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Feedback, questions & appreciation...

Posted: Sun Nov 08, 2009 3:39 pm
by veteran_gamer
Hello to the obsidian team & community, i'm veteran_gamer, avid player/user & newcomer to the mod. i thought i'd make a mega-post with feedback, etc.

my friend has a dedicated server we are in the infant stages of modding, and it looks like we want to go for the long haul with your mod, i've been buried deep into it for 2 weeks now

please forgive if anything here is already covered or common knowledge, i know how frustrating repeating the same answers can get - but i assure you my intentions are good & long-term (hopefully right?)

Issues/concerns

-impulse 50 (squad command) seems function on certain city maps only (c17_02, 03 & 04 i think), on occasion when it does work, npc_citizen seems to break if player death occurs when following

-flashlight activation while looking at water or certain "refract" effects seems to cause a "noclip" like smearing, on coast maps is a good way to replicate, turn flashlight on staring at water and sway camera left/right

-certain events/sequences for certain npc types, npc_zombie, combine_s & metropolice in particular seem to go into "T" pose when transitioning from one animation to the other, and often when being alerted to player presence while moving (combine_s + run animation + suddenly sees player = brief T pose moment)

-mp_livesmode will not work with campaign, after map transition, player loads with 0 lives, causing a team fail...resulting in server switching to default map, not sure if this is issue, perhaps this was intended for single maps only

Suggestions/requests

-alternate rpg missle launch (non-laser) could perhaps be 10-15% faster than normal rocket speed

-ability to teamkill/friendly fire non essential npc_citizens, certain tight hallways can be a disaster with them blocking players

-mp_livesmode being compatible with campaign maps/map transitions.., and if entire team fails...to have the map restart itself and so forth

-some sort of Optional server/clientside extensive precache system...increased load times, but less stutter, closest thing for this found besides sv_forcepreload/cl_forcepreload, is mounting ep1 and ep2 in mapadds

-speed up ironsite/regular switch time by 1.5x perhaps, although i dont use them, i would gladly welcome a quicker aim mode switch

-sk_health settings for alyx

Questions

is there a thread, or knowledge base that contains mapadd templates/information regarding - creating "checkpoint spawns", player teleporters (had issues getting point_teleport to work) i could use for reference? saves hours of time and gets server developing faster, anything with examples, templates etc regarding mapadd functions/usage

Appreciation

all in all, myself and others are extremely satisfied with what you've delivered here, this is the closet thing to running half life in single player as it gets, as well as an impressive capability for modding it. its extremely stable, after running synergy for a week my partners and i thought to ourselves there must be a better more stable coop experience, within 3 or 4 days of extensively playing obsidian conflict, we made our minds and a server was shortly after acquired by a friend. once we get a large portion of the campaign edited we will post it here! everything we have tried to do so far has worked safely. still exploring mapadds however i am certain all of our needs will be met with further experimenting. i hope you guys keep it up cause i can see sticking to this mod for a long time to come. its truly a shame it isnt you guys on the steam list and that so many potential hl2 coop seekers aren't exposed to this work of art immediately. hope this first post wasnt to painful, and thank you for a great job, and giving myself and others a new "project" to tackle which we will make sure takes advantage of all of your features.

take it easy

Posted: Sun Nov 08, 2009 4:44 pm
by fug4life
Hi, good to see you guys are enjoying the mod.

It seems like from your post you guys are focusing to deliver a custom campaign expercience on your server. Which is good, though I hope in some form you will make the players aware its a customised set-up to eliminate confusion.

Right, I'll try answer a few of those questions, and get back with other awnsers if nobody else does first (I'm not speaking for the team, though I know a fair bit about the mod).

Squad commands is an issue I believe the mod team is aware of.

The flash light thing I've never heard of.

T-posing I have seen, though my client install is corrupted with overwritten content so I can't really confirm, and I think the problem is a mounting issue/conflict.

Try adding a map_cfg.txt for each map to fix the lives mode issue.
if the standard server.cfg cvar dosn't repeat on the map changes.

http://www.obsidianconflict.net/forums/ ... php?t=2801

The RPG I think is part of the mod's code I'm fairly sure it'll be kept as it is.

Team killing npc's would have to be done via mapadds with ai_relationships (or coded though I personally wouldn't want to see this).

Pre caching, I'm not entirely sure what you are trying to explain.

Ironsight switching I thought was relatively fast.

sk_commands can be set again in map_cfg.txt's though I'm not familiar with Alyx's cvars, I know she has/can have regen, but health setting shouldn't be a problem.

Checkpoints can be mapadded in and point_teleport does work.
Though thats to say its not tricky, and be warned teleports and lives mode is probably a bad cocktail.

The easyiest way is to just use the enable/disable feature on the npc_player_deathmatch entity.

Name all the info_player_deathmatch's at the first spawn something like playerspawn_1 and have it start enabled then the next checkpoint info_p_dm's are obviously named playerspawn_2 and they start disabled.
Then you just need some sort of trigger (If you can find anything exsisting that can be mapadd edited then use point_triggers to fire the outputs). And you just need to disable the previous spawn and enable the new spawn, repeat.

Here is some prefabs concering map spawns and checkpoints though please be aware that brush triggers are no good for adding into mapadds so use point_triggers.

http://www.obsidianconflict.net/forums/ ... 09&start=0

You can find info about mapadding here on these forums in the tutorial section and general modding and probably in mapping help aswell.
Also the mapadd generator is a useful tool.

If you create a post and add in there what problems your encountering I'll try help you out.
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Posted: Sun Nov 08, 2009 5:53 pm
by bigbusey
I think vet covered most of the issues we were having with the game (thanks for help with the lives mode), so I will just pour on some more thanks.

It is so nice not to crash every 15 minutes because somebody let alyx die, or somebody drove a jeep into the water, or because there are just too many people on the server. The stability is amazing and I love just spawning a 100 or so combine mines everywhere and still having the game run perfect.

I'm not sure how far along you are in development and I never expect much (coming from SMOD :P) but I hope you guys won't mind us asking questions and making suggestions. We all have to start somewhere but once we start climbing a mountain, we don't stop until we reach the highest peak.

One last little question I'm sure has been asked before, Is there a special way to access the wiki or something? or is it down?

THanks for your work on this mod. Looks like it is going to be a lot of fun.

Posted: Sun Nov 08, 2009 6:00 pm
by Vasili
The Obsidian Conflict Wiki is down if you mean This one

Posted: Sun Nov 08, 2009 6:44 pm
by Axel_m3sh
I've seen how great your models are on the SMOD tactical forums, hopefully you'll contribute a little (maybe you have lol) to the community.

Good to see new face here that knows what they're doing

Posted: Sun Nov 08, 2009 8:08 pm
by shiftey
@VG: I created a quick demo of the player-wait system we talked about. I'm having trouble uploading to my web space but I can send it to your email instead if you give me your address.

Posted: Sun Nov 08, 2009 9:46 pm
by Turkey72
"and if entire team fails...to have the map restart itself and so forth"
If you want that, go play synergy. because obsidian conflict is NOTHING like synergy.

Posted: Sun Nov 08, 2009 10:04 pm
by fug4life
Calm down^

Posted: Sun Nov 08, 2009 10:08 pm
by Shana
Turkey72 wrote:"and if entire team fails...to have the map restart itself and so forth"
If you want that, go play Greenland. because obsidian conflict is NOTHING like Greenland.
It was a valid request, dont be stupid.

Posted: Mon Nov 09, 2009 12:48 am
by Ny
@VG Your ideas are nice and very welcome, as probably the only newcomer I've seen to have smart thoughts.
As for your ideas they very much needed in the mod, however to be honest while it may not seem like it the mod is heavily under staffed if I could personally say so. A lot of spaces are unfilled in mod as a full community, animators, sound artists, coders etc.

We have a large abundance in mappers but these areas need to filled in some sort of way before the mod can go further. It may explain why the mod has taken a while to get steamworks.

I try my best to help out to contribute in some sort of way but if few other people fro other areas will help nice and you have my attention on your personal development of the mod.

Posted: Mon Nov 09, 2009 1:11 am
by Gary
I am pretty sure the only way we could get on steamworks is to create all new models, textures, codes, sounds and animations for all the weapons that can be considered "stolen".

I can model, but I don't have the proper tools to create animated models, which we need... contact(PM) me if you could help with this.

While on the topic of improvements, I like Synergy's website better...

Posted: Mon Nov 09, 2009 1:46 am
by shiftey
Gjsdeath wrote:I am pretty sure the only way we could get on steamworks is to create all new models, textures, codes, sounds and animations for all the weapons that can be considered "stolen".
You didn't get the memo?

Posted: Mon Nov 09, 2009 1:53 am
by Shana
Gjsdeath wrote:I am pretty sure the only way we could get on steamworks
We already have Steamworks.
Gjsdeath wrote: While on the topic of improvements, I like Synergy's website better...
Thats nice for you, wont make me change ours, im totally fine with how it is.

Posted: Mon Nov 09, 2009 3:46 am
by Gary
W0rf0x wrote:
Gjsdeath wrote:I am pretty sure the only way we could get on steamworks
We already have Steamworks.
We do, steamworks is the thing that lets you install mods in the user directory like Syn right? Or did I get it mixed up with another Steam feature?
W0rf0x wrote:
Gjsdeath wrote: While on the topic of improvements, I like Synergy's website better...
Thats nice for you, wont make me change ours, im totally fine with how it is.
It's just, ours is a bit basic and a tad out of date, theres nothing wrong with it, just could be better.

Posted: Mon Nov 09, 2009 3:58 am
by RocketRunner
Wait, wait, what are you talking about?
I thought Steamworks was that system where Valve tried not to profit off mods.