* May 24, 2013, 02:34:08 AM
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Come Chat with us live! Learn how HERE!
 
   Home   Help Search Login Register  
Pages: [1] 2  All   Go Down
  Print  
Author Topic: The first Gloom-like server.  (Read 9796 times)
Yarou


Turrets: +43/-109
Posts: 218

Misguided Miscreant


« 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
Logged



Currently:
{&}Yarou
Bajsefar


Turrets: +49/-39
Posts: 597


« Reply #1 on: January 08, 2007, 10:02:57 PM »

:eek:
Logged
DarkWolf


Turrets: +0/-0
Posts: 149


« Reply #2 on: January 08, 2007, 10:05:44 PM »

Seems cool  Smiley , though how will you balance the game?
Logged

img]http://img115.imageshack.us/img115/7353/wolf6jo.jpg[/img]


Proud admin of the DB@ servers.
Kobrakai


Turrets: +0/-0
Posts: 107


« 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.
Logged

url=http://sga.jconserv.net][/url]
Lava Croft
Guest
« Reply #4 on: January 09, 2007, 07:11:59 AM »

Keep your fat fingers off Gloom, you blasphemer.
Logged
Rawr


Turrets: +1/-1
Posts: 919


« Reply #5 on: January 09, 2007, 07:23:22 AM »

says Sand eva gina.
Good luck with this yarou!
Logged

img]http://dvclan.org/statsig/statsig.php/3826/4.jpg[/img]
kozak6


Turrets: +20/-26
Posts: 1089


« 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?
Logged

Neo


Turrets: +2/-0
Posts: 760


« 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.
Logged
postlogic


Turrets: +0/-0
Posts: 3


WWW
« 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.
Logged

moop*
David
Spam Killer
*
*
*

Turrets: +249/-273
Posts: 3543

David


« Reply #9 on: January 09, 2007, 01:34:36 PM »

sounds good.
cant wait to play.
Logged

Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
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


Turrets: +43/-109
Posts: 218

Misguided Miscreant


« 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, Tongue

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



Currently:
{&}Yarou
Lava Croft
Guest
« Reply #11 on: January 09, 2007, 08:31:43 PM »

Yes you are, you are trying to make a cheap-ass ripoff of Gloom.
Logged
Yahoo


Turrets: +18/-78
Posts: 202



« Reply #12 on: January 10, 2007, 03:19:56 AM »

why does it seem lava takes every opportunity to start an argument :\

gl yarou
Logged
Einstein


Turrets: +12/-2
Posts: 81

...


WWW
« 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 » Logged
Caveman


Turrets: +93/-192
Posts: 2286


WWW
« 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.
Logged

Aliens' | Humans' | Wrath Public-CW

All other *wrath-server are copycats and not affiliated with us.

News/Status/Forum/Patches: http://wraths.dyndns.org
Risujin


Turrets: +33/-13
Posts: 740


WWW
« 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? Smiley
Logged
Yarou


Turrets: +43/-109
Posts: 218

Misguided Miscreant


« 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? Smiley

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



Currently:
{&}Yarou
Vector_Matt


Turrets: +2/-1
Posts: 732


« 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?
Logged

holyknight


Turrets: +4/-2
Posts: 998


« 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...?
Logged

Stasis


Turrets: +1/-0
Posts: 94


« 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]
Logged

top -

Lava Croft
Guest
« 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.
Logged
Ryanw4390


Turrets: +164/-20
Posts: 518


« 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 Tongue
Logged

Clan {Jo|So} were clan {No|Shows} at todays war between them..

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


Turrets: +1/-0
Posts: 94


« 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.
Logged

top -

techhead


Turrets: +77/-73
Posts: 1496

I like playing Tremulous, but who here doesn't???


WWW
« Reply #23 on: January 23, 2007, 09:10:39 PM »

Wait, Gloom had gibs?
I want gibs!!!
Logged

I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!
Paradox

*
*

Turrets: +253/-250
Posts: 2610


I eat babies!


WWW
« 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.
Logged


∧OMG ENTROPY∧
n00b pl0x


Turrets: +54/-168
Posts: 2415



« 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?
Logged

will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?
Rawr


Turrets: +1/-1
Posts: 919


« Reply #26 on: January 24, 2007, 03:19:27 AM »

dibs on beta testing Cheesy
Logged

img]http://dvclan.org/statsig/statsig.php/3826/4.jpg[/img]
Paradox

*
*

Turrets: +253/-250
Posts: 2610


I eat babies!


WWW
« 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.
Logged


∧OMG ENTROPY∧
Ksempac


Turrets: +1/-1
Posts: 261


WWW
« 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:
Logged

url=http://tremulous.net][/url]
n00b pl0x


Turrets: +54/-168
Posts: 2415



« Reply #29 on: January 24, 2007, 11:13:25 PM »

and most normal people would say lol @ ban not @ban lol
Logged

will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?
Pages: [1] 2  All   Go Up
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
TremPlus theme by Ingar, based on AF316 theme by Fedhog
Valid XHTML 1.0! Valid CSS!