Author Topic: New mod = new GTKR?  (Read 2407 times)

Plague Bringer

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New mod = new GTKR?
« on: December 02, 2007, 03:39:53 pm »
Pain in the ass.

Making Tremulous HvH would require either Quake3 deathmatch style spawnpoints, or a second team of human structures. How difficult would it be to get these into GTKR, and would it be necessary to switch to a different game for our mod to do it?

Thanks.
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Survivor

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Re: New mod = new GTKR?
« Reply #1 on: December 02, 2007, 04:09:35 pm »
From my limited knowledge of the internal workings of the engine it shouldn't be too hard to create subteams when the assets remain the same, entering related entities into radiant should then also not present a real problem since for both deathmatch spawnpoints (from q3) and building spawnpoints (from trem) the groundwork has already been done. Balancing is however a concern since human bases and weapons were not created for defending against humans attacking. Switching to a different game seems to defeat the purpose unless you mean something else then the common meaning of the word.
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Plague Bringer

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Re: New mod = new GTKR?
« Reply #2 on: December 02, 2007, 04:49:29 pm »
When you start up GTKR you have the option to choose which game you want to map for. I was wondering if we'd have to make a new game file for our mod.
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Survivor

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Re: New mod = new GTKR?
« Reply #3 on: December 02, 2007, 07:53:55 pm »
Quake 3 could discern the entities it should load at start by way of gamemode. So it's possible to code it without and then just using flags for determing what to load in which gamemode.
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doomagent13

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Re: New mod = new GTKR?
« Reply #4 on: December 03, 2007, 02:17:57 am »
The way I see it, you should have it just load the default map including alien structures and THEN have it switch the alien structures for their human equivalents.