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About This Game

Übergame is a free open source, realism like, multi-purpose, multiplayer, casual, first-person-shooter game.




  1. What's new in this game
  2. I tested your code and I don't see how it is useful, you just changed, renamed and deleted things so that when you install it, the game is completely broken, I cannot do anything with such code. When you contribute something, you should add one feature or kind of change per commit/contribution and so that it does not break anything existing.
  3. Yes the code is a lot of patchwork, I used a lot of resources and stuff people donated to me. I don't really have an allowed player class, I set it in each gametype, kind of messy workaround. Long term I planned to have a player type variable that also gets displayed on the server browser, but that requires changing the source code, the guis and the gamemodes, which was too much work for me, so I just duplicated the gamemodes for each player type. You can go crazy with adding things as long as it does not break older stuff, or does not break it that much. Yes there was not much change recently, since I was kind of on a vacation. I will check out your changes.
  4. Hello duion. Since i have a personal interest in ubergame and t3d i had thought that during a little vacation i took recently i might tinker with ubergame. My first intention was to make a gamemode where weapons and items cost money, sort of like in counterstrike. But what struck me first was the messy sms.cs file, long story short i made it more modular by adding softcoded categories, in contrast to hardcoded variables. It took me a while figuring out this inventory system, its gonna take me a bit longer to make cool things with it. I also noticed in the gamemodes there is a allowed player class but not a disallowed classes list despite in the inventory there being a class selectable in the armory. I have not taken yet any advantages of the newer system yet, but i thought a assault soldier and recon soldier class for regular gameplay, one having more hp the other being faster. Since i dont use github, i will attach the modified files in a zip and hope you merge those. I assume you still use the same github account you had, asking since it seems no changes were made in quite a while. I will try to make small contributions and little stuff when i find spare time/energy in this ever denser spiraling universe of spacetime, lost in a digital ocean. Best of luck in the meantime. ubergame.zip
  5. Little reminder: Übergame is still seeking contributors, it was always meant as an open source community project, so I post it here as a sticky thread, to remind people of that. So many people contacted me claiming to want to contribute, but then they all ran away doing nothing, but actually doing stuff is not that hard, for example I made a level in my third Steam trailer in like 10 minutes, including playtesting, it cannot get much easier than that. Sure making a final release still takes some more time testing, cleaning up and packing for release, but I think you get the idea. I did not go the Steam Workshop route, because I think I can integrate the stuff just as well directly into the original game, people just need to actually do stuff and be able to communicate with me and if it is halfway decent I can integrate it. That way people do not have to worry about installing additional things etc. If you want to create new gamemodes or have suggestions to change things, I'm also open to that. Why should you contribute to Übergame? Well this is probably something for people who do not want to develop a full game, but just want to play around a bit, like create a level and instantly play it or prototype a function and test them in a full game. I also offer help in explaining how to do stuff, I'm an expert artist and amateur scripter. Even if you should decide to create your own game later, you can just "steal" things from Übergame, that's the benefit of open source, there hardly is any drawback. I'm a bit busy with other things now like real life and maintaining my projects, so I could use some help, I did not plan to always do everything myself all the time, for that such a game project is too complex. Ignore the people talking negative about me like calling me troll etc, I mean do you seriously think I spend thousands of hours of work into creating free stuff for everyone just to troll people? People just hate and disrupt others, because they never achieve anything on their own, which makes them jealous. This is all a vicious cycle you can only break out by actually doing anything, all the talking is irrelevant, does not matter if it is "positive" or "negative", the only person who is right is the doer.
  6. Right. My current short term priority is "realistic" weapons handling, deployable and fixed heavy weapons emplacements and some light vehicles. In terms of game mechanics i want to come up with a gamemode that is a little more strategic first and then i see what ideas i come up with as i go along. If you say assets and maps are sufficent i take your word for it, i can always make those later on if need be.
  7. I have like 13 unique levels now and 4 are in the making, each level also has like multiple variations, so I don't think levels is what is missing. I have 8 gamemodes, DM, TDM, MfD and RtF and all again for paintball. So number of levels and gamemodes are totally sufficient for a full game, but number of player charaters and weapons are not. You can pretty much forget using free models from the internet for development, 99% of them are not gameready and require at least some modifications, even textures in most cases need modifications. So I would not bother with learning art, I'm already expert on that I can make almost anything now pretty quick. Better learn some scripting and do some game mechanics, this will get you further, you can also try out the template game mode someone made, it is objective based and single player compatible: https://github.com/Duion/Uebergame/blob/development/scripts/server/gameTypes/TEMPLATEGame.cs
  8. I have high ambitions as level designer, i will need outdoor and indoor assets and lots of them at some point. My plan is to make some maps with different themes and whatever gimicks i think might make things more interesting. More variations in levels might be a nice selling point for uebergame, it would also serve as a good point for t3d level to get assets needed for themselfs. As for weapons im not exactly a good modeler, but im certain i can make up a few decent looking guns in time. I will also try to see if can find and/or if needed make military props and vehicles. For characters, this is going to be a little tricky, dont count on me making any decent player models. Last but not least speaking of code im pretty much a beginner, but i will try to make a few game modes and such for starters. The lack of up to date documentation and sparse amount of code in vanilla t3d makes it difficult to get a foothold of torquescript but that doesnt scare me off. T3d is a great engine and uebergame makes a good complement to the rather minimal stock t3d release. Ubergame is not a bad game (atleast for foss), but its pretty barebones, what it lacks imo is more gamemodes and smaller features. Which is a little bit of a shame considering how t3d is probably by far the best foss engine out there and its modding capablities, while not so easy as in some foss engines from other genres, are by far the best i have seen in a fps engine so far.
  9. Don't bother with assets, thats what I have the most of, I'm lacking game code, character models and weapons etc, which are almost never found free online.
  10. Wow really? If thats true then that sucks, luckly i kept track of who made what(atleast the best i could), i leave them out for now in that case. I also go a lot of nobiax stuff, i hope that is legit atleast. Either way i will try to make some stuff and see where it takes me, let you know how it goes.
  11. I think I downloaded almost everything that exists as CC0 licensed assets from the internet, there is not that much useful stuff, most useful things I have are textures and some prop models. If you refer to Ron Kapauns asset packs, I would not use them, since I discovered that he used textures from various sources on the internet that are not open source compatible.
  12. I got the assets from legit sources as CC0 and high quality, most even made for t3d. Some slight visual adjustments might be useful but not really needed. My intent was to collect them for myself, but considering i had to scavange them from all i thought it might not be a bad idea to put them up so others dont need to put up with this. So i thought it might be not a bad idea to make some new maps with those assets for uebergame so on one side you can see them in action but also people can use them for themselfs.
  13. I did collect free assets from the internet in the beginning as well, but this has some major downsides, first, you get inconsistend quality, second not everything uploaded as free is really free, so you trip into potential landmines there and third you hardly ever get enough fitting material. This is why I started making almost everything myself, so the best option is to use the assets that already ship with Uebergame and if you need some custom models for your level, just stick it into the level folder.
  14. Well thats good to hear. Im afraid however my t3d programming knowledge at this point is minimal, however im picking up the pace. For a good while now i have been collecting high quality public domain assets and try to convert them to t3d(among other engines). I came up with the idea to make maps for uebergame using those, however i have quite a ton of them and im afraid uebergame when shipped with those might grow real fat. What is your opinion on this? I am a little concerned where you draw the line about uebergame getting too big. I will also work on a objective based gameplay for uebergame and some other smaller things that might be interesting. Ultimately those things i use for my own purposes, but since i have a long way to go with my projects yet i thought it might be a good idea to include them in uebergame for now. I think its good if we pull at the same rope for the time being and enriching uebergame with features as i go along since i think the idea behind this. I will keep you updated if i make anything decent and you can include it or not.
  15. Well there is no specific goal, it can be anything, I designed it to be a framework, where you can build all kinds of gameplay modes or map themes into. Anything goes, if you program a feature, build a map or so, just make a pull request on github or contact me directly, then I will see, if I can build it in. I had similar features than you suggested already in mind, some are even partly finished, the problem is just, that I cannot integrate partly working features, since it would break the gameplay. It is still a long way from a prototype to a bugfree working version that can be used in the final game. I got like 6 unfinished maps, two of them are indoors only, but I was too lazy to fill it all up with deecoration objects and proper textures. Realistic players and weapons are also planned, but are not finished for obvious reasons, since it would require lots of models and animations. So if you want to help with something just go ahead, don't worry about assets, levels etc, thats easy for me to do I mostly get stuck with programming.
  16. I was wondering but couldnt find a list of what uebergame aims to have in long or medium term. My primary question is if it aims to be a realistic shooter and if so to how much of a degree? I have a couple of things i would find nice, i was wondering if they are planned and if so worked on. For one i want to be able to pick up killed players weapons and swap them for the one i have equiped, or at the least if they have the same weapon steal their ammo. Also the weapons are not a 100% accurate, in real life however most weapons are highly accurate, but the aim is not and will get disrubted when firing. And how about having mannable mounted guns and other stationary or even deployable weaponry? Plus i wonder about the map themes, is it by design only outdoor maps or would you(duion) consider having all or mostly indoor themed maps like say inside a bunker? Another thing, i was wondering if objective based gameplay like in wolfenstein enemy territory could be a thing, i realize its a lot of work to do the assets and maps, but speaking hypothetically. In case you dont know, one team tries to blow up a series of objectives while the other team tries to stall them long enough. Or any other game modes for that matter. Will vehicles be thing too some day maybe?
  17. How does it look better? I thought it is an art question on how good you make the particles.
  18. Thanks, that looks much better then the one I found that was only in script.
  19. The Gibhut repo: https://github.com/Duion/Uebergame The player explosions use a source code change which adds a new field: https://github.com/Duion/Torque3D/commit/308063a006b6f6dfee1b55154a8d7d28da18fe60
  20. Looking good, Duion. Is there a download link for the source? I can't find it.
  21. Well you claim that the paintball arenas should be closed off for short matches, but they actually are closed off, you just did not bother to look at it enough. The paintball map can be played as big map but also on each field individually where it is closed off, so you have 1 map with all arenas open that can be played as deathmatch or team deathmatch, then you can play the 4 regular fields with team deathmatch individually as closed off fields as well as the 2 arenas with deathmatch and team deathmatch also closed off. So the whole setup is basically 10 different maps/gametypes. So you see the problem is in most cases that people do not bother to try it out as most reviews have less than 5-10 minutes playtime, you cannot have played the game in that time or even looked at all the maps and features. The maps are all designed to work good with around 4 players, except the fields map with grass and forests, which is a bit bigger, but it also works with 4 players. The maps are intentionally large and open, since I want realism, not such fake facade maps that look like the real thing but in reality are just closed of "tube" maps as I call them. Most reviews come from the initial launch of the game which had like 10 times less features than what it is now and the biggest part of complaints and feature requests are fixed now. It worked fine the first few months as many new people came in, there was always someone playing, but it was still not enough. A multiplayer game needs a few thousands of active players so you have always someone playing and the launch visibility which was also not very good did not provide that. With some more visibility the player base probably would have stayed up. I also wasted a lot of potential due to some issues that only got visible after lots of people tested it, it took me a few month to fix most problematic things. Thanks for wanting to help with AI, but you have to look into it, since I'm using behavior trees where each behavior is kind of a module, which gets activated through behavior trees. I'm currently building the behaviors for each situation, but deathmatch gameplay already works.
  22. I was reading a thread recently about an online game that is shutting down where someone made a good point about the challenge online multiplayer-only games face. The premise was that for a casual visitor who likes the idea of the game and wants to support it, there is literally nothing to do when they want to play and nobody else is on the server. So the game is considered boring and eventually a player loses interest and walks away. In the context of the comment thread, the dynamic was referred to as a death-spiral, but from Ubergame's angle the same dynamic seems to be a serious hurdle to establishing a player base in the first place. Looking at the Steam reviews, I'm seeing a reasonably common thread of similar sentiment in the comments - both positive and negative. If players had something compelling to do on an otherwise empty server, they would probably stick around longer and the chance of getting a random human matchup would seriously increase. If fighting AI can be made even somewhat fun, it might be enough to get a few people coming back regularly for the diversion with the intermittent reinforcement of finding a human matchup acting as a bonus. My other (unsolicited) feedback is that the levels are way too big for the type of game - especially with low player-counts. It's a deathmatch shooter but the maps lay out more like an open-world adventure. You want players to be fighting, not running around looking for each other. I did some popping between Ubergame and Black Ops II (which, IMO, is one of the best in the genre) trying to get an idea for what they've done to achieve their feel. The consistent answer was that the maps are all reasonably small, very full and have strong consideration for sightline ranges. Also, the overall visibility range is *much* lower (scaled to play-area size maybe) - so the levels start to get distance-fog basically at the outer edges of the longest-range sight line. They end up being more like mazes than open levels and it's fun as hell. Ubergame's paintball areas are very nicely set up for small/medium-scale deathmatches, but each of the play areas should probably be closed off, stacked as individual arenas and presented as different levels. Eventually the bridges and stands could be filled with dumb wandering-ai milling toward the active area and it would make a pretty neat effect. It feels like the other levels should be reduced/tightened to varying degrees and then have the sightlines get a final tweak with a bunch of environmental objects. Obviously, I know the amount of work I'm talking about and the fact that you're just one person, so take the level-design feedback for what it is. I'm kind of on a personal TGE porting mission at the moment ... and need to crank out some "real" code to pay the bills here in a week or so. But one of the things on my list is porting a general AI resource and bringing in whatever innovations have found their way into the community since it was written several years ago. I'll take a look at your codebase and see if maybe I can help out a bit with the AI while technically still working on my porting mission.
  23. Occasionally you find other players, but they often quit fast, since it seems most are just checking the game out and are not interested in playing. You can join on the #duion.com channel on freenode IRC, to find other people to play with. Bots are in there in the latest development, but as I have many levels, gamemods and weapons it will take time to teach them to handle it all, currently they only can play deathmatch with regular weapons. Maybe I will just leave it with that and make a release later and host a deathmatch only server with bots.
  24. Looks interesting. I really like aiming down the barrel. It seems like there aren't necessarily other players online to play with at any given time. What do you think it would take to add a few AI bots so there's always something fun to shoot at?
  25. http://fordprefectstowel.weebly.com/uploads/2/5/2/3/25231015/6078343_orig.png

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