Allo everyone.
I have only just compiled my first progs.dat a day ago, but now I think I will be investing the time into learning enough about it to put together a nice coop-centric mod, though some of it will be good for single player as well.
So far my ideas for the mod include:
Unique Player Skins
Player Pain Skins
Monster Pain Skins
Dying Penalty & Reviving Ability
Taking Weapons
Sharing Weapons & Ammo
Ammo & Health Across Multiple Levels
Optional Flashlight
Coop Scoring System
Configuration System
I think those are the things I want to get accomplished in this mod so far. Any other suggestions would be appreciated. My only rules for additions to this mod would be that they're not impossible to implement and they don't detract from the realism, but add to it. Oh, and encourage cooperation of the players!
So far I have the multiplayer skins thing worked out. It really makes coop a lot more enjoyable!
Next on my todo list is the progressively-bloody skins.
After that the ammo-dropping thing. I have played a mod years ago that allowed dropping of ammo, so I will try to find some existing QuakeC to use as a base. I'm not into reinventing the wheel, modifying existing QuakeC is very doable for me, but from-scratch is still a long ways off!
I have only just compiled my first progs.dat a day ago, but now I think I will be investing the time into learning enough about it to put together a nice coop-centric mod, though some of it will be good for single player as well.
So far my ideas for the mod include:
Unique Player Skins
High res player skins that are unique for each player. These are to be upsampled from some QuakeWorld skins I have, unless someone has some high res skins they want to offer. I don't want cartoony looks for anything in the mod, so it must look appropriate for the dark and grim Quake universe.
Player Pain Skins
Skins will get progressively beaten-up/bloody as the players take damage, to make it easy at a glance to see who in the group needs health the most. For instance different visuals at 100%, 80%, 60%, 40%, 20%.
Monster Pain Skins
All standard monsters to also have upsampled high res skins with visible damage.
Dying Penalty & Reviving Ability
A system wherein when a player dies, they may not respawn for a fixed time (this will be a server setting), such as 60 seconds. During the time they spend dead, any other living player may approach them and give them half of their own life to revive them. So if a player has 80 health and revives their friend, both will have 40 health. This will encourage cooperation and also will discourage players from dying, as they will have to wait to respawn. Their backpack will only drop once they respawn after the 60 seconds. This ability to give your friends 50% of your health will not be limited to when they are laying on the ground unconcious, it can be done any time. This allows for a much fairer sharing of powerups, such as the megahealth or even just health boxes.
Taking Weapons
The default option will have weapons being picked up like in single player. This will fix the issue in maps designed for single player which have triggers that operate on a weapon being taken (all too common) which breaks the map in coop mode. This also increases the realism, as each weapon becomes a significant find like in single player, and players need to decide on who gets to take it.
This can be turned off using an option, in which case by default each player may take the weapon, but only the first player will receive any ammunition from it.
This can be turned off using an option, in which case by default each player may take the weapon, but only the first player will receive any ammunition from it.
Ability to give other players your ammo and weapons, by dropping them onto the ground nearby. The player dropping them loses them permanently, unless they decide to pick it back up.
One of the most common unrealistic problems encountered in coop for us is one player running out of ammo, and the others not being able to share theirs. Makes it feel very fake, this will help a lot, and again encourage cooperation.
One of the most common unrealistic problems encountered in coop for us is one player running out of ammo, and the others not being able to share theirs. Makes it feel very fake, this will help a lot, and again encourage cooperation.
Ammo & Health Across Multiple Levels
When a player respawns at the start after dying, they will have zero ammo and 100 health. I absolutely loathe how when players keep on dying, their ammo keeps on collecting. It makes playing an episode infinitely stupid. After the first level, all the players are stocked up on ammo, and every time they die on that second level they fully recharge all their ammo! I hate it! By the third level of any episode every weapon has 100 ammo. This way the player will need to go back to their dead body and reclaim their backpack, or else get some ammo hand-outs from their friends. I also hate how respawning resets players health to whatever it was when they entered the level, this is incredibly unfair for a player who starts with 50 health.
Optional Flashlight
Possibly an optional weapon 9 which is a flashlight. It could drain ammo while in use, or just be really slow to switch to and from, to discourage binding keys to insta-switch to it. Could be useful if one player is badly injured to light the area for the other players, or just for group exploring. With all those high tech weapons, you'd think someone would have a flashlight.
Coop Scoring System
The default scoring system used in coop is the same as DeathMatch, rewarding players for killing the other players, and deducting one point each time the level kills the player (lava/traps/etc.) This is a stupid scoring system for cooperative play.
A possible scoring system:
Killing a Zombie: +1 frag
Killing a Soldier/Enforcer/Spawn: +1 frag for each player that hurt it
Killing a Fiend/Vore: +2 frags for each player that hurt it
Killing a Shambler: +3 frags for each player that hurt it
Reviving an unconscious teammate: +5 frags
Falling unconscious: -10 frags
Dying (respawning): -15 frags
Knocking another player unconscious: -25 frags
Finding a level secret: +20 frags
Level completed: +20 frags for each player
A possible scoring system:
Killing a Zombie: +1 frag
Killing a Soldier/Enforcer/Spawn: +1 frag for each player that hurt it
Killing a Fiend/Vore: +2 frags for each player that hurt it
Killing a Shambler: +3 frags for each player that hurt it
Reviving an unconscious teammate: +5 frags
Falling unconscious: -10 frags
Dying (respawning): -15 frags
Knocking another player unconscious: -25 frags
Finding a level secret: +20 frags
Level completed: +20 frags for each player
Configuration System
Everything the mod changes will be optional. Some sort of server side options which will allow them to use only the components they like from the mod.
I think those are the things I want to get accomplished in this mod so far. Any other suggestions would be appreciated. My only rules for additions to this mod would be that they're not impossible to implement and they don't detract from the realism, but add to it. Oh, and encourage cooperation of the players!
So far I have the multiplayer skins thing worked out. It really makes coop a lot more enjoyable!
Next on my todo list is the progressively-bloody skins.
After that the ammo-dropping thing. I have played a mod years ago that allowed dropping of ammo, so I will try to find some existing QuakeC to use as a base. I'm not into reinventing the wheel, modifying existing QuakeC is very doable for me, but from-scratch is still a long ways off!
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