[MOD] Goldrush BETA 1b Released


([fP]Kennie) #1

W:ET Goldrush: Back into history!

Many RTCW players probably still remember: BaniMod. This mod released the well played game mode goldrush. The Goal? Crush your enemy and ‘cash’ the gold dropped by killed enemies at one of the many flags. Unfortunately this mod was never released for Enemy territory…

Dreaming about those times -|FG|-Martijn and [fP]Kennie** decided to combine their knowlegde. After a while of hard work the first playable version was developed. Altough et_ice (ET version of mp_ice) isn’t ready yet, you still experience that good old-time feeling!

Thanks to the great co-operation between Flame Guards and fatal Punishers you can get that good old-time feeling back! At the moment we are running 2 Goldrush servers:

[FlAme-GuArds] #Goldrush - 213.239.197.130:27960 - 38 slots
[fP]Goldy - 77.75.122.168:27960 - 18 slots

About Flame Guards
The Flame Guards Community is a Enemy Territory community with their own servers. Founded in September 2005 with nowadays more then 100 members. With NoQuarter, ETPub, ETPro and the exclusive East Front mod running Flame Guards is one of the leading Enemy territory community’s at this moment.

About the fatal Punishers
The fatal Punishers clan is a fun Enemy territory clan founded in March 2003 by a small group of gamers on the game Return to Castle Wolfenstein, at which they were unstoppable playing the goldrush gametype on Banimod. [fP] have also played many other games like the CoD series, but still keeps loyal to RtCW/Goldrush.

More info?
If you are interested, quickly join one of the servers, IRC or visit our website.

IRC: #goldrush.et @ QuakeNet.org
WWW: http://www.goldrush-et.net


(nUllSkillZ) #2

Very nice.

Some ideas after playing / spectating a few minutes:

  • [li]two flags
    [/li]For each team a non capturable flag.
    The axis flag near the allied spawn and vice versa.
    [li]gold No.
    [/li]A No. about the players head which resembles the No. of the carried gold.
    [li]two “golds”
    [/li]An axis and an allied gold (could be done with textures).
    Securing the enemies gold will get more points than securing the own gold.

([fP]Kennie) #3

thanks for the feedback :slight_smile:

about the second point, it already shows a text how much gold a player has when aiming at him.


(DeatH) #4

Hey Kennie, from Marko’s forums right?

I love Goldrush and i got on the server. A few things you need to do.

  1. If your going to change the uniforms then you need to make them stand out more as to what team your on. IE all red for Axis and all Blue for Allies.

  2. TURN OF TEAMKILLING AND KEEP IT OFF!!!

Also, if you want any Goldrush style maps made then id be more than happy to help!


([fP]Kennie) #5

Yeah Death I’m from Marko’s forums :slight_smile:

We know about the skin, it’s gonna be changed soon :wink:

Friendly Fire is currently off on the fP server, and on on the FG one.

Maps are always welcome!, the maps just require to be the same as a normal one, but without a objective and just with flags without any scripts on it :).


(nUllSkillZ) #6

There seems to be lag if many goldcrates lying on the floor (for example if a player with many crates got fragged).
Seems to be due to the amount of models.
Simplification could be 1 goldbar for a player and 1 goldcrate for 10 goldbars.

Edit:

Maybe there could also be a limit how much crates a player can carry.


([fP]Kennie) #7

[QUOTE=nUllSkillZ;178252]There seems to be lag if many goldcrates lying on the floor (for example if a player with many crates got fragged).
Seems to be due to the amount of models.
Simplification could be 1 goldbar for a player and 1 goldcrate for 10 goldbars.

[edit]
Maybe there could also be a limit how much crates a player can carry.
[/edit][/QUOTE]

Indeed, this needs a fix.

I like your goldbar and goldcrate idea!


(nUllSkillZ) #8

Some more ideas:
If the mod is ET-Pub based etpromapscripts could be used for the maps.
Alternatively if theres a new gametype mapscripts with different names could be used.
Like the lms_MAPNAME.script (or MAPNAME_lms.script) scriptfiles for Last Man Standing.
So no new maps would be necessary.
Just mapscripts (wit the OK of the original author).

Edit:

What’s the difference between the 3 classes?


([fP]Kennie) #9

Yeah those mapscripts are still working, but we aren’t editing any .bsp files.

We currently use the QMM project + the stripper plugin to remove entities.


(EvilJohn) #10

Sweet. Glad someone brought this back. Please do what bani did. Give the server admin choices on the settings. Assuming this will be released one day. Example:

On team killing. Instead of just disable. If you pick up gold from a TK of yours, you are gibed.

I have not played on your server yet. Do you have one shot instagib, with unscoped mausers only,that are accurate like an mp40? Do you have a pilot mode with smoke trailing? LOL

I need to check out your server.


([fP]Kennie) #11

[QUOTE=EvilJohn;178267]Sweet. Glad someone bought this back. Please do what bani did. Give the server admin choices on the settings. Assuming this will be released one day. Example:

On team killing. Instead of just disable. If you pick up gold from a TK of yours, you are gibbed.

I have not played on your server yet. Do you have one shot instagib, with unscoped mausers only,that are accurate like an mp40? Do you have a pilot mode with smoke trailing? LOL

I need to check out your server.[/QUOTE]

Yeah there going to be some settings to change the gameplay.

At the moment we got a Garand & K43 with a setting how accurate it is. On the server is has at the moment no weapon spread, so it’s 100% accurate.


(dutchmeat) #12

Some ideas:

Add a raileffect to the bullet trail (if it isn’t already there) and use the client ‘color’ cvar to change the rail color.
You could also add: decoys, cloaking and maybe even a jetpack :D. If you want these features, you can PM me, I still have all these in my RTCW mod.


(nUllSkillZ) #13

With mapscripting it would be easy to change the maps.
The bsp files aren’t changed by mapscripting.
(Don’t know of the QMM project and also don’t know the stripper plugin.)

It’s very easy with the mapscript to remove unwanted entities and throw in new ones.
In Quicker Fueldump I’ve added a flag to the garage spawn of the allies for example (and amongst other changes).


([fP]Kennie) #14

[QUOTE=nUllSkillZ;178272]With mapscripting it would be easy to change the maps.
The bsp files aren’t changed by mapscripting.
(Don’t know of the QMM project and also don’t know the stripper plugin.)

It’s very easy with the mapscript to remove unwanted entities and throw in new ones.
In Quicker Fueldump I’ve added a flag to the garage spawn of the allies for example (and amongst other changes).[/QUOTE]

Yeah could give it a try, need to rip out entities like: objectives, models, some triggers_ (eg health etc, tank stuff).

Not sure if all is possible, but I guess it is :slight_smile:

For now this works, will look at it when I have some more time (other bugs have a higher priority atm)

Thanks :slight_smile:


(nUllSkillZ) #15

Possibilities to remove entities with mapscripting (from: Map scripting):

Example 2: Removing an entity by origin

This method of removing entities can be usefull if you wish to replace or remove entities which do not have a script name defined. If the entity does have a script name, then an easier way to remove it is to use the command “remove” in the spawn script block of the entity’s script block.

The script for removing entities by their origin is similar to the script to create new entities. Deletes should go in the game_manager’s spawn block to remove entities from the map.


game_manager
{
	spawn
	{
		//...
		delete
		{
			origin "-864 -1966 318"	
		}
		//...
	}
	//...
}
//...

Origins of existing entities can be found by opening the .bsp file in a text editor, as described above in Example 1.

(Miki) #16

I tried the mod, its pretty funny xD :slight_smile: the more players, the funnier :slight_smile:


(EvilJohn) #17

Any idea on a public release? Your servers are always empty at U.S prime times. :confused:
Would like to try the mod on one of my servers.

www.evilrtcw2.com
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