This mod seems awesome.
Just an advice, if you don't want your mod to become another AoS 1.0 don't add an RPG. Sticking to the WW1 flavour would work for the best. I've opened a topic somewhere else, but it's probably better if I don't spam the link everywhere. Anyway a mortar (and/or an infantry support gun) that has to be set down, sticking the user to the ground, would work wonders instead.
we're doing this man. (AoS 0.75 Powerthirst Edition)
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Vul
Deuce - Posts: 17
- Joined: Wed May 15, 2013 11:05 pm
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Sonarpulse
Coder
- Posts: 443
- Joined: Thu Dec 13, 2012 7:18 pm
GreaseMonkey wrote:Will this do?Hell yeah!
GreaseMonkey wrote: EDIT: Mind pulling from my repo and merging the stuff The Right Way?Sure. Edit: Done
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GreaseMonkey
Coder
- Posts: 733
- Joined: Tue Oct 30, 2012 11:07 pm
Vul wrote:This mod seems awesome.There's a few things that need to be done on the engine side, really (the first one is mandatory for this to look any good, the rest are just really good ideas):
Just an advice, if you don't want your mod to become another AoS 1.0 don't add an RPG. Sticking to the WW1 flavour would work for the best. I've opened a topic somewhere else, but it's probably better if I don't spam the link everywhere. Anyway a mortar (and/or an infantry support gun) that has to be set down, sticking the user to the ground, would work wonders instead.
1. An on-render hook, so that the mortar KV6 models can be drawn correctly.
2. On the server, a more modular way of constructing the script sent to the client.
3. An on-fire hook of some sort.
4. Modification of the gun structure to use pointers to KV6s rather than just indices for the 37-entry global KV6 list.
5. Hooks pertaining to the individual tools and whatnot.
6. A dynamic tool list. (This is something even Iceball needs, although with respect to that, the requirement can be fulfilled on the Lua side of things.)
7. A way to send KV6 files nicely without having to bundle them with the script itself (is this needed, or just nice to have?).
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Jdrew
Mapper
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So tell me if I am wrong, is this what is going on? The server sends scripts to the client. Then the client reads them and acts them out. That allow for stuff like kills cams,double jumps, and maybe even more balanced weapons right? Well would there be a way to make Kv6 files be sent,rendered, and scripted? Maybe then we could add more features like more classes, more guns, more gamemodes and several other things. So am I understanding this correctly?
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Venator
League Participant
- Posts: 1225
- Joined: Wed Nov 07, 2012 8:32 pm
Well I dont understand anything of this server client mumbo jumbo.
But this just looks awesome.
I wish you really good luck on finishing this without any complications.
But this just looks awesome.
I wish you really good luck on finishing this without any complications.
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TB_
Post Demon
- Posts: 998
- Joined: Tue Nov 20, 2012 6:59 pm
Sorry for me being stupid and all that.
But how did you actually create a mod for aos? And how much can you actually do with this?
But how did you actually create a mod for aos? And how much can you actually do with this?
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Vul
Deuce - Posts: 17
- Joined: Wed May 15, 2013 11:05 pm
jdrew wrote:So tell me if I am wrong, is this what is going on? The server sends scripts to the client. Then the client reads them and acts them out. That allow for stuff like kills cams,double jumps, and maybe even more balanced weapons right? Well would there be a way to make Kv6 files be sent,rendered, and scripted? Maybe then we could add more features like more classes, more guns, more gamemodes and several other things. So am I understanding this correctly?I want more guns/equipment/gamemodes/killcam/stuff too, but I don't think the game should add a class system with different skins and all. This kind of game should play a lot on simplicity, choosing what to add has to be done very carefully. And a precise concept scheme has to be followed. This is important also to differentiate from the random way things were added in steam AoS. Class system and out of place weapons or abilities (like an RPG, double jump or a stupid jet-pack) should not be added before it's too late.
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Vengeance
Deuced Up - Posts: 350
- Joined: Mon May 06, 2013 12:07 pm
Venator wrote:Well I dont understand anything of this server client mumbo jumbo.ya, same here. it seems cool.
But this just looks awesome.
I wish you really good luck on finishing this without any complications.
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duck_norris
Modder
- Posts: 719
- Joined: Fri Feb 08, 2013 5:53 pm
How's the powerthirst server stuff coming along?
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GreaseMonkey
Coder
- Posts: 733
- Joined: Tue Oct 30, 2012 11:07 pm
jdrew wrote:So tell me if I am wrong, is this what is going on? The server sends scripts to the client. Then the client reads them and acts them out. That allow for stuff like kills cams,double jumps, and maybe even more balanced weapons right? Well would there be a way to make Kv6 files be sent,rendered, and scripted? Maybe then we could add more features like more classes, more guns, more gamemodes and several other things. So am I understanding this correctly?You are understanding this correctly. However, not all of what you have said has the correct framework yet.
Currently, you can skin every player with a different skin. However, to send kv6s, you have to embed them in the script, bin2c style.
TB_ wrote:Sorry for me being stupid and all that.Disassembled it, polished up the disassembly so it could be assembled, used a bunch of glue scripts written in Python, made a .dll in C++ (ugh) so I could actually interface AngelScript (well it DOES have a nice API...), duct taped it all together somehow. Tools used: objconv, g++, Python, yasm, GNU ld, GNU make, vim.
But how did you actually create a mod for aos? And how much can you actually do with this?
Vim was important because of the sheer amount of "yt:^[:%s/^R0/label_name_here/g^M" I had to do. Don't ask me what that does. That's a challenge for you. (vimqrc.pdf is HIGHLY recommended.)
By the way, pretty much everyone I tell about this project tends to say "Isn't that illegal?" I'm going to wait and see, really. I believe Ben would be cool with this, but I don't know how much authority he has over the "rights" of this version.
Vul wrote:Just an advice, if you don't want your mod to become another AoS 1.0 don't add an RPG. Sticking to the WW1 flavour would work for the best. I've opened a topic somewhere else, but it's probably better if I don't spam the link everywhere. Anyway a mortar (and/or an infantry support gun) that has to be set down, sticking the user to the ground, would work wonders instead.I'm actually OK with there being some form of bazooka / RPG, and yes, this was a heavily anticipated feature, but I'm not keen to make it all hypey and shit. There's a couple of RPGs in Soldat, one requires you to be either crouched or proned (not sure which) to use it.
Slowing down the movement speed in this case would be good. Could bring back teamwork, even. It'd even put the SMG it its rightful place: in the bin. (I *do* like the rebalanced version of the SMG, though. But I might eventually start hating it once kids start touching this version.)
Of course, being able to add terrible shit is not a sign that this mod is bad. Rather, I would like to get this mod to the point where you can add really, really awful shit, because its sheer flexibility would mean that you can add really, really awesome shit, too. And that is actually a good thing.
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10se1ucgo
3 Years of Ace of Spades
- Posts: 198
- Joined: Sun Dec 16, 2012 4:29 pm
dud i is remake mat^2's rpg

also. bounded cubes. i hate them :(
also. bounded cubes. i hate them :(
10se1ucgo wrote:Extended ReubenMcHawk's Authentic SMG
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Jdrew
Mapper
- Posts: 4808
- Joined: Tue Oct 30, 2012 10:48 pm
Well we have all of the Kv6 files from mat's openGL client if we wish to use them, we could also remix them if we like by coloring them different if using the exact models is illegal.
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duck_norris
Modder
- Posts: 719
- Joined: Fri Feb 08, 2013 5:53 pm
Are there any servers running powerthirst?
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Handles
League Participant
- Posts: 1087
- Joined: Tue Jan 08, 2013 9:46 pm
Right now there are 2 servers running it. POWERTHIRST and POWERTHIRST (edition 5). Just a heads up, the wobbling when you get damaged is rediculous. 
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