TheGandalf

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Everything posted by TheGandalf

  1. TheGandalf's Proving Grounds of Development My discord server! Join above! I'm setting up as of now the channels and everything. You can talk to me all about development in there. --- Two Boss Ideas I'm working on
  2. I also ported cloud because why not.
  3. BOSS RUSH! Pretty much my latest creation. https://github.com/GameMaster85/TF2-Boss-Rush/ This is a project I've been working on in the meantime. It's meant to replace VSH/FF as a gamemode in whole, and add a plethora of features for developers and players alike. Planned stuff I want to do is things like... Bosses, obviously. Completely coded from a methodmap, very modular and developer friendly. Good to me. Mercenary Perks. Kinda like Warcraft Source where you get to pick a race, you can pick a Perk from a list in each class. Want to be the runner scout from Parkour Fortress 2 and deal more melee damage and incredible knockback when moving at full momentum? Maybe that boxer heavy that does defensive and offensive combos with his fists to avoid damage and dish it right back? Or maybe you like to spell? Classes can have a perk line where they're ability is to cast custom spells. Additional Functions for bosses. Cinematic Mode is planned, where at any point the developer can signal an event where it puts everyone's camera to the boss, freezes everyone for a moment, then turns off when the developer wants it too, for those quick knockout moments. It can also be used in a lot of other ways, but a prominent one would probably be a start-of-the-round zoom in on the boss. Rival Bosses functions are planned. A boss can be evil, or good. Who knows. You're fighting them anyways. But once you're all down, and the boss triumphs, the server picks someone at random (from top 3 damage dealers and other factors) and turns them into the Boss' Rival. If Vergil from Devil May Cry was a boss, His Rival would be Dante. This creates an end of the scene fight that can be both quick, cinematic, and fun to both play and watch. And a lot of other stuff I can't think of at the very moment. So yeah, cool stuff going on while I get in contact with who I need to contact so I can help out. Lets see what happens!
  4. I mean, in my honest opinion, most of the bosses are not fun to fight or play as. The only one I find amazing to play as is Pip Squeak due to his mechanics being fun for the whole family, but only so much. Flutterbat is basically if you gave a boss the ability to cloak at will with some mechanics tied to it. Of course it's not going to be fun to play against. Though, I don't know exactly her mechanics, so yeah. Opinions though.
  5. Thanks Emerald Streak. Though, I found something which makes me worry about things until I actually start doing things. This gamemode was officially updated between 3 years, 8 months, 18 days and 11 months, 17 days old. I did some tests and figured out that a command was added called "ff2_start_music" in version 1.0.11, which was about a year ago, almost exact. I tried firing this command, and the command "ff2_stop_music" at the same time and this is the result. Which confirms my range. Here's the proof of those commands in the code. 1.10.11 The command is right above it. 1.0.8 Missing the command. ( Please note that the code structure drastically changed since the old version so it's not exactly placed where it is. ) Considering the last update that was a little around the time 1.10.11 was around, in the !ff menu where the PV devs overwrite the plugin versions and everything with their own versions (tsk tsk), I believe that the version is in the upper range of the numbers of the elderly server plugin that is. Hopefully updates can get back rolling somehow.
  6. Sorry, Discord RSS thing is on the fritz now. :/
  7. Anyways, the boss I'm currently working on at the very moment for show and tell is a special one. It's pretty cool, but it's really only for raising my bar with SourcePawn, showing off that I'm a cool kid with the whole development thing, and show you what's possible. Meet the Trivia Man. Codename TriviaMan is pretty much just a generic boss. However, he has a 0.40:1.0 Health Loss to Rage percentage ratio. What that means is that ideally, for every 40% health he loses out of his whole bar, he gets to do one rage. When he does it though, he summons everyone to himself in a circle around him and freezes the entire server and disables all sentries. Instantly, he brings forth a random player and starts The Game. The player first choses a difficulty level of how hard the game will be. Once done, he then chooses a category of 3 that are randomly picked on what type of trivia question he wants to play (in a pop up menu, typical source fashion) as really cool WWTBAM music plays, and when he picks a category, the boss's code actually HTTP requests a database of trivia questions. This trivia database is open for anyone to submit questions too. It's at https://opentdb.com/ . Once it gets the random question in said category, it actually asks it to the person the question. Depending on the difficulty he chose and if he gets it wrong or right, things will happen. Easy Win - Pretty much nothing happens. Medium Win - You deal moderate damage to the boss. Hard Win - You deal heavy damage to the boss. Losing will result in instant death. Undodgeable, unavoidable, instant death. After the trivia game is over, everyone but the boss unfreezes, gets a moderate speed boost, and then the boss unfreezes and everything goes back to normal. Essentially, this is to ensure people get a good chance to run off after the whole event. Another boss idea was an Undertale series of bosses with unique mechanics. Undertale characters running around slapping people are cool and all, but mine are way better in concept. They'll have a separate "Health" bar known as the "Affection" Meter. If this grows to 100%, the boss is defeated with different dialogs and effects and what not. It'l slowly go up like a crawl, but it'l never hit 100% this way. They also do not generate too fast of Rage by taking just damage, or as fast as others. However, the lower their HP, the faster they gain rage outside of the state I will say below. The way they work is that when you unlock certain conditions, which I will list, they will enter a sort of "Affectionate" state where their Affection meter drastically goes up as long as you keep them in that state. However, hurting the boss or doing other things at this stage dramatically increases the Rage he generates. If he maxes out his Rage, his "Affection" meter won't go up as fast anymore, and once he uses it, he goes back to normal after using his rage. Pretty spooky. This creates a sort of boss design that encourages new way of dealing with these sort of bosses. Maybe your team will want to pummel the Boss and let them go ham on you. Or maybe you'll be the one to unlock their Affectionate status and convince everyone to follow up and take on the boss in a much more... well, affectionate way. The only condition I got is for Papyrus at the moment. A simple condition is if someone hits Papyrus with enough melee damage, he'll drop his bone and enter the status. His damage is weakened where everyone can survive an extra hit from him, but he's a tad faster. Just a tad. Papyrus obviously wants his bone back, so his option is to chase around whoever has his bone (probably going to be a flag-like item that's droppable manually.) and hit them. If he kills them or hits them enough, he'll make them drop it. If he gets his bone back, he'll revert back to normal but with a bonus to his rage meter. Tell me what you guys think.
  8. One last test. **ONE MORE TIME. IT HAS TO BE DONE FOR FURY AND JUSTICE.** :fire: :fire: :fire: :fire: :fire: EDIT: No Regrets.
  9. Glorious Money. Simply Fabulous. It's a little bit slow since RSS is meh but it works.
  10. One more thing I need to test. It's a discord bot that I set up. Not really a bot but an RSS Feed Webhook that allows me to grab this website's public feed and send it to my discord neat and tidy. Lets see if it works! **High five if it does!** *But nobody said it would be perfect.* :( :gun:
  11. Currently testing a discord bot that relays messages from the forum to the guild I'm making. Pretty neat, but I have to post random messages to test it. :(
  12. Lots of stuff I'm doing. I'll let people know when I got the doing done! :)

    1. TheGandalf

      TheGandalf

      Oh, forgot one more thing. I'm going to also upload youtube videos of my work in action.

  13. Jakrniv.png

    Wow... It's been 6 years since I've been around. That means I was around when I was... 15, 14 maybe? Huh.

  14. I reflect arrows that target my knees. I guess that is pretty relevant?

    1. nope

      nope

      You are the man Gandalf, you are the man

  15. Great idea referencing real-world places into your map. I should do that one day. As for the map, keep working on it.
  16. Key Authors: TheGandalf - Mapper/Editor Contributors: Puny Human LLC - Textures, Map Design, Misc. Sounds, Concept X0 INTRODUCTION This is a project which involves porting a map from a ever-so-popular Half Life 2 Modification called Dystopia into a working TF2 map. This Project is basically under construction, and this forum post is for whoever wants to follow it. I will be posting all my findings in this post via edit, and any replies to inquiries under a new reply. The map that is directly being ported is dys_assemble, and the gametype it being ported into is cp_dustbowl styled Capture The Points. Being it under the style of gameplay of Dystopia, yes, there will be a cyberworld where a single player can enter every 30 - 60 seconds to help with the -hacking- part of the map, which enable the player to be able to open/close up pathways for their/the opposing team, to actually directly capturing points. X1 Textures, Filesize, and You The map itself is, at the moment, void of all textures and props. The first step is to either... A: Port the textures from the game itself and Pakrat that sucker in. I will exclude the Props, and fill it with default. Pros: Less work for me Map looks much better Cons: VERY LARGE file-map size B: Introduce new textures to the map, using default TF2 / HL2 Textures Pros: Lessening Legal Issues (If Any) Much Less Filesize Cons: More work for me :( Map may vary in looks Here are some screenshots of the map litterally stripped of all its texture. Main Point: Punks/Blu Spawn UPDATE TIME! (1) I have finally, after so many hours, successfully compiled a working map to go with. The map as of now is currently void of all entities, including lights. So I better get to work! Heres some more screenies for more hoofinaningans. The lighting looks horrible because I had to enable mat_fullbright due to the fact the lights of the place were deleted due to complications in the compile. Main Point: Underground Tunnel: Punks / Blu Spawn:
  17. Thats right. I'll post some screenies later, but apparantly the map was using an invalid skybox texture, which I now replaced with a valid one, and will not show reflect-map-missing-texture boxes. Here are some screenies. Apparantly, the forum isn't allowing me to edit my first post.
  18. I'll focus more on the highly sized textures, and see what I can do with them. I really doubt the textures are uncompressed, or else that be stupid of Puny Human. As for the format, I'll see if I can chop them up a notch. And there are ALOT of small textures being used. Many opportunities to chop them up or remove them completly. Also, the map file size after compiling a close-to final version of the map, it ended up around 70 MB. Thats a ton-fold. I got to get working on optimization. Edit: I just checked a few bits ago. Most of the textures are 512x, and DO NOT repeat over. Man, these guys really wanted quality. As for compression... I... don't think they'll F up on that. The only real way to bring down the filesize is to actually remove some of the textures. Also, can you talk about BZIPing? I heard that lowers filesize. Can you also go on the website's chat? I want to talk to you about things.
  19. Teach me your ways of compressing Textures... I think my map is being killed by said biggest killer. There are also 222 custom files in total according to pakrat, so it might not just be the resolution of the textures, but the number of textures. The map is also going to get bigger, since I just put down some heavy-duty lighting, and its coming out pretty beast.
  20. Ironic. My Map at its current version is 52MB.
  21. Thats the only problem I am having with this map. Due to the overload of custom hi-res textures, including 2 songs that I've added, (Although that is not most of the contribution) It adds up to a hefty filesize. What I can do is reduce the used textures as much as possible. For now, I have no choice but to leave it at that as I need as many options as possible in the design phase.
  22. I would be the spy. Why? Always behind you, that is. Mostly has to do with skill though. If I were a class, I would be a Scout due to the carefree-but-fragile personallity he has. Also because he is a dude with some serious arsewoppin / arsefanning techniques.
  23. Neither does arena_megaman, but nobody complains. xD
  24. Good anydays, ponies. My name is TheGandalf, and my hobbies are killing dragons, collecting head decorations, killing more dragons, screaming at dragons, backstabbing people, playing the Violin, being cool on Vent, killing more dragons, Coding in C++ And other various coding languages, And killing dragons whilst collecting head decoration as I type up my introduction topic. What I usually do is play TF2 and go to class, Map Maps, and Code Codes. All I do. I'm pretty wise for my age as well. And Yes, I played Skyrim and TF2 at the same time while typing this post up. -Gandalf