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Home » Renegade Discussions » Mod Release Forum » Roleplay2 2.2 Public Beta Released!  () 1 Vote
Re: Roleplay2 2.2 Public Beta Released! [message #438911 is a reply to message #438870] Fri, 05 November 2010 10:00 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Thats because many stock renegade key bindings conflict with the ones for RP2, so I used all the ones that don't (that allow you to play RP2 just fine) while still prioritizing the stock renegade bindings (so it doesn't affect online play especially).
[/quote]
You do realize that if the keys do not work in rp2 you might as well not play rp2 because you cannot:
*Spawn
*Select alt spawn locations
*Use the phone
*Favorite Vehicles
*Use the stuck key
*Get into vehicles driven by other players
*Enter vehicles while swimming
*Deploy vehicles like the scud launcher
*Use weapons like the tactical nuke
*Use any special ability the any vehicle has
*And many, many more...

As for conflicts, there is no such thing, the only time the game is dumb enough to eliminate "conflicting" keys is in the bhs.dll options menu. Actually that should be be fixed as most of these keys simply don't conflict with each other (IE one mod might use a key reference to J and another mod might also use a different reference to J but unless there are two references with the same name in the keys.cfg file it is not going to 'conflict'). In addition, there are times where the keys are means to conflict with stock Renegade keys even (like with RP2's vehicle entry key which is needed if swimming is going to work correctly and auto force you into the vehicle, if this key doesn't work then you won't be able to get into the vehicle).


Re: Roleplay2 2.2 Public Beta Released! [message #439132 is a reply to message #438528] Tue, 09 November 2010 12:04 Go to previous messageGo to next message
Hypnos is currently offline  Hypnos
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Colonel
Good work.

http://i33.tinypic.com/2ls7bzb.png

Caveman wrote on Fri, 21 January 2011 08:26

Well this topic is still going on. I have to say I haven't watched much Anime recently (maybe a year or so) the last thing I saw was GITS (for the third time)

Im not too sure whether I just dont enjoy Anime anymore or whether its just I dont have time really to shit and watch it.






(Planned) Roleplay2 2.3 PLECOS Mod [message #439194 is a reply to message #439132] Wed, 10 November 2010 14:07 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Due to multiple complains about free for all not being a good enough gameplay for Roleplay2. I am now working on a new gameplay mode for Roleplay2, PLECOS mode (which will be in Roleplay2 2.3).

*This is a co-op mode.

*This mod will not require a separate map to work, it can be dynamically be deployed into normal Roleplay2 or setup to always begin once a certain number of players are in game.

*Every time you die the weapons in your inventory receive a 10% ammo reduction.

*Your enemies will include:
-PLECOS
-Cats
-UFO's
-Fanatics that drive bomb rigged cars
-PETA Employees
-2 Bosses

*When you first spawn you will have low cash amount. Your starting weapons will include a knife and a pistol of some sort (1 of the 5 available in Roleplay2).

*Acquiring weapons will work the same as it does in normal Roleplay2, however I have placed a lot more weapon pt's on the map sense the 2.2 release, so this should make it more fun.

*As more objectives are accomplished, your inventory's max will be expanded so you can carry more weapons.

*No locations in Roleplay2 will be off limits; however going to them just makes it easier to lose control of the situation.

*The more players there are in game the harder the AI will be (larger swarms, more bots, etc.).

*Train station teleport teleports will be disabled, due to the AI not having any programming to use them (keep in mind I doubt anyone would think much of it if I did make the AI use the teleports lol, would make the conquest phase of this co-op really hard).

*You will only be able to go a certain distance while in the select spawn mode before you are forced to spawn (probably 50-100 meters).

How things play out:

*Your primary objective will be to prevent the PLECOS form getting to and destroying an object in the park. To proceed to the next phase of the mission, you have to kill a certain number of PLECOS. During this phase you won't be able to use the spawn room to spawn. You will automatically be spawned at key locations that the PLECOS have to make it past to get to the park. PLECOS are spawned in the desert originally, but as you get pushed back they start spawning at whatever positions you last held.

*Next you will be attacked by a boss, the boss's goal is to get to the park and destroy the object there (boss most likely will be a giant PLECO that shoots PLECOS at you or something).

*After Boss has been defeated you will be attacked by PETA (due to them being pissed at all the animal abuse). During this phase the gameplay style will change from defense to Battlefield style conquest, the only difference will be that your side won't have any "ticks" where as PETA will, however capturing all the control points will still end this phase much faster. In addition you won't have to worry about your objective in the park being attacked during this phase. PETA will automatically be granted a checkpoint or two to spawn from, however after that they will attempt to capture them all.

*Once that is done the final phase will begin, Greenpeace will attack with the final boss. You will now have a global life count, as well as have to defend your object in the park once more. This objective will be easier depending on how many control points you have as that will allow you to more tactically deploy. Also, you have a really big advantage if you have the park's cp captured beings that this is the target of the final boss.

*You win!

As always comments are welcome...


Re: Roleplay2 2.2 Public Beta Released! [message #439197 is a reply to message #438528] Wed, 10 November 2010 14:15 Go to previous messageGo to next message
trooprm02 is currently offline  trooprm02
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Roleplay2 v2.3, Renforums PLECOS Edition™

[Updated on: Wed, 10 November 2010 14:17]

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Re: Roleplay2 2.2 Public Beta Released! [message #439763 is a reply to message #438870] Fri, 19 November 2010 15:35 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Updated scripts to 2.2:1.5, this fixes an issue with the code I made to shorten the number of objects in game which was causing a few of the teleporters to not link up right.


Also updated the package, it now contains updated scripts, shaders, and keys.cfg.


Re: Roleplay2 2.2 Public Beta Released! [message #440817 is a reply to message #438528] Sun, 05 December 2010 08:56 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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Colonel
Hmm, I just noticed something that I need help with.

How do you get the people visible in the vehicles? I am using new models for my map and the cockpit of the new orca is very visible, and the recon bike uhh, looks empty.
Re: Roleplay2 2.2 Public Beta Released! [message #440933 is a reply to message #440817] Mon, 06 December 2010 12:10 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Generalcamo wrote on Sun, 05 December 2010 08:56

Hmm, I just noticed something that I need help with.

How do you get the people visible in the vehicles? I am using new models for my map and the cockpit of the new orca is very visible, and the recon bike uhh, looks empty.

You have to do it with a script in the end (show visible drivers (the level edit option) is broken). Some of the scripts work better than others, however the ones rp2 uses probably won't work for you, as I do believe that I create the visible driver using a preset that isn't in stock Renegade. Thumbs Up


Re: Roleplay2 2.2 Public Beta Released! [message #441001 is a reply to message #438528] Tue, 07 December 2010 02:45 Go to previous messageGo to next message
TNaismith
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This PLECOS Mod sounds interesting, it sounds like a server will have specifically run/switch to this PLECOS Mod in order to activate it as a gameplay mode for players?

Will the official Roleplay2 server be involved in that case, or will it be up to independed server owners to be hosting the PLECOS Mod if they desire it?


http://img33.imageshack.us/img33/7928/t2010021mcsig140.gif
Re: Roleplay2 2.2 Public Beta Released! [message #441040 is a reply to message #441001] Tue, 07 December 2010 12:47 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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TNaismith wrote on Tue, 07 December 2010 02:45

This PLECOS Mod sounds interesting, it sounds like a server will have specifically run/switch to this PLECOS Mod in order to activate it as a gameplay mode for players?

Will the official Roleplay2 server be involved in that case, or will it be up to independed server owners to be hosting the PLECOS Mod if they desire it?

Right now it is a configure file, but I'm going to make the file have plenty of options, the server will be able to trigger PLECOS Mode on the following events amongst others:
*FORCE_PLECOS_MODE_AFTER_NUMBER_OF_ROUNDS: 0 Means that this will never be used to factor whether this round will be PLECOS mode or not. If the value is set to 1, every other round will be PLECOS mode, if set to 2 every two rounds will be PLECOS mode, etc. If -1 it is still every other round, however if -2 it will be 1 normal RP2 round after every two PLECOS mode rounds, etc.
*CHANCE_ROUND_IS_PLECOS_MODE: Value between 0 - 100, 100 means it will also be a PLECOS mode server, 0 means never, if it is between 0 and 100 its random percent chance that it will be PLECOS mode.
*PLECOS_MODE_MIN_START_TIME: This is the minimal amount of time PLECOS mode can wait to start if this round has been selected as a PLECOS mode round.
*PLECOS_MODE_MAX_START_TIME: This is the max amount of time PLECOS mode can wait to start if this round has been selected as a PLECOS mode round. (Not random if min and max are the same).

There will be a lot more options than this, but this is just to give you the general idea.


Re: Roleplay2 2.2 Public Beta Released! [message #441079 is a reply to message #440933] Tue, 07 December 2010 18:44 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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Which scripts are usable for this purpose? And do they require a new model?
Re: Roleplay2 2.2 Public Beta Released! [message #441094 is a reply to message #438528] Tue, 07 December 2010 22:07 Go to previous messageGo to next message
TNaismith
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Glad to hear it'll be possible to test on the official rp2 server then, this co-op mode sounds quite good in how fleshed out it looks to aim for.

http://img33.imageshack.us/img33/7928/t2010021mcsig140.gif
Re: Roleplay2 2.2 Public Beta Released! [message #441166 is a reply to message #441079] Wed, 08 December 2010 20:53 Go to previous message
Jerad2142 is currently offline  Jerad2142
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Generalcamo wrote on Tue, 07 December 2010 18:44

Which scripts are usable for this purpose? And do they require a new model?

The mode require new 3D models (Not saying any will look good, the PLECOS 'schools' are 25 2D PLECOS images each). And as almost all RP2 scripts they are being made from scratch on demand (IE I'm not done with them yet but expect to have several thousand new lines of code before it is done).


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