Sneak Peak - New Mod for Wolf ET (open beta planned 2014)


(acQu) #21

Story, hmm … nope. The coins are just one part of the money system. I initially had plans to make something super crazy with it, like you would be literally able to become a bankster through the money system (fractional reserve banking, lend money out of nothing, collect interest, if people can’t pay, make the team pay and all that stuff :D) … but i left that aside quickly, but there is alot you can do actually with coins and money in general with games, like educating people with it. But these were some infancy thoughts, bit weirdo i admit.

Ok, talking too much. Hm … yeah, i don’t know etadmin mod. Is it the thing which adds “!” infront of your commands? I don’t know how it works or how it would be able to plug itself into my mod.


(twt_thunder) #22

why not make it an admin mod? if you have the xpsave and some useful cvars?

another thing is I like the idea with team specific skins.

on axis side: german,japanese, italian(?)
on allies side:us,english,russian,aussie…

well but that brings up the problem with guns ofcourse…


(stealth6) #23

[QUOTE=acQu;483543]Story, hmm … nope. The coins are just one part of the money system. I initially had plans to make something super crazy with it, like you would be literally able to become a bankster through the money system (fractional reserve banking, lend money out of nothing, collect interest, if people can’t pay, make the team pay and all that stuff :D) … but i left that aside quickly, but there is alot you can do actually with coins and money in general with games, like educating people with it. But these were some infancy thoughts, bit weirdo i admit.

Ok, talking too much. Hm … yeah, i don’t know etadmin mod. Is it the thing which adds “!” infront of your commands? I don’t know how it works or how it would be able to plug itself into my mod.[/QUOTE]

What I meant was some servers used to run etadmin_mod & etpro at the same time. (I think etadmin_mod uses QMM?)
It was a way to add admin commands to etpro (like !kick). I was wondering if maybe you were planning to do something similar with this mod. So you could have silentmod with custom skins for example. Then you don’t need to code all the stuff for xpsave, admin commands, etc

Although I have no idea how this would work or if it’s possible.


(system) #24

Here you go AqQu, the country skins, uploaded by me :slight_smile: http://www.sendspace.com/file/2a6zg7


(acQu) #25

Silentmod doesn’t fit into what i plan. I want clean menus, hardcoded, and use my codebase as underlying testing ground, not silent mod, which i think uses etpub. If silentmod would want to add support for a plugin system like this, then there is a lot of codechanges to do, it is not that easy. Server and client need to cooperate, interfaces must exist, config system needs to be put in, files need to be parsed, etc etc. It would be even more complicated trying to create it as standalone module, which is attachable to closed sources. I don’ t now if that will be possible at all, maybe with QMM or injections. But then again, you would need to have the client use injections, which might cause some alerts on virusscanners, etc etc …

I also plan to add a new feature you haven’t seen so far. So this and the fact that i want to stresstest sdk-plus are reasons enough to make it a new mod. It should not be that bad if there is a new mod for Wolf ET. It is not like any of the old mods have something like that, so i think it will be unique.

@thunder: no new weapons will be added :slight_smile: But chinese or japanes face skin are always possible. And flags and all the stuff.
@impulsive: thanks, will have a look. EDIT yo, not bad at all. Are they yours? Will see, some of them might fit.

Rankicons hint :smiley:


(stealth6) #26

Cool, so there is more to this mod than just skins & coins :tongue:. Looking forward to hearing more.


(acQu) #27

Skins & coins baby :smiley: That sounds so great lol


(system) #28

I think there’s french skins too! I’l look out for you :slight_smile:


(acQu) #29

Just to dig this up again: the skinsystem is plugin capable, but if it plugs in, then it can do this only when it is into this mod ^^ Hope that makes it clearer. So as admin, you prepare a skinpack, configure it (team/class this skin demands, what rank is needed, what adminlevel, is the skin password protected?) and then you make a pk3 of the skinfiles along with the cfg, and this will be loaded by the mod.

So, this is what is meant by plugin in this sense.

Just a question maybe someone can answer this to me, because i don’t know this: when i have a filename named skinpack.pk3, and i put this in etmain and at the same time in the mod folder, the mod folder is the one who gets loaded, right?

Also this is even more important fight now for me: if there are two servers, A and B, and on both there was an admin naming his skinpack “skinpack.pk3”. As client i join now server A, download the “skinpack.pk3”, play, and leave. Then i go to server B. What happens now. Server B also has skinpack.pk3 in his mod file and he is referencing it, but client already has that file, so it will create skinpack.abcdefgh.pk3 something like this, right? So in client folder, who tries to play at server B, there is now these files: “skinpack.pk3” and “skinpack.abcdefgh.pk3”. Server B has “skinpack.pk3”, which is in client under name “skinpack.abcdefgh.pk3”. Which skinpack will the client now reference? ^^


(twt_thunder) #30

[QUOTE=acQu;483640]

Just a question maybe someone can answer this to me, because i don’t know this: when i have a filename named skinpack.pk3, and i put this in etmain and at the same time in the mod folder, the mod folder is the one who gets loaded, right?

Also this is even more important fight now for me: if there are two servers, A and B, and on both there was an admin naming his skinpack “skinpack.pk3”. As client i join now server A, download the “skinpack.pk3”, play, and leave. Then i go to server B. What happens now. Server B also has skinpack.pk3 in his mod file and he is referencing it, but client already has that file, so it will create skinpack.abcdefgh.pk3 something like this, right? So in client folder, who tries to play at server B, there is now these files: “skinpack.pk3” and “skinpack.abcdefgh.pk3”. Server B has “skinpack.pk3”, which is in client under name “skinpack.abcdefgh.pk3”. Which skinpack will the client now reference? ^^[/QUOTE]

yep you’re right, modfolder will be loaded, all pk3 in etmain needs an .ARENA file to load.

for the second question it will use the one on the server you play


(Mateos) #31

You can have a map simply made of a BSP without anything else, it will run :slight_smile:


(twt_thunder) #32

yes… but you wont find it in the list… and i dont think it actually want to download


(acQu) #33

So, how excited are you haha :smiley:

I have a question: so as you saw, i added game coins to the game, and with these you will be able to unlock skin items. You earn those from loot drops and from doing objectives.

But what do you think about adding a price to each weapon in the game? This adds a bit of depth to the coin system, but may be hurting beginners too much when they are not very strong players.

Interesting facts:

  • it can limit abuse of Panzerfaust. Don’t you know it how annoying they can be. You somehow want to forbid that one guy to use the Pnazerfaust over and over again ? I know of especially one server with one guy where this was the most annoying thing ever, because he actually was decent enough to use it well. Giving weapons a price (Thompson 3 coins, MP40 3 coins, Sten 4 coins, Panzerfaust 10 coins), would limit this terrible abuse.
  • your first round would start as a pistol round, because you do not have enough money to purchase a weapon.
  • it makes you try harder if you are interested in unlocking skins, because each death will make you have to purchase a weapon, which brings your GC count down. And that means you are further away from unlocking a skin. It makes you also not want to die or use self-kill, which can be interesting even without a skin unlock system. Because a death or self-kill will cost you, and if you are unlucky, you will start with a pistol again.

So would you think it is a good idea? I am mainly concerned with one thing the most, that is complexity for noobs. A money layer over the weapons (each weapon will cost a price) would confuse beginners even more with this game, which is considered by some even too complex already? (heard that alot especially from the new gen crowd :P).

Would really like some opinions about this :slight_smile: Money layer over the weapons, yes or no? And why yes or no?


(stealth6) #34

Yes - sounds interesting. Is a change from the normal W:ET gameplay we’re used to.

No - takes focus away from the objectives, people will focus more on their precious coins. This is similar concept to Counter Strike.

Either way the one thing you do need is a nice sound effect when you pick up & spend coins! Ching!


(acQu) #35

Gooooood :smiley: That is what i want :slight_smile:

Not a bad thing either. Although i haven’t played CS enough to know how their system works. I just know you gain money each round and at round start you choose to buy weapons. This is similar, yes.

Thanks for feedback.

More feedback pls. This may be your chance to shape this mod :smiley: because i am tempted to put it in these moments. I just don’t know what the hardcore gamers will think, and what the beginner might think. For beginner it may be too much to understand., just another thing he has to take care of (i mean objectives, learning maps, gettting owned by advanced player, starting with pistol all over and over again is probably alot of discouraging. And best, he may not even know why he spawns with pistol, although he selects thompson, and then wonders wtf bug => rage quit …). For advanced it may be annoying layer to deal with. But i think it gives you sort of reason to play even better. So that is big plus.

EDIT chiching sound is needed, yes, but would need to find a real good one first.


(stealth6) #36

Well as I see it the money system is just a replacement for the XP system, so depending on how you configure it (how many coins do you get for a kill vs coins for giving a medpack vs coins for objective) will decide how noob friendly it is and how much other players will be able to dominate. You could also include a penalty for dying or make the rewards smaller if you keep doing the same thing. On the other hand this will probably frustrate players since you are forcing them to play a certain way.

You’ll definitely have to rework the menu to make it clear that this is a completely different system. You shouldn’t be able to select the thompson if you haven’t unlocked it.


(acQu) #37

Well as I see it the money system is just a replacement for the XP system

Yop, that is the way one can see it. Essentially, the XP goes up all the time, while the GC system will go up and down, and will be adjusted by me, i will essentially reward objective play more, i have full control over that. But it is not replacement, it is two systems in parallel. XP still exist and keeps on existing.

You shouldn’t be able to select the thompson if you haven’t unlocked it.

I have thought about this some time earlier, and i guess i came up with a truly unique idea regarding weapon unlocks, but it would be essentially be so annoying and forcing players to deal with the GC system, which is what i want to avoid. The idea i will keep secret for a while, but it had to do with weapons and something similar to unlocks :slight_smile: But i will not implement weapon unlocks for a variety of reasons (see below).

What i want to do is: i want players to be able to ignore the GC system entirely. They do not even have to know it is existing. So they play WolfET, but there is something in the background they could always explore when they are bored of vanilla ET. When i start to offer prices on weapons, and even what you say, make weapons unlockable, then this will be forcing players to deal with the system. I think unlocks on weapons is the threshold here i do not want to cross. But putting a price tag on weapons may just be enough. That is the key question i ask myself currently. I know for certain some people do not want to fiddle with this at all, i want to take these into account as well.

Regarding new menu system. The GC system is represented on HUD menu and in Limbo Menu. XP is still presented on TAB menu and ALT menu. That should be enough i guess. Thanks again for feedback :slight_smile:


(WuTangH) #38

Imo Better to have always unlocked tommy and mp40, pistols and knife… There are lot of things to buy… E.g. buy 2 grenades for every respawn, unlock binos, unlock 5 avaible landmines, start with 60-90-120 bullets … and such stuff… :slight_smile:


(acQu) #39

Thanks for input so far.

Hm … interesting. Upgrades to magazines? I had this idea also, but when there is not more of this kind, then it is not worth the menu imo. Also 120 is vanilla for thompson. I will not reduce this to 30. Only from 120 there might be an upgrade. But then, to what amount to you go, 200 bullets? That is too much. So rather not touch it imo.

Buying Bincos? Hm … Buying Adre? :smiley:

Buy available landmines? Lol, then it is buying available landmines vs free landmines on ohter mods, where does player go? :smiley: Same for grenades. And bullets above.

Aaand just in advance, there will be no attachments to weapons, like barrels or silencers, and changes to spread etc. Sorry for cockiness. I don’t know, if you play other games, and then come back to ET, you will start to appreciate the near perfect balance of weapons. No weapon is repetetive, everything just fits where it stands. Adding barrels and silencers will destroy this game imo, but just an opinion of me.

I think for now i am just happy with prices on weapons. That is all i will do i think. Otherwise this mod gets too chaotic. There is some stuff i will try out, but more on this later.


(acQu) #40

^Just a question in advance: what are admins wishing for this mod? Anything backend stuff? Something fancy? You know, this mod is vanilla ET mostly currently.