reactor as a buildable.
- Reactor will either need to be repairable by friendly grangers, or regenerate on its own.
- Requires differant spawnpoints
- If under strict control, will require the ability to "turn off" granger spit for the duration of the game type
- If under loose control, will require a way to notify op of spitting.

Admittedly, those 2 last points are less relevent than the others, but still they are there.

Team issues
With multiple teams, we will need to edit the way buildables are owned. Radar system may need to be changed.

Perhaps a differant way of looking at the problem is in order. What if we had instead of multiple teams, just the two standard teams, but, say, several differant spawn point types.
The grangers would be assigned a faction (color-code) the first time they spawn in a given game. It could be determined by which egg they spawn from. The color code system could be added on top, as an added attribute to each player or buildable, to determine how damage is dealt. Upon being assigned a team, the player would be reskinned into a differant color granger. If the "color" teams are not in balance, should we have an op command to 'fix' them? How would changing color teams be handled? Should a \reconnect force them into the same color team they were in before? Give them a choice? Force reassignment?


Let's get this development rolling!
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daenyth

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EGGs
« Reply #36 on: May 22, 2007, 12:02:48 am »
This is the official EGGs area, so we should use it as the final referance.
http://com.interpsy.com/e107_plugins/forum/forum_viewforum.php?51
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doomagent13

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EGGs
« Reply #37 on: May 22, 2007, 12:39:18 am »
Quote from: "daenyth"
Alright, Let's say first, should the mod have differant "modes" corresponding to the game type, changing how the server reacts to certain events, or should the "modes" be arbitrated by a server op?
Server should control through votes and admin commands.

Quote from: "daenyth"
Perhaps we should even consider a combination? How would we switch between server control and op control? If it's via an op command, what happens when the op leaves without reverting game to server control?
Something similar to the way Risujin's layout system disables itself without admins on.

Quote from: "daenyth"
- Requires exactly 2 teams (color-coded grangers)
- Requires one team to own reactor as a buildable.
- Reactor will either need to be repairable by friendly grangers, or regenerate on its own.
- Requires differant spawnpoints
- If under strict control, will require the ability to "turn off" granger spit for the duration of the game type
- If under loose control, will require a way to notify op of spitting.
First bit is just redefining the teams.  I actually think granger spit should be allowed.

Quote from: "daenyth"
Team issues
With multiple teams, we will need to edit the way buildables are owned. Radar system may need to be changed.
Not too hard--the newly defined teams will define ownership of buildables, balance mod radar should do fine with a few changes, and client download will already be required for color coding, so a new cgame wont be a problem. (I think)

Quote from: "daenyth"
Perhaps a differant way of looking at the problem is in order. What if we had instead of multiple teams, just the two standard teams, but, say, several differant spawn point types.
Probably not hard to do, but probably hard to keep track of.
Quote from: "daenyth"
The grangers would be assigned a faction (color-code) the first time they spawn in a given game. It could be determined by which egg they spawn from. The color code system could be added on top, as an added attribute to each player or buildable, to determine how damage is dealt.
If I understand correctly, shouldnt be too hard to add, a little harder to make use of.
Quote from: "daenyth"
Upon being assigned a team, the player would be reskinned into a differant color granger. If the "color" teams are not in balance, should we have an op command to 'fix' them?
Theoretically already done with a combination of balance forcing and !putteam.
Quote from: "daenyth"
How would changing color teams be handled? Should a \reconnect force them into the same color team they were in before? Give them a choice? Force reassignment?
Same way reconnections are already dealt with.

Again, I am willing to help, but not with skin recoloring or the menu system--the code I think I understand well enough, but NOT the menu system.

daenyth

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EGGs
« Reply #38 on: May 22, 2007, 12:43:29 am »
I'm just trying to throw ideas out there. I hope someone else will help with it too, I don't want to do this for every single thing. Anyone else willing to help direct this project?

First we should make a list of what changes we need to make, and what order to make them in. Then we do it. So let's try and define all the changes we need to make. Who else has any suggestions?
Quote from: Bullislander05
It's like trying to take apple seeds out of a zebra to plant a giraffe tree.

fleash eater

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EGGs
« Reply #39 on: May 22, 2007, 01:57:17 am »
sincesome people don't understand the ease of making this mod, i shall show you what to do for buildables

change the colors of eggs, or i can use blender to morph fat eggz, and round eggz

make a slime covering on turrets for battle grangers

make flame thrower tube for flamer granger

shoking hive for telsa grangers...

and then add the eggz, it ma seem hard, but it will be easy programing if someone was to do it

 :granger:  :granger:

he server should be named the granger societies. or add it to the old server it was on, or granger games!
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E-Mxp

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EGGs
« Reply #40 on: May 23, 2007, 09:10:51 am »
Quote from: "Brotherhood of Tremulous"
Acid Tubes and Eggs Galore
Today is the same as the day before
When seen, you are the first to die
When all you want, is to share some pie
Hide in the Hovel, then climb on the wall
Get shot in the back, and take quite a fall
Hard for Pimps, harder for Grangers
You can just spit at all of the dangers
Humies are mean, 'cause they shoot at the green
It's time to get back- you're a mean jumpin' bean!
Granger Games, where you can roast
Dretch in a stew, and take time to boast
Jumping and spitting, and challenging death
All of the Grangers have waffley breath!
Don't die, it's the Granger Games! Nay!
It's unn-bleah, unn-bleah, unn-bleah all day!
OMG! LOL :D

a Turret

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EGGs
« Reply #41 on: May 23, 2007, 09:46:56 am »
Quote from: "fleash eater"
sincesome people don't understand the ease of making this mod, i shall show you what to do for buildables

change the colors of eggs, or i can use blender to morph fat eggz, and round eggz

make a slime covering on turrets for battle grangers

make flame thrower tube for flamer granger

shoking hive for telsa grangers...

and then add the eggz, it ma seem hard, but it will be easy programing if someone was to do it

 :granger:  :granger:

he server should be named the granger societies. or add it to the old server it was on, or granger games!

I am coloring the grangers and eggs now, will upload in a sec,

Ill make em red,yellow,green, and blue and you can use all or which ever ones you want.

ill upload them soon

a Turret

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EGGs
« Reply #42 on: May 23, 2007, 10:09:46 am »
I got to get some sleep, its 4AM,

I will save, and upload the texture files tomorrow.

here is a preview of the textures

Remember this is just textures, the is not a mod and it will not work unless some 1 else programs it,



All I did was change their Hue  and raised their saturation to 100+. So its bright and you can tell the different in between them.



Also I was thinking, I think first thing to be done is to change telenodes to the eggs. this will allow to be able to have aliens-vs-aliens, and then we can mod it up.

I am not sure how hard it will be, I am pretty new to C

benmachine

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EGGs
« Reply #43 on: May 23, 2007, 11:53:10 am »
I am by sheer coincidence working on a similar thing for my next mod, there are several different ways I can see of implementing it but it's not going to be very easy. Shouldn't be impossible, but it's not a case of simply letting humans build eggs.
benmachine

fleash eater

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EGGs
« Reply #44 on: May 23, 2007, 08:27:26 pm »
can some one upload a link to get granger for blender, i accidently deleted mine
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fleash eater

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EGGs
« Reply #45 on: May 26, 2007, 08:38:17 am »
a turret... hurry up with the granger textures!
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Ceaser342

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EGGs
« Reply #46 on: May 31, 2007, 06:11:21 pm »
How about you just make Granger Player models for Garry's mod then use .LUAs for Gamemods?
img]http://i46.photobucket.com/albums/f108/K7Eternal/CeaserSig-1.gif[/img]

fleash eater

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EGGs
« Reply #47 on: June 03, 2007, 05:26:00 pm »
i would do that if i had the granger model, but i deleted it on accident
im also in mexico so post granger link and ill do it when i get home
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