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Author Topic: Solo Training Mod  (Read 20559 times)

[FR]YB

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Solo Training Mod
« on: July 09, 2017, 03:30:22 pm »

"Aw man, nobody's playing this game anymore. Who am I going to play with?"

Solo Training Mod
>> Download (v0.4.3.1) <<


http://www.youtube.com/watch?v=BBXiHgyzSio
It's back again - and about time, too


<< Previous thread


I'm twelve years old and What is this?
An offline training mod for playing Gang Garrison 2 against bots!

Play premade scenarios on the maps you're familiar with, and also on several exclusive new maps!
About 30 35 minutes of estimated gameplay!


Mod features
 - Bots (duh) that are about as hard to kill as the regular pub!
 - Dialogs full of witty comments and insightful advice!
 - 6 exclusive scenarios including a reference to an award winning video game(1)!
 - 3 brand new sounds and musics!
 - Custom maps specially made for this mod!
 - Healers that use their superburst!
 - Gunspinning!!

Build your own scenario
It's easy(2)! Just create a map (example.png), then create a npc file that has the same name as the map (example.npc). The npc file is really just a text file which contains the script (Game Maker code) of the scenario.
For more info, >> check out the documentation on GitHub <<


Development
Changelogs, roadmaps, and TODOs below. Also, there's a discord:


(click to show/hide)

(click to show/hide)

(click to show/hide)

(1) Iji was voted number one in the Free Indie of the Year 2008 contest by Bytejacker (says wikipedia)
(2) Unless you have zero coding knowledge, in which case it's fine, but there will be lots of copy and pasting involved
« Last Edit: May 06, 2018, 06:12:36 am by [FR]YB »
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[FR]YB

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Re: Solo Training Mod
« Reply #1 on: July 09, 2017, 03:31:48 pm »

List of available maps and scenarios

  • 8 maps already available in the archive: heavy_dirtbowl, gg2_DuckHunt, koth_gallery, koth_gallery_survival, medic_lumberyard, stm_dodgerocket, spy_conflict, stm_cave
  • mvm_decoy



If you play stm_cave, just know that you can change the boss music by dropping a file named "boss.mp3" into the Maps/stm_cave folder. You might want to use the Iji boss soundtrack for an improved experience. Couldn't directly include it in the zip legally because I would have had to send an email to the composers asking for authorization. Not that I think they wouldn't, I just didn't bother.



I would really appreciate feedback on the npc files system thing. The code was hurriedly started years ago, and it still is a mess, but I don't think I can do much better than what it is - and I don't think it's worth worrying too much about it.
What I'd like to know is, how useable it is, and how potential scenario makers would like it to work. Being a professional coder, a few hundreds of lines of code doesn't scare me - especially since it's my own code - but I know it could have put off my 15-years-old self. So if you have any suggestions to make it more simple, I'll gladly take them.

In the meantime, if you have scenario ideas, post them here. It can't be too simple or too complex, everything goes!
« Last Edit: May 06, 2018, 05:57:59 am by [FR]YB »
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Phantom Brave

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Re: Solo Training Mod
« Reply #2 on: July 09, 2017, 03:36:40 pm »

Nice.
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ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Intel Guard

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Re: Solo Training Mod
« Reply #3 on: July 09, 2017, 04:00:00 pm »

this is cool shit. somebody should put it in the MOTD
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INSERT NAME

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Re: Solo Training Mod
« Reply #4 on: July 09, 2017, 11:00:14 pm »

dodging rocket spam not realistic enuff

needs:
-more rocketmen
-more choke points
-undodgeable rocket spam checkmate super ultra scout finisher









jk nice mod
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/aimbot

AKVARI

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Re: Solo Training Mod
« Reply #5 on: July 10, 2017, 05:07:09 am »

Great mod, even better than the Haxxy award version!
And I never thought monster battles like these could be possible in GG2, glad you took your time and made them.
Dirtbowl, Conflict and Lumberyard are pretty much the same like in the Haxxy version (poor :quote: got removed though :z7:)

Also i'm not sure if this was left on purpose or not but you can switch classes in-game, however it can make you lose sometimes (ex. Conflict).
Otherwise...

somebody should put it in the MOTD
^ this
and maybe even make it official so new players can practice and stop asking for a bot/singleplayer mode (if that's the case I guess)


Great job, YB! Keep it on.
« Last Edit: July 10, 2017, 05:08:54 am by AKVARI »
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Dumbledank

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Re: Solo Training Mod
« Reply #6 on: July 10, 2017, 03:45:59 pm »

http://www.youtube.com/watch?v=15pJMa454FM
In theory spy is the fastest but living through the boss while stabbing him proves to be really tricky, doesn't help that your medic runs away if you're cloaked when he could be drawing fire.

Good mod  :c1:
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[FR]YB

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Re: Solo Training Mod
« Reply #7 on: July 10, 2017, 04:44:56 pm »

Thanks for the kind words everyone!

dodging rocket spam not realistic enuff
I can always rebuild a harder version of the map :^)

Also i'm not sure if this was left on purpose or not but you can switch classes in-game
That's not on purpose, thanks for letting me know. I did plan to remove the class/team selection keys in the options menu, but I thought that I had already removed the selection interfaces. That's for the next update, I suppose

Neat, I expected someone to speedrun it fairly quickly :c1:
I thought of adding some sort of timer, which would be handy for speedruns. That's probably easy to do, so hopefully I can cram that into the next update too without delaying it for another 4 years.


I feel like longer, more elaborated scenarios are the way to go here. I'm wondering if I can get a scout to stay in humiliation state, for some kind of "escort the hostage" situation. I'll look into that.

Updated the TODO list, the most important element being "Store completed scenarios somewhere, with best times (encrypt it to prevent limit cheating)"

Dumbledank

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Re: Solo Training Mod
« Reply #8 on: July 10, 2017, 05:57:02 pm »

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AKVARI

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Re: Solo Training Mod
« Reply #9 on: July 11, 2017, 06:18:01 am »

http://www.youtube.com/watch?v=iI4r50qRwvM
Broke my own record for about 19 seconds.

This is pretty tricky and takes some attempts, first of all you need to avoid the sniper shot which shouldn't be too hard if you know the trick, however the engi and sentry part is pretty hard, especially if you have already taken lots of damage before the intel, you'll die immediately. So this has taken about 5 attempts so it should be as hard as speedrunning medic_lumberyard.

D: if only I could speedrun that map, but I can't because it's too laggy for me :z3:


Anyone up for speedrunning Duckhunt?  :hehe:

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Re: Solo Training Mod
« Reply #10 on: July 11, 2017, 07:02:02 am »

man it's kinda mess up this mod trigger my Anti-virus, saying it messing with a temp file. then again it was avast so shrugs.
looks neat enough to set up insane rocket dodging tests.
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Pootis Powers

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Re: Solo Training Mod
« Reply #11 on: July 11, 2017, 10:43:14 am »

someone tas this
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bam shock dodge again wow im on fire total skill.

AKVARI

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Re: Solo Training Mod
« Reply #12 on: July 11, 2017, 04:16:31 pm »

someone tas this
I'll trying doing some map speedruns once some more missions are done.
Also YB, can you change the sniper duckhunt mission time limit to 1:30 or something much lower than 4:00? It's way too reallistic which means that it's impossible to win (I guess?).

Spazz

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Re: Solo Training Mod
« Reply #13 on: July 11, 2017, 05:34:37 pm »

If you can't win duckhunt with sniper, how it was meant to be played, then you're not playing it right.

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[FR]YB

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Re: Solo Training Mod
« Reply #14 on: July 12, 2017, 04:59:47 pm »

Meow pls you madman

I can't because it's too laggy for me :z3:
Yeah I noticed that the mod is very CPU intensive, especially on bigger scenarios. The one scenario I'm working on at the moment has ~40 Characters, and it pumps 10% of my CPU. It's not much you say, but it's a i7-6700K, and GG2 only runs on one core out of my 8 available cores. That means you'd need a 3GHz CPU entirely dedicated to running GG2 to play it properly. And that's not even mentioning the fact that restarting a mission is done by destroying and recreating the GameServer, which involves tons of object deletion, creation, and on-the-fly modification (because of script loading). Did you notice the loading times were getting longer and longer the more often you restart? Now you know why.
That's obviously terrible, and I'm looking for ways to improve that. But terrible performance with many Characters is a thing in vanilla GG2 too - I remember my previous CPU had trouble running a server with more than 14 players in it, and it had no AI to run. So I'm afraid that I won't be able to do much.
A shame, really. But it's a thing I know I have to work on.
I attached the map and scenario in this post, by the way. Work in progress, obviously.

Oh, I fixed the medic aim by the way. Hopefully. It would go 500 pixels further than it's intended target, but still in the right direction, giving the illusion that it was working properly even though it was not.

can you change the sniper duckhunt mission time limit to 1:30 or something much lower than 4:00?
I'll set it to 2:30. I think it's a fair amount of time for that map.
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