1. Post #1
    Gold Member
    Mr. Quiggles's Avatar
    July 2010
    179 Posts

    [Release]
    What's 'Uforsia' about?
    I'm still debating on what the story line will be. Letting my brain concoct ideas and my fingers type is my current plan for this until nearing completion.
    [/Release]

    [Release]
    More/Misc. Information

    Beta Testing and Server Information

    I asked the owner of the server that's hosting my gamemode on if it's ok to publicly release it's information, as in the past our community had some hate issues from other people.

    Code:
    Server IP: 74.117.238.114:27015
    (The rules were from a very old MOTD that the previous head admin made a long time ago, I implemented it in there for old times sakes)

    Tutorial

    As this game mode is nearing completion, a tutorial has been fabricated in order for the client to play this gamemode to the fullest.

    Starting Out

    There's 6 stats, Strength (STR), Dexterity (DEX), Constitution (CON), Intellect (INT), Stamina (STA), and Luck (LUK). Currently, only CON, INT, STA, and LUK have any use. CON, in conjunction with STA, increases the player's health cap, as well as power and health regeneration. INT influences spell power, mana pool size, and mana regeneration. LUK influences the odds of things, currently such as absorption of an attack with the Holy Shield buff.

    Casting Spells

    A list of all spells can be accessed easily with the
    Code:
     uf_spellbook
    command. Binding to item slots (1 through = keys) will become available in a future update, and the option in the spell book is just for aesthetics. The command used to cast the spell, along with it's name, description, mana usage, cast time, and inflicted damage, and spell school are listed in the right side of the frame. Casting a spell can be typed in any casing, from heal to heAL. The bar at the bottom left lets you know how long a spell has left to fully cast. A global cooldown of 1.5 seconds is initiated at the time starting the cast. Spells (holy/mana shield, water walking, cloak) are buffs. All buffs have no expiration time, and a planned update will have an indication to what buffs are on you at the moment.

    Addons and extra content

    When a menu open, a sound plays, and same for casting a spell. Currently, sounds from World of Warcraft are acting as placeholders when the gamemode finalizes. The pack of sounds can be downloaded at: http://••••••••ufContentPack (which is here as well)

    More guides will be available as new content is added

    [/Release]

    [Release]
    What I have currently finished
    Skills, Leveling and XP, Currency, Inventory, HUD, Shield, Mana, NPCs, Regions, Spells, Spellbook, Buffs.
    What I plan to include
    Code:
    HUD
     o More elements. Such as a radar, custom weapon slots, and others. 
     o Active buffs on a player.
    
    Spells
     o Easier casting of spells.
     o Easy addition of magic.  Done. 
     o Require magic to be learned before casting
     o Remove casting spell's console command dependency. Required for easily adding magic. (Not required)
     o Resurrection spell: Revive dead players and dead NPCs (Hostile or not) Currently resurrects player.
     o Charm. Hostile NPCs assists
    
    Passive Abilities
     o Feats like from DnD. Weapon Finesse for having DEX go over STR.
     o Will implement more uses for stats.
    
    Power Allocation
     o Will implement that.
    
    Quests/Missions
     o So far NPCs will have to be working (menus aren't showing up) for quests to be implemented.
    
    Inventory
     o An inventory, crafting, and trading systems.  Crafting and trading are in the works! 
     o Hats, an inventory system is nothing without this deliciously moist delicacy.
    
    NPCs
     o More of them. Not really a priority since the story line is the LAST thing on the list. Functions like magic and inventory mechanics FIRST.
    
    Region
     o Better uses for regions (besides giving weapons and removing weapons when stepping in a region)
     o Have a player own a region or home, and whenever they disconnect all props are stored and respawned upon reconnecting. (Only flaw is if someone else is occupying it, maybe a queue?)
    [/Release]

    [Release]
    Screenshots

    Code:
    Updated screenshots will be here shortly.
    [/Release]

    [Release]
    Videos
    [Garry's Mod] Uforsia - G.M. ALPHA v0.0.5 - WAYWO Recap

    Previous videos are always on the current video's channel @ youtube.com/MysteriousQuiggles (Previously Arekuzzzz)

    [/Release]

    [Release]
    Suggestions, Bugs, etc.

    I'm open to suggestions and ideas; mostly on spells and regions, as there's a vast amount of spells that can be done and added. I was running around igniting doors terrorizing someone and I got an idea to make a spell that ignites everything in a 128 radius (I'm going to add restrictions soon, spells are too overpowered as of now).

    A simple PM or reply on the spell/region template to help add to the database would be splendid. I haven't even began to map the underground areas of rp_downtown_v2, and I'm guessing any Evocity would be easier to define regions.

    Any bugs that you observe, let me know. (No, typos in casting a spell where it gives the ?-related error in sh_magic.lua is not an error, but is lacking a way to prevent that. It just means the spell you typed is 404, not found.) Anytime a spell unintentionally halts, document the error and attempt to reproduce it. Usually if a spell halts and you can't cast again, suicide is an option. It'll reset the casting variable on the player.
    [/Release]
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  2. Post #2
    werewolf0020's Avatar
    October 2009
    5,744 Posts
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  3. Post #3
    Gold Member
    Mr. Quiggles's Avatar
    July 2010
    179 Posts
    Whale excuse me princess.
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  4. Post #4
    ChoclatePancake's Avatar
    July 2009
    62 Posts
    [Release]Details
    I don't see any campaign gamemodes, even any RPG gamemodes like WoW or RS or something. And no, not like medieval times with swords and arrows, sort of Global Agenda is what it starting to look like, well more on the GTA side.
    So..... What is it????
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  5. Post #5
    Gold Member
    Mr. Quiggles's Avatar
    July 2010
    179 Posts
    GTA in FPS with some RPG concepts.

  6. Post #6
    Glorious GNU/Linux Master Race
    kaukassus's Avatar
    May 2010
    5,423 Posts
    GTA in FPS with some RPG concepts.
    Sounds like DarkRP
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  7. Post #7
    werewolf0020's Avatar
    October 2009
    5,744 Posts
    we will steal horses!
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  8. Post #8
    alexojm's Avatar
    May 2009
    3,356 Posts
    Sounds like DarkRP
    Well from the picture it looks like he is taking the hud style of games like wow and adding it to a darkrp like gamemode.

  9. Post #9
    MerzBro's Avatar
    January 2011
    1,149 Posts
    So do you have anything other than a big hand-drawn HUD done?
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  10. Post #10
    Gold Member
    Mr. Quiggles's Avatar
    July 2010
    179 Posts
    So do you have anything other than a big hand-drawn HUD done?
    Well I lost my files since Windows durped on me. I'm trying to get as much done as possible.
    EDIT:
    Minutes later, I searched on my desktop since I usually work on it at night, and found it's current version there.
    Sounds like DarkRP
    Without the gangs and irritating flaws.

  11. Post #11
    Gold Member
    Mr. Quiggles's Avatar
    July 2010
    179 Posts
    I got off my ass and revived the whole project.

    I added a video on the first page and also rewritten the whole post.

  12. Post #12
    Gold Member
    Mr. Quiggles's Avatar
    July 2010
    179 Posts
    Added a video for regions and NPCs and other minor edits.

  13. Post #13

    August 2011
    10 Posts
    So basicly heres your problem.


    [Release]
    What's 'Uforsia' about?
    The beginning story line plot was going to be about waking up in some lab with amnesia due to some near death experience. The only map that sort of suits the story line I have in mind is gm_atomic.
    [/Release]

    [Release]
    More/Misc. Information

    Right now there's bugs in first test video (below.) Here's a list of them. They are also in the description of the vide

    Bugs and Issues
    Code:
    HUD: 
    o The health bar extends over the shadow 
    
    Magic: 
    - Ignite: 
     o Doesn't work from the spells menu. Only through the console command, "cast ignite". 
    - Heal: 
     o Drains too much mana to heal up to 100. 
    - Mage Armor: 
     o Over shields. Easily patchable. 
    - Slay: 
     o Doesn't kill. Kill is an unknown function to Garry's Mod towards NPCs. 
    - Cloak: 
     o Doesn't cloak the mouth.
     o NPCs still target. Will be patched. 
    - Overall Magic: 
     o 'gamemode_reload' command has to be ran or the 'cast' console command will not work. 
    
    Player Data Loading:
     o The player model doesn't change on start, only through Player:LoadData() meta function.
     o NOT A BUG: After player creation data isn't loaded. The function was forgotten to be called after creation. 
    
    NPCs:
     o They spawn in T-Poses. Not an issue for me right now.
     o Reloading the gamemode breaks using them.
    
    Regions:
     o Laggy as hell
     o Somewhat not easy to add regions (Only easy method is using 2 console commands multiple times, but it works)
     o Hooked to SetupMove, which can spam your RAM away.
     o Very sensitive. One thing can like returning during the loop to check if any region has a player in it can cause any region after the loaded region to not check, causing it to be undefined.
    [/Release]

    [Release]
    What I have currently finished
    Right now I got the HUD (Health, Shield, and Mana), the Player Creation, part of the inventory (will consist of helmets, chest pieces, legs, and weapons), NPC base, region base, and magic.

    What I plan to include
    Code:
    HUD
     o More elements. Such as a radar, custom weapon slots, and others. 
    
    Magic
     o Categories. A Cleric tab for Heal and Life Tap, Defense for Mage Armor, Necromancy for Slay, Burn, Assassination for Cloak.
     o Menu refined. Fix ignite not being called from the menu, and easily add magic.
    
    Spells
     o Easy addition of magic
     o Require magic to be learned before casting
     o Remove Mana's NWInt dependency.
     o Remove casting spell's console command dependency. Required for easily adding magic.
     o Resurrection spell: Revive dead players and dead NPCs (Hostile or not)
     o Charm. Hostile NPCs assists Feats
     o Like from DnD. Weapon Finesse for having DEX go over STR. Stats
     o Will implement more uses for stats.
    
    Power Allocation
     o Will implement that. Quests/Missions
     o So far NPCs will have to be working (menus aren't showing up) for quests to be implemented.
    
    NPCs
     o For quest progression, stores, and other uses.
    
    Region
     o Use a better hook for updating the player's region info.
     o Better uses for regions (besides giving weapons and removing weapons when stepping in a region)
    [/Release]

    [Release]
    Screenshots

    The Player Creation Menu


    After the player's data is loaded. Demonstration of the HUD elements: Health, Shield, and Mana. Also showing the 3rd person view (Sort of not liking it. May change it to first person, or a toggle.)


    There's others in my screenshots library demonstrating uses of magic. Also these are demonstrated in the video. here.

    [/Release]

    [Release]
    Videos

    Uforsia - A Campaign RP(G) Gamemode - (Test A: HUD, Player Creation, and Magic)

    Uforsia - A Campaign RP(G) Gamemode - (Test B: NPCs and Regions)
    [/Release]
    all the spells are just admin commands you can use on npcs i could code this in my sleep but im not going to because im pr0pwn
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  14. Post #14
    Gold Member
    Mr. Quiggles's Avatar
    July 2010
    179 Posts
    What I plan to include
    Code:
    Magic
     o Categories. A Cleric tab for Heal and Life Tap, Defense for Mage Armor, Necromancy for Slay, Burn, Assassination for Cloak.
     o Menu refined. Fix ignite not being called from the menu, and easily add magic.
    
    Spells
     o Easy addition of magic
     o Require magic to be learned before casting
     o Remove Mana's NWInt dependency.
     o Remove casting spell's console command dependency. Required for easily adding magic.
     o Resurrection spell: Revive dead players and dead NPCs (Hostile or not)
     o Charm. Hostile NPCs assists Feats
     o Like from DnD. Weapon Finesse for having DEX go over STR. Stats
     o Will implement more uses for stats.
    Read a bit better.

    What I plan to include
    In case you have some reading disability of some sort.

  15. Post #15
    Gold Member
    Killer_Steel's Avatar
    October 2007
    1,362 Posts
    I was thinking it was going to be another ideas thread, but it seems I was incorrect, thankfully enough.

    Not much to say other than I hope you have the intuition and drive to take this gamemode as far as it can go. Good luck, matey.

  16. Post #16
    Jocken300's Avatar
    February 2009
    1,357 Posts
    Wait, what? "Your solar powered flashlight won't work here".
    What is the point of having a flashlight if it's solar powered? That's like having a hunting rifle that you can only fire inside.
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  17. Post #17
    Gold Member
    Mr. Quiggles's Avatar
    July 2010
    179 Posts
    Wait, what? "Your solar powered flashlight won't work here".
    What is the point of having a flashlight if it's solar powered? That's like having a hunting rifle that you can only fire inside.
    It's because the room is so dark it takes any form of energy (Except from organisms).

    I was thinking it was going to be another ideas thread, but it seems I was incorrect, thankfully enough.

    Not much to say other than I hope you have the intuition and drive to take this gamemode as far as it can go. Good luck, matey.
    It was an idea thread for a while and I never got it anything working enough for videos when I first posted this thread. And as long as I have my computer this project is continuing until it is completely finished and possibly more.

    ----------

    Added another video to the OP. The regions and NPCs are (mostly) fixed.

  18. Post #18
    Gold Member
    Mr. Quiggles's Avatar
    July 2010
    179 Posts
    It's been a while since I made any progress on this. I revamped the spell system and included a buff system with it. I tweaked up the region system to avoid the terrible issue of being in 2 regions at once and being in the Undefined Region.

    More HUD elements ( cast bar and current region ) have been added, with a menu that lists the spells information, such as name, description, mana use, damage inflicting, cast time, and command. Shield has been renamed to Power as well.

    NPCs are dynamic. This is for hostile NPCs (like the enemies in WoW) for the eventual questing and experience points system. The only issue with this so far is that they roam far, which will soon be fixed with a boundary for each NPC.

    Regeneration system has been added, but is a bit overpowered. Regeneration refills the shields too fast enough to cause damage to health, which will still regenerate. A fix will be implemented to pause the regeneration when damaged.

    Spells have sounds when casting and casting. Holy spells will have the same sounds and loop until casted. Sounds from WoW are currently acting as placeholders.

  19. Post #19
    Gold Member
    Mr. Quiggles's Avatar
    July 2010
    179 Posts

    New video has been uploaded. Mostly showing some things updated and fixed, and apologies for the quality, I wanted to get this uploaded by Christmas end.

    OP updated.