#Detonation Game Mode

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bronze reef
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Prototype of the detonation game mode re-built for the SDK (21st Feb 2023 Release).
Distribution now through Steam workshop as that seems to be up and working.
All details can be found there.
https://steamcommunity.com/sharedfiles/filedetails/?id=2936839875

If any level creators would like to make a proper level for this mode leave a comment.
If any mod creators would like the rummage through the source, leave a comment I'll see what's the best for that (although this is my first MOD for OHD/Unreal so it's a big hacky).
No idea if it works on a proper server yet ..

Have fun! 😎

subtle widget
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ayyy was waiting to see it pop up

bronze reef
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couldn't upload it for a while, then realised you can't have like symbols in the description .. 😦

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kept getting a random API Code 10 lol

subtle widget
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oh

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which ones ?

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so i can repport it

bronze reef
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haha good point, think it was brackets

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()

subtle widget
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damn

bronze reef
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or . because original name was like "Detonation v0.1 (Prototype)"

subtle widget
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() or "Detonation v0.1 (Prototype)"
Maybe the dot and ( ) in title is bad

bronze reef
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yeah something simple, I will check. also, when you re-upload it clears the description field

subtle widget
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ye

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noticed this, was a thing in Squad SDK also

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i suspect its a workshop problem

bronze reef
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no biggies really once you know, just re-apply the description via Steam itself

subtle widget
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ye

muted ivy
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this + the dust 2 map haha

subtle widget
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Oh yah

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didnt even though about it

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i cant fucking wait for auto sub / DL

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trying to get a server going , and seeded

vocal badge
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I am rather interested regarding getting a map or two for this mode. Just got to redownload the SDK on this new laptop I have.

bronze reef
vocal badge
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How do I make a map with the mode tho?

bronze reef
# vocal badge How do I make a map with the mode tho?

That actual "making" it for DE is nothing apart from defining where the x amount of ammo stashes need to go in the level by placing actors. It's basically, drop actor and set BluFor or OpFor - 5 minute job. So if you get your level done and your happy with it we can sort the ammo placements.

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The nasty bit [for now] is how you could make it and just tag it for DE mode without having to distribute it as part of the DE Mod itself. I'm trying to think about that one now.

bronze reef
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3rd Party mapping is open. Latest update to workshop (v0.3) supports generic definitions that can be added to any map in the OHD:SDK (example MOD pack provided in zip). Mapping/Server documents to follow but in the meantime generic definitions available for:

  • ammo crates
  • spawn point protection
  • level bounds

Examine the actors in the test map provided, "Actor Tags" are used to define entities and purpose.

Exported test map can be loaded in single-player mode for testing using console command:
open DE-TestMap?game=/Detonation/Root/Core/BP_HDGame_Detonation.BP_HDGame_Detonation_C

Dedicated server can be started using command similar to:

start HarshDoorstop\Binaries\Win64\HarshDoorstopServer-Win64-Shipping.exe DE-TestMap?game=/Detonation/Root/Core/BP_HDGame_Detonation.BP_HDGame_Detonation_C -SteamServerName="Test Server" %*

Dedicated server parameters exposed can be modified via Game.ini e.g.

[/Detonation/Root/Core/BP_HDGame_Detonation.BP_HDGame_Detonation_C]
AmmoCratesInteractSpeed=1.0
AmmoCratesCountdownSeconds=5
AmmoCratesMinNum=2

subtle widget
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you get a 🍬

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though, are you sure about /Detonation/Root/Core/BP_HDGame_Detonation.

bronze reef
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Haha thanks for the 🍬.. now 'Root' yeah and I've got a deep dive into ue4 coming in why I had to πŸ˜‰

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Let's just say I'm 99% convinced I've found a bug in UE move command (or "feature")

subtle widget
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unless you edited this, which there is no real reason to

bronze reef
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@subtle widget Basically, the only way I have found to move blueprints between mods, without breaking the references, was to do a certain type of move. Originally it was all in something called "TestMod" and I wanted to pull the detonation stuff out into it's own Mod. However, when I was selecting stuff in UE and moving it from one mod to another 30% of the references were breaking. The only way I found you can move inter-referenced items WITHOUT UE breaking references is to move 1 single folder containing everything - as in you can't multi-select and move a group of folders .. because that breaks references. Anyway, so that's why stuff is in "Root", because I had to drag the single TestMod contents folder into the new Detonation mod otherwise all kind of references got smashed. Yeah, clear as mud I bet? πŸ₯΄

I was doing hex analysis of the result files and I'm just reporting what I found, I can understand why UE breaks references .. kind of guessing what their copy/move algorithm is doing "under the hood" but all I can prove for now is that .. UE is funky!

azure quest
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hey @bronze reef I would like to incorporate this gamemode in the island of stratis map. This would definatly make people think on a larger scale map to explore a bit to find caches.

bronze reef
subtle widget
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also did you try on your side ? like create another mod, and make it so you implement your own stuff, and test on a server (i guess MapTest would be it) ? πŸ˜„

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i did the exact same thing (i think we discussed the idea, but not sure) and will let people use CTZ on their map also

bronze reef
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@subtle widget (Sorry man, RL getting in the way of OHD again!)
If you mean, did I try to make a map without the dependencies on my MOD but then get my MOD to pick up the generic "entities" in the map...

Yes, I had that working OK. But it's not ideal of course, as you can only just use generic objects and put tags on them - but I don't think there is any other way? Wish there was. I tried using a "binary build" of my MOD in UE, but it crashed the editor.

The only other idea I have is maybe have a MOD specifically with just editor-friendly elements in it (so no logic etc.) that the 3rd party can use (which you can give out source with no issues) and then reference that in my/your MOD (e.g. detonation in this case).

So give out, Detonation_Core MOD source and the majority code is in Detonation MOD. I guess this could complicate deployment but if/when we have auto-mod dependencies perhaps this would be no issue?

subtle widget
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also i dont know if the auto mod will handle dependencies, havent seen it mentionned by the devs

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but i doubt it, and also Steam dependencies is bad...

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we'll have to see what donkey plan to do about it, or even if he wants to handle it πŸ€·β€β™‚οΈ

bronze reef
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@subtle widget Yeah, I'm going to be honest I'm holding off doing much more until there is some kind of way of people getting the necessary assets via server join alone. I just don't see people being bothered to manually go and get stuff - and honest again, I can't be bothered with others servers once I see they are modded so why would others?

I don't mind making a list of the dependencies myself and adding that to the server somehow, including sub-dependencies.

subtle widget
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πŸ”œ

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I don't mind making a list of the dependencies myself and adding that to the server somehow, including sub-dependencies

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idk how dep will wort to be honnest

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it's probably what the server has loaded for now that is reaquired to let you join, and download auto

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iirc

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so the dependency is done by server owners installing the correct mods

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πŸ€·β€β™‚οΈ

bronze reef
# subtle widget so the dependency is done by server owners installing the correct mods

That would be ideal. Although maps are a pain, cause do you down-load on demand? Means some people get in late if they have not got the maps and other already have. Maybe peeps have to DL the entire map playlist on join, but that could be a biggy. Also, updates might be needed.

I'm sure the map rotation and installed mods could be parsed to provided a flat list of workshop assets required. Not sure how hard that is, server code required somehow.

subtle widget
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Although maps are a pain, cause do you down-load on demand?

[10:10 PM]kaiz: i'm sure he can think of valid reasons to forbid players from joining if they dont have all the mods loaded on the server
(a situation where an admin changemap to a mod not listed in the mapcycle for example)
But in that case, i would see this :
Booting the player back to main menu, and start the DL of the needed mods
[10:10 PM]kaiz: depends on when you want the player to wait, on first join, and creating more friction (wait time)
[10:11 PM]kaiz: or when the map change occurs, which might be happening way less
[10:12 PM]kaiz: personally id vote for Downloading only needed mods for the current map,
And if possible even better, load the mods needed in the mapcycle while playing πŸ˜‰

Or give the user the choice : 'You can join this server , you have the required mod for the current map. But lack others listed in the mapcycle, and will boot you on map change, do you want to join now or DL'
[10:15 PM]kaiz: in Squad IIRC it force you to have all the server's loaded mods
[10:18 PM]kaiz: it also might be hard to determine what mods are needed based on the URL Map?game=?Faction= without actually loading the map
But im sure the asset manager can do that πŸ€”
[11:19 PM]SRDDonkey: For the first iteration at least, the client will need to have all mods loaded that the server does...

bronze reef
subtle widget
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yeah, also avoid a lot of problems / potential crashes with missing mods on clients

subtle widget
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@bronze reef sup

bronze reef
bronze reef
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I've rebuilt the current state of the Detonation MOD code for the latest SDK/OHD release, mostly appears OK. Seems to work fine with the auto-mod download support.

I'll be running up a EU test server over the weekend (30th/31st), seeing if it works dedicated OK and also trying to remember where I got with it.

I think I was half-way between adding CS-like Terrorist/Counter logic (so only Ts can set bomb only CTs can only defuse) using actual pick-up items ... so needs a dust off!

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I seem to remember putting in a small inventory (press 'I' key) and being able to pick-up/drop the bomb/defuse kit using 'F'.

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And something about extracting data from a laptop to a USB pen πŸ€”

willow cave
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csgo in ohd let's goo

bronze reef
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@willow cave if enough people want an asymmetric CS mode I'm about 80% of the way to that. Just trying to get the symmetric mode released, found a show-stopping bug that happens if run on dedicated server - that needs doing first.

willow cave
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what map do you use to test it ?

bronze reef
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"DE-TestMap-Sym" it's contained in the mod package

bronze reef
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Just a quick note to say that his game mode isn't dead. I've been working FT on Casualfield recently. This has allowed me to utilise code from Detonation, and clean stuff up.

Going forward however Detonation is going to be merged into Casualfield as a game mode, hopefully with both symetric and non-sym (e.g. like Counter Strike) modes.

Some of the new small OHD maps look perfect for Detonation so I'll be looking to get it work with those soon.

willow cave
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nice

bronze reef