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GunGame - Beta 1

by xxavalanchexx · 2007-06-30 · 31 replies · 32008 views · 291 downloads

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Hiho!
rn
rnThe next version of GunGame has plenty of new features, one being cross-mod compatibility. The first mod that I have ported it to is DoD, and it seems to work just fine on my own local server with bots. But before releasing it in open beta, I'd like to field it in a real server and see how it does.
rn
rnLet me know if you are interested.
rn
rnCheers!
rn
rn

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gungame.zip Archive 523 KB 291 dl Download

The thread

All 32 posts from 18 people on GunGame - Beta 1, kept as they were written.

xxavalanchexx
started this thread
Posts: 13
Threads: 2
Joined: Oct 2006
06-30-2007, 01:28 AM #1

Hiho!rnrnThe next version of GunGame has plenty of new features, one being cross-mod compatibility. The first mod that I have ported it to is DoD, and it seems to work just fine on my own local server with bots. But before releasing it in open beta, I'd like to field it in a real server and see how it does.rnrnLet me know if you are interested.rnrnCheers!rnrn

FeuerSturm
posted here
Posts: 166
Threads: 15
Joined: Jun 2007
06-30-2007, 07:37 AM #2
(Hopefully I'm allowed to do this)
rnrni'm sure you are as long as you give out the source code instead of justrna compiled version.rnrnjust a hint:rnif you don't want 500 PMs saying "i would test it if i knew what it actually is"rnyou should describe what's your plugin's purpose. ;)

xxavalanchexx
started this thread
Posts: 13
Threads: 2
Joined: Oct 2006
07-03-2007, 09:21 PM #3

Well, the cat's out of the bag now!

D dlambert1989
posted here
Posts: 24
Threads: 2
Joined: Dec 2006
07-05-2007, 02:17 PM #4

has this been released yet because i cant find it. if not when will it be released because im looking forward to putting it on my fun server.:)

{SR} *Raggy*
posted here
Posts: 370
Threads: 27
Joined: Apr 2006
07-05-2007, 04:49 PM #5

He's lookin to test it out(I think) Give him a pm or something :)

xxavalanchexx
started this thread
Posts: 13
Threads: 2
Joined: Oct 2006
07-05-2007, 04:58 PM #6

It's not publicly released yet. |OnEHiTwOnDeR|SoCal has been nice enough to let me use one of his servers to test it on. The IP address is 8.3.29.129.

FeuerSturm
posted here
Posts: 166
Threads: 15
Joined: Jun 2007
07-05-2007, 05:21 PM #7
It's not publicly released yet. |OnEHiTwOnDeR|SoCal has been nice enough to let me use one of his servers to test it on. The IP address is 8.3.29.129.
rnrnJust wanted to give it a shot, but the slow download made me cancelrnmy curiousness.rnrn@|OnEHiTwOnDeR|SoCalrnNo offense, but ever heard about sv_downloadurl? :confused:

xxavalanchexx
started this thread
Posts: 13
Threads: 2
Joined: Oct 2006
07-05-2007, 08:24 PM #8

All you should have to download are the sounds. I attached them. Unzip them into dod/sounds/rnrnI played a little bit with some actual players, and decided that I'm going to try to make it a little bit faster pace, by decreasing the respawn time and adding random spawns.

D dlambert1989
posted here
Posts: 24
Threads: 2
Joined: Dec 2006
07-05-2007, 08:33 PM #9

i played earlier with of few of the guys in my unit. in total there were about 10 or so guys on and off. i like it, didnt have any problems with it. the guys in my unit are looking forward to having it on the server.

| |OnEHiTwOnDeR|SoCal
posted here
Posts: 320
Threads: 37
Joined: Mar 2007
07-05-2007, 11:14 PM #10

k well i decided to test it out...a few things if u dont mind (keep in mind i dunno if ur done with the coding or not..im saying of what i saw now):rnrn1. the sounds i personally think arent needed...like the bigger waves.rn2. there arent all the guns usedrn3. when u kill a player with a knife it counts it as if u killed with the current gun u have anyways (dunno if thats suppose to happen)rn4. u have level for PIAT 2 times i think 1st and 15th dont remmmeber for sure.rn5. should be a cvar to offer to change map or not change map period. what about server who run 24/7 maps. rn6. maybe there should be a reward for a player finishing 1st, not just the acknowledgment of him knowing hes the best rnrnremmember im saying from whats on the server as of 2 min ago.rnrnbut all around i personally see myself running a gungame server. its a very cool plugin and very good job avalanche.

xxavalanchexx
started this thread
Posts: 13
Threads: 2
Joined: Oct 2006
07-06-2007, 01:14 AM #11
1. the sounds i personally think arent needed...like the bigger waves.
rnI think they are. :prnrn
2. there arent all the guns used
rnThe weapon orders are customizable. I have like 3 random ones on there now.rnrn
3. when u kill a player with a knife it counts it as if u killed with the current gun u have anyways (dunno if thats suppose to happen)
rnA kill with a melee weapon is a level steal, controllable with the gg_knife_pro cvar.rnrn
4. u have level for PIAT 2 times i think 1st and 15th dont remmmeber for sure.
rnAgain, the weapon orders are entirely customizable. I just decided to have one with plenty of explosives.rnrn
5. should be a cvar to offer to change map or not change map period. what about server who run 24/7 maps.
rnThe gg_map_iterations cvar controls how many times to play the current map before switching. If you set it to 0, it never switches maps.rnrn
6. maybe there should be a reward for a player finishing 1st, not just the acknowledgment of him knowing hes the best
rnThe player gets his win logged, and if using stats mode 2, gets more points than the other players. He appears in !top10 if he is ranked as much.rnrnI guess all the bases are covered then! ;)

| |OnEHiTwOnDeR|SoCal
posted here
Posts: 320
Threads: 37
Joined: Mar 2007
07-06-2007, 01:43 AM #12

i guess they are then lolrnrnso i can add any gun i want to? such as scopedkar and fg42? and it'll automatically change the number of levels?

xxavalanchexx
started this thread
Posts: 13
Threads: 2
Joined: Oct 2006
07-06-2007, 01:37 PM #13

Yes.rnrn(extra letters so I can submit post)

S Smiffy
posted here
Posts: 73
Threads: 16
Joined: Nov 2004
07-10-2007, 10:04 AM #14

still no 1 has described what this plugin does or when its realeased?????rngive a bit more detail when posting a new or ported plugin so people dont bug u or waste your time in asking what a certain plugin does :)

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
07-10-2007, 12:26 PM #15
hell no wtf for lol? i got no custom maps...or custom sounds that are longer than five sec
n neven if you only have a few items that need to be downloaded, even sounds... NOT having an sv_downloadurl setup will cause performance issues when people connect to the server and DO have to download something.. EVERYONE on the server will suffer for it... n nIf you have the webspace, and only a few sounds, then it will only take 2 minutes to set it all up ...n n n nas far as GunGame... without source code I personally will NEVER simply load an .amxx file on my server... so count me out if there is no source code...

xxavalanchexx
started this thread
Posts: 13
Threads: 2
Joined: Oct 2006
07-22-2007, 11:48 PM #16

Alright, well now it's publicly available for beta testing.nnhttp://avalanche.gungame.org/nnRibbit!

narcussist
posted here
Posts: 18
Threads: 1
Joined: Jan 2005
02-15-2008, 12:01 AM #17

Hello. I am running the followingrnrnGunGame AMXX - Base 2.00B3.7rnGunGame AMXX - DOD 2.00B3rnrnThe question I have, as I can not find this anywhere, while searching for the past 2 days, and going threw 19 pages of posts at alliedforums, but the question I have is thisrnrnIs there a way to have this turned off for most maps and only on for certain maps? It seems like the only way I can get this to turn off without completely disabling the plugin is to go into amxx in game menu and disable it that way, and then enable it threw the in game menu.rnrnI run a few color maps on the server and would like for those maps to be GunGame all the time, but when the map switched to another map like anzio or flash, to say, for the GunGame to be disabled.rnrnIf you could explain on how to do this, or if it is not even possible I would greatly appreciate it.rnrnThank yournnarcussist

{DwP} 325th ABN
posted here
Posts: 231
Threads: 12
Joined: Aug 2006
02-15-2008, 02:35 AM #18

well still havent gotten a insight on what the hell it is exactley. can somone explain what it does and what it is.

narcussist
posted here
Posts: 18
Threads: 1
Joined: Jan 2005
02-15-2008, 02:40 AM #19

The best way to describe this plugin is simply to play it. But, I'll try my best anyway...nn The basic premise of GunGame is this: you start out with a Glock and a knife. You can't buy any weapons. You kill a player, and level up. You are then given your next gun: the USP. Get a kill with that, and you move on to P228. Continue through the rest of the pistols, progress all the way through shotguns, submachine guns, rifles, and machine guns, until finally you reach the HE grenade, followed by the knife (the last level). If you can manage to score a knife kill, then you win!nnthat being said threw the CS perspective, as with dod you start off with the luger then Colt, Webly, grease Gun, Sten, nnDoes this help you understand it better?nnIf you want to check it out first, I run it on my server ever now and then. Let me know and I will post the IP

meathead
posted here
Posts: 337
Threads: 23
Joined: Aug 2007
02-15-2008, 08:46 AM #20

I made a map.ini for every map I wanted amx_dodrandom 1nto be automatic. Then I had to have a map.ini file to turn it off for all the other ones. Diamond and Zor posted this to help me out.nhttps://www.dodplugins.net/forums/showthread.php?t=1153&page=2&highlight=meathead

narcussist
posted here
Posts: 18
Threads: 1
Joined: Jan 2005
02-21-2008, 01:05 AM #21
I made a map.ini for every map I wanted amx_dodrandom 1rnto be automatic. Then I had to have a map.ini file to turn it off for all the other ones. Diamond and Zor posted this to help me out.rnhttps://www.dodplugins.net/forums/showthread.php?t=1153&page=2&highlight=meathead
rnrnSorry to say this meathead, but gungame and random weapons, are two different plugin types. I will explain this later when your off work about the big differences.

H Hood [10th MD]
posted here
Posts: 84
Threads: 7
Joined: Nov 2006
03-27-2008, 05:35 PM #22

Old thread bump!nI'm sorry to say this but I think you're not understanding him, narcussist.nnThe easiest way to modify gungame to be on or off depending on the map is to edit something your server already has - .cfg files!nnIf you ftp into your /dod folder, you'll notice that for each standard map, there are 2 files: a *.wad and a *.cfg file.nnYou can easily add into any .cfg file all kinds of fun commands!nnSince gungame is controlled by the cvar amx_gungame, if you want it not to come in on a map, add the linen

amx_gungame 0
into the map.cfgnOf course, you'll want to add amx_gungame 1 into maps you want it on for just to be sure, since sometimes server.cfg does and doesn't get executed regularly.

K Kristiansen
posted here
Posts: 71
Threads: 18
Joined: Jan 2008
03-29-2008, 09:18 AM #23

Anyone still got any of the 2.00betas around? Would like to have this on my server(s) for some fun.rnrnCheers :)

N noddy
posted here
Posts: 250
Threads: 19
Joined: Oct 2004
04-07-2008, 08:53 PM #24

http://forums.alliedmods.net/showthread.php?t=65429&highlight=gungame+dodrnrnYou can still get gg_200b3_dod from the above link it is unsupported and a little buggy but can be fun.

K Kristiansen
posted here
Posts: 71
Threads: 18
Joined: Jan 2008
04-11-2008, 05:37 PM #25

Oh cheers to you man! :)

I Is3
posted here
Posts: 6
Threads: 1
Joined: Jun 2008
12-29-2008, 05:37 PM #26

I have specyfic problem on my server - sometimes players spawn with weapon not allocate from gungame but from game (when you chosen on start) and when they get killed, gungame weapons come back on their next life.nnGungame version:nhttp://forums.alliedmods.net/showthread.php?t=65429&highlight=gungame+dodnnnnPs. Sorry 4 My English :)

Tank
posted here
Posts: 581
Threads: 59
Joined: Jan 2007
12-29-2008, 05:54 PM #27

It's not only your server. Every server running that gungame version (I believe it's the only one out there for DoD) have the same issue.rnrnHowever, the support on this plugin for DoD is non exsistance and I checked the plugin out....I can't do that. It's huge.

RichNagel
posted here
Posts: 49
Threads: 8
Joined: Jan 2012
07-19-2012, 03:00 AM #28

Sorry to dig up this old thread, but a quick question (I'm running DoD GunGame AMXX v2.00 Beta 3.7):rnrnDoes the "GunGame_WinMOTD.html" function when the "teamplay" CVar is enabled? I see the winning MOTD when teamplay is off, but do not see it when teamplay is enabled.

RichNagel
posted here
Posts: 49
Threads: 8
Joined: Jan 2012
07-26-2012, 06:00 PM #29

Folks,rnrnSorry to bump this thread again, but has anyone else experienced this problem with DoD GunGame?rnrnI posted a message over in the AlliedMods forums, and the author of GunGame replied that after looking over the old source code for DoD GunGame, that he couldn't see any reason why the MOTD wouldn't be displayed when the "teamplay" CVar was set.rnrnAnyhow, just a-wondering if anyone else has had this problem (or is it just me/my installation of DoD GunGame)?

Sohood
posted here
Posts: 92
Threads: 33
Joined: Sep 2008
07-26-2012, 07:09 PM #30

Hmm. not sure. I had a gun-game server running but I'm not sure if "teamplay" was enabled.

RichNagel
posted here
Posts: 49
Threads: 8
Joined: Jan 2012
07-27-2012, 01:53 AM #31
Hmm. not sure. I had a gun-game server running but I'm not sure if "teamplay" was enabled.
rnrnThanks for the info, Sohood :)rnrnI have a hunch that it's probably something amiss with the DoD GunGame source itself; as I've tried disabling almost all of the other plugins that I have installed, but still see the same problem.rnrnMost of the time though I play non-teamplay gun games, and the MOTD displays during those just fine... so it's really no biggie :)

L loon_on_a_stick
posted here
Posts: 23
Threads: 2
Joined: Nov 2011
02-23-2013, 12:43 PM #32

I have played team GunGame a lot and the MOTD never came up in team play

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