• How can I make gamemodes better?
    249 replies, posted
  • Avatar of superadamwo
  • Yeah I'm not talking about a server that hosts 30 crappy mini-gamemodes which rotate every 20 minutes, I mean hosting each of the big, complex gamemodes like Zombie Survival, TTT, etc., each on a separate server so people can actually choose what they want to play. Maybe servers could also request addition to the "trusted servers" list which would make the "start playing" button join players to their server as well.
  • Avatar of Fantym420
  • After reading though this I am envisioning a game mode menu similar to the current map selection, where you have a header with game mode name, and when you choose the game mode it drops down with settings for that game mode, and the list of maps for it, maybe with a button for browse all maps just in case someone doesn't want to use a game mode specific map, and then a button that will auto set the server filters and show a server list for the current game mode selected. That's what I think would make it easier to navigate and start.
  • Avatar of KatNotDinner
  • [QUOTE=GameDev;34739639]Call up the Acension devs and see if they'll do some singlplayer missions or something But being honest, if you were to add a gamemodes section to steamworks it would probably all be just preexisting gamemodes.[/QUOTE] I totally agree. I miss Acension as I had the oppurtunity to play it single player before it broke. I think we need some stroy based gamemodes and maybe having a new gamemode every few updates ( like a new gamemode for every 10 updates).
  • Avatar of MacDGuy
  • Really liking the idea of having the ability to change the menu. It will definitely attract more serious developers. As said before, it is very cumbersome to select a gamemode through the current drop down method. Especially for new GMod players. I suggest giving the users an easier and more visual UI when selecting and playing gamemodes. An image banner list of installed gamemodes that you can select would be pretty awesome. Another idea would be to have a team of people dedicated to pumping out quality gamemodes for GMod itself - similar to what came out of the Fretta Contest. The more you can make gamemodes seem and act like true Source modifications, the more serious developers will use GMod as their choice for modding the source engine. The flexibility with Lua currently allows all that you would need to make your own true mod (other than shader support) - and it's much easier/quicker than using an out dated SDK and C++, in my opinion. This suggested shift in focus of the gamemodes could possibly put GMod as the main "engine" for future source mods. Personally, I'd use it for that purpose.
  • Avatar of jakeabbott96
  • Easier server hosting would be good, though I'm not too sure if you can do that, Garry. If more people have their own servers to play with friends, gamemodes won't die out so easily and get used more often.
  • What i would like is a way of desinging my own base gamemode.... Not a gamemode i derive from, Which also derives from basegamemode, But whete i can define the basegamemode its self...
  • [QUOTE=jakeabbott96;34742356]Easier server hosting would be good, though I'm not too sure if you can do that, Garry. If more people have their own servers to play with friends, gamemodes won't die out so easily and get used more often.[/QUOTE] What's so hard about hosting a server?(that Garry can actually do something about)
  • Avatar of superadamwo
  • [QUOTE=MacDGuy;34742293] I suggest giving the users an easier and more visual UI when selecting and playing gamemodes. An image banner list of installed gamemodes that you can select would be pretty awesome. [/QUOTE] Going beyond this, there should be a way for gamemode authors to add their gamemode to a database complete with screenshots, description etc. which would all be viewable in the menu when choosing a gamemode to play (kind of like steam workshop except different because it would be the gamemode selection screen, wouldn't necessarily install the full gamemode just the client files). What would be even better is if there was some kind of approval process to get the gamemode added so that we don't have Dark RP v2.17 napolean dynamite edition as a choosable option. I think another barrier for serious developers making gamemodes is the relative clunkiness of how they work in gmod. I guess what I mean by that is that while a regular source mod generally loads extremely quickly and joining a server takes seconds, gmod comparatively takes ages. For a mod like Age of Chivalry, or an offical one like Counter-Strike, the time from desktop to being in a server is less than half what it is in gmod. I don't know if this is possible, but you could add a "gamemode" mode similar to what others have suggested where you launch the gamemode from a shortcut on the desktop or steam, and it opens a streamlined version of gmod which has customized menus etc., but also which skips all the bullshit, doesn't mount a bunch of shitty addons, doesn't create render targets etc. and only loads what is needed for the gamemode to run. Then the server browser would only show servers for the gamemode you opened. This would make it easier for people that know what they want to play, and don't want to wait for everything that they aren't going to use anyway to load.
  • Avatar of disseminate
  • - Addons-like system which has already been suggested. - Gamemode searching is definitely a plus. Maybe standardized server tags (roleplay, sandbox, etc) - what I've found is that the only way to find roleplay servers is to filter rp_ maps, sandbox gm_ maps - if the server's not got a proper map prefix, the server isn't discovered. - Better documentation on differences between singleplayer vs. multiplayer listen servers. There are always issues when I test something in singleplayer mode, and it takes me quite a bit of searching to figure out what's the issue (ie. SWEPs and setting view angles, shared behavior, etc) - this would help tremendously for singleplayer gamemodes - More bindings for maps, as suggested. Gamemode hooks for everything that happens in a map (inputs, outputs, something used, etc) - Feedback system, so users can comment, kind of like toybox - as well as a built in bug reporter if you're up to it. - libmysql and/or mysql support and gm_bass or something similar by default included with gmod. That's it off the top of my head.
  • Avatar of trotskygrad
  • [QUOTE=Disseminate;34743779]- Addons-like system which has already been suggested. - Gamemode searching is definitely a plus. Maybe standardized server tags (roleplay, sandbox, etc) - what I've found is that the only way to find roleplay servers is to filter rp_ maps, sandbox gm_ maps - if the server's not got a proper map prefix, the server isn't discovered. - Better documentation on differences between singleplayer vs. multiplayer listen servers. There are always issues when I test something in singleplayer mode, and it takes me quite a bit of searching to figure out what's the issue (ie. SWEPs and setting view angles, shared behavior, etc) - this would help tremendously for singleplayer gamemodes - More bindings for maps, as suggested. Gamemode hooks for everything that happens in a map (inputs, outputs, something used, etc) - Feedback system, so users can comment, kind of like toybox - as well as a built in bug reporter if you're up to it. - libmysql and/or mysql support and gm_bass or something similar by default included with gmod. That's it off the top of my head.[/QUOTE] yup, these are all great suggestions, it would make gamemodes more standardized. Also it would reduce the amount of "screwed" up implementations of SWEPs, etc. into existing gamemodes, since I've seen too many situations where the admin basically adds a SWEP pack onto a DarkRP or Zombie server without the proper implementation to support it.
  • Avatar of fnox
  • Here's an idea I just got, addon dependencies. If gamemodes are going to be sent through the Workshop, then perhaps you could have a list of required addons you need for that gamemode, instead of having people download a gamemode with a bunch of content they may already have.
  • Avatar of trotskygrad
  • [QUOTE=Big Bang;34744249]Here's an idea I just got, addon dependencies. If gamemodes are going to be sent through the Workshop, then perhaps you could have a list of required addons you need for that gamemode, instead of having people download a gamemode with a bunch of content they may already have.[/QUOTE] I think that was the point of what they said earlier about "addons for gamemodes"
  • Avatar of Nerdeboy
  • Improved content management. Allow clients to download maps from the content folders rather than forcing server operators to move them around.
  • Avatar of disseminate
  • Oh, also, making the lua cache seperate from the FastDL, but you've probably had that requested thousands of times
  • Avatar of lorde banana
  • [QUOTE=Disseminate;34745597]Oh, also, making the lua cache seperate from the FastDL, but you've probably had that requested thousands of times[/QUOTE] this really should be done, it's a pain in the ass to upload each cache manually (especially with fretta based servers)
  • Avatar of somescripter
  • [QUOTE=Disseminate;34745597]Oh, also, making the lua cache seperate from the FastDL, but you've probably had that requested thousands of times[/QUOTE] This. Please.
  • Avatar of Hentie
  • Make gamemode_reload_cl work when you start a multiplayer server for testing your gamemode. So far it only works in singleplayer. What I like about developing in Lua is how fast you're able to reload everything. The gamemode_reload command took away the pain of having to wait for the level to restart. When I was working on source mods before Garry's Mod, what I found very helpful in source mods was the ability to create GUI easily. What Garry's Mod needs is a derma designer, an updated version. I use the current derma designer to get proper margins and padding, as well as sizes, but it won't be compatible soon with the new Garry's Mod update. Please make some sort of derma designer.
  • Avatar of LauScript
  • idk if it's just me but whenever i'm working with npcs it seems like it could be a lot simpler? like just making a npc move somewhere seems kind of dumb. in a nutshell, just a little more easier functionality with npcs, moving them, making them do certain tasks with a single function instead of having to set their relationships and all that. i think it'd help singleplayer gamemodes( easier to manipulate ai = a lot more story gamemodes? ), idk. yeah and a maybe like Derma Designer inside the main menu would be cool, i agree with you hentie.
  • Avatar of werewolf0020
  • [QUOTE=Hentie;34748138]Make gamemode_reload_cl work when you start a multiplayer server for testing your gamemode. So far it only works in singleplayer. What I like about developing in Lua is how fast you're able to reload everything. The gamemode_reload command took away the pain of having to wait for the level to restart. When I was working on source mods before Garry's Mod, what I found very helpful in source mods was the ability to create GUI easily. What Garry's Mod needs is a derma designer, an updated version. I use the current derma designer to get proper margins and padding, as well as sizes, but it won't be compatible soon with the new Garry's Mod update. Please make some sort of derma designer.[/QUOTE] Listen to hentie NOW
  • Avatar of Hentie
  • It's also not uncommon for me to have to change to sandbox to find a model that I want to use. Would be great if there was an online database hosting all the spawn icon images for models and being able to click on the spawn icons and having their model name copied into the clipboard.
  • I was really hoping you could make a storyline for GMod. It would be great to be on an airplane and be able to actually play GMod, not just build. I would also love to see if you could make a great roleplay gamemode for multiplayer. Maybe a personal project that you would keep updating. "Official GMod Roleplay"? Never know, just an idea.
  • Avatar of stealthpaw
  • [QUOTE=kbhawkman;34749428]I was really hoping you could make a storyline for GMod. It would be great to be on an airplane and be able to actually play GMod, not just build. I would also love to see if you could make a great roleplay gamemode for multiplayer. Maybe a personal project that you would keep updating. "Official GMod Roleplay"? Never know, just an idea.[/QUOTE] Wow thats just... errhh... In other news; Please include the MYSQL Module with the Gmod13 roll out. [IMG]http://i.imgur.com/8U4p4.jpg[/IMG]
  • [B]Native encryption for gamemodes.[/B] Developer makes gamemode, runs all the gamemode lua files through a special tool that comes with garrysmod (or a tool inside of garrysmod), encyrpts all the lua files in a way so only Garrysmod can load and use it. Optional of course, but garrysmod is able to detect that its encrypted and is able to decrypt it and run it with a key (one that is given to the developer when it is encrypted). The contents of the gamemode files can never be exported to plaintext once decrypted, only ran. [B]Navmeshes[/B] or some new and awesome AI control system (not nodes)
  • Avatar of Dorkslayz
  • [QUOTE=Remscar;34750951][B]Native encryption for gamemodes.[/B] Developer makes gamemode, runs all the gamemode lua files through a special tool that comes with garrysmod (or a tool inside of garrysmod), encyrpts all the lua files in a way so only Garrysmod can load and use it. Optional of course, but garrysmod is able to detect that its encrypted and is able to decrypt it and run it with a key (one that is given to the developer when it is encrypted). The contents of the gamemode files can never be exported to plaintext once decrypted, only ran. [B]Navmeshes[/B] or some new and awesome AI control system (not nodes)[/QUOTE] I'de like to see this, or a hash which the developer can use to decrypt it and update it etc.
  • Avatar of lexic
  • [QUOTE=Remscar;34750951]Native encryption for gamemodes.[/QUOTE] What would be the point?
  • Avatar of Jimbomcb
  • [QUOTE=Remscar;34750951][B]Navmeshes[/B] or some new and awesome AI control system (not nodes)[/QUOTE] this would be pretty awesome. shouldn't be overly difficult, I managed to implement custom navmeshes and it works flawlessly in a source mod, reads a list of custom values from an external file and rebuilds the ain if necessary. would allow for some pretty cool stuff without having to mess with maps if you don't have the vmf available.
  • Avatar of #NaN
  • [QUOTE=Lexic;34753413]What would be the point?[/QUOTE] I think he wants to hide the source code from other people which is dumb, because then he should not even release his gamemode.