Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Any Counterstrike or war games?

Jayson Peck
Registered User
Join date: 30 Mar 2006
Posts: 30
04-02-2006 09:53
I was playing SL yesterday, and realised that we were lacking a counterstrike-like game. Anoyone have the skills to do it?
Alex Parks
Registered User
Join date: 4 Aug 2004
Posts: 21
04-02-2006 10:08
well there are probably many guns like in counter strike but i doubt someone will really make a game like that because it is basically just like shooting people and it doesnt require much talent to create, most people would probably aim a little higher than that.
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
04-02-2006 10:47
From: Alex Parks
well there are probably many guns like in counter strike but i doubt someone will really make a game like that because it is basically just like shooting people and it doesnt require much talent to create, most people would probably aim a little higher than that.
Well, that's a gross misconception if ever I've heard one. Counterstrike actually does a fair bit more than just allow people to shoot each other, probably take a good weekend of solid coding just to get it off the ground, balancing and debugging could go on for ages.

Of course, I don't actually like the game myself and find FPSing in SL a terrible experience so it's not somthing that'll go on my 'big list of things it'd be cool to make'.
Willford Cunningham
Builder of many things.
Join date: 1 Jul 2004
Posts: 8
04-12-2006 15:41
SL will never be on par with FPSs with its current engine. Its too slow and lags too much.

Not to mention the controlls are a bit sluggish.
Rayve Mendicant
Scripts for L$5 billion
Join date: 12 Mar 2005
Posts: 90
04-14-2006 22:11
nah, it can be done much better than most ppl expect. There seems to be a broad misconception of what the engine is and what it can do. I've thought a couple of times abotu making a FPS in a Counter-Strike like way and see no large setbacks given the current tools, especially with the addition of HUD attachments.

The reason I haven't done it...well, mostly time, but also cause I can't build or create graphics that well. I'm pretty much lame at anything other than scripting =). I do think it would be a good addition to SL and show a little of the game prototyping concept which was meant to be a big part of SL's contribution.
_____________________
_______________________

Rayve Mendicant
Second Evolution

"Darwin ain't got nothin' on this"
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
04-14-2006 22:20
From: Rayve Mendicant
nah, it can be done much better than most ppl expect. There seems to be a broad misconception of what the engine is and what it can do. I've thought a couple of times abotu making a FPS in a Counter-Strike like way and see no large setbacks given the current tools, especially with the addition of HUD attachments.
Actually, I think the conception that SL is rubbish for FPSs is pretty spot on. It's fine for tectical shooters where speed and accurate movemt aren't so important, but arcade ones like Quake or Counterstrike can't really be done because the network code and client-side prediction's not up to it. I mean, seriously, if you went into a CS game with a response time as bad as you get in SL you wouldn't stand a chance.

Having said that, I don't know of a single feature in any shooter that couldn't be replicated perfectly well in SL. Well, maybe the shrink ray from Duke Nukem, but the only thing you wouldn't be able to do is change the avatar's hitbox.
_____________________
Danner Jimador
Registered User
Join date: 16 Sep 2005
Posts: 18
04-18-2006 17:57
A FPS game in SL is VERY responsive on a dedicated sim with no other scripts running.. and a few tweaks to your graphics settigns. It's very similar to playing with a ping of around 100-120 in a regular FPS. It is a lot of fun if some ground rules are applied, no push weapons, no fly, and a scripted health meter, not the land setting for health. Why has this not been done in a serious organized manner? simple: there are a lot of FPS out there, even free ones that look better, work better, and are much more difficult to cheat.
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
04-18-2006 18:04
From: Danner Jimador
A FPS game in SL is VERY responsive on a dedicated sim with no other scripts running.. and a few tweaks to your graphics settigns. It's very similar to playing with a ping of around 100-120 in a regular FPS.
I don't believe you. :p
_____________________
Rayve Mendicant
Scripts for L$5 billion
Join date: 12 Mar 2005
Posts: 90
04-19-2006 09:58
Fine Fine...I'll start on this next month. :P
_____________________
_______________________

Rayve Mendicant
Second Evolution

"Darwin ain't got nothin' on this"
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
04-30-2006 18:38
i am working on a paintball game, it seems that actually the "sluggish" sl is a plus in paintball realism, i managed to get believeable paintball bullet trajectory and i do belive this type of fps "could" work
_____________________

tired of XStreetSL? try those!
apez http://tinyurl.com/yfm9d5b
metalife http://tinyurl.com/yzm3yvw
metaverse exchange http://tinyurl.com/yzh7j4a
slapt http://tinyurl.com/yfqah9u
Minky Mousehold
Registered User
Join date: 5 Jan 2005
Posts: 382
ooo
05-03-2006 06:30
maybe there a game like that being made as we speak ;p
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
05-03-2006 06:49
It's fine for paintball, yes, I did a paintball game with a central scoreboard and so on.

Oddly enough, a shooting game that keeps score is easier to do *outside* of a damage zone, because the bullets die so quickly on impact there's rarely the time to check who fired them or for them to announce that. I'd say, 30% or more of the time, when I've tried, the bullet vanishes too quickly for a collision sensor to detect its owner, for instance.

Maybe that's just the sims I've tried it in, though, or perhaps I'm doing it wrong.
Calix Metropolitan
Registered User
Join date: 10 May 2005
Posts: 212
05-04-2006 02:24
From: Jayson Peck
I was playing SL yesterday, and realised that we were lacking a counterstrike-like game. Anoyone have the skills to do it?



Jayson, have you checked out Tech Warfare?

I nominate Tech Warfare by Eckhart Dillion and here is why...

HUD (heads up display) - If you use the game HUD all you need to do is click buttons!
COMMANDS (only work if choose not to use HUD) = build, bot, tower, factory, dialog on, dialog off. This game uses a.i., very advanced scripting and makes it fun for 1 vs 1 or 16 vs 16 players.

(Easy to use HUD that has option for 3 different views)




***Info on why this game is so cool***

Pay the red or blue box whatever the fee is. Zoom in to the text above the "READY" buton to see the fee.

To change teams just touch the other team's "PAY HERE" box.
Get your HUD (heads up display) by clicking the Give HUD button.
RT click your HUD in inventory and choose wear.
You can resize and move the HUD or flip it over for a more compact version.
When everybody has hit the "READY" button the game will start. (will no longer be able to change teams)

An object will follow you that shows you your health bar and how much energy you have.
You get energy to build more as time progresses.

Touch the buttons on the HUD to summon your robots.
If you chose the "Dialog On" option, Dialog buttons will pop up and you click them to make things.

If you click "Ignore" you can bring the dialogs back by saying "build".
All items are created where you are standing.
Game pieces control themselves so placement and choice are your weapons.

Watch the health bar!
If you die you have to wait for the next game to play!

***HOW TO PLAY***

The object of the game is to destroy the enemy base and defend yours.
Games can be up to 16 vs 16 players!
Energy is increased for the team with fewer players.
You can build between the bases and more than 10 meters from the enemy base.
Some units only attack land or air bots. (missiles = AIR, Cannon = LAND)
All units can attack factories and towers.
Bots will head tward the enemy base and attack whatever they can on the way.
If you choose to use dialogs then you can bring up different menus with the commands - build, bot, factory, tower.
You can build a unit by saying its case sensitive name.
If you wanted to you could assign different hotkeys to bot names or menus using edit/gestures.

People can still join during the countdown.

Energy is required to summon robots.
If your health reaches 0% you will be killed and will have to wait for the next game to play.

To summon robots just say the commands - build, bot, tower and factory.
You will get a menu that allows you to pick what you want.

When you create robots they will come to your position then automatically head to the enemy base.

This game is the wave of the future using HUDs and A.I. in Second Life...basically in laymen's terms this game PwNz!

- Calix Metropolitan
_____________________
Games Developer - Public Relations - Support / Free Culture Advocate and Occasional Martian Saint --- Tempus Fugit

Come play the hottest game in SL!!!
TECH WARFARE @ Arcadia 1 (68, 154, 22)

Introvert Petunia
over 2 billion posts
Join date: 11 Sep 2004
Posts: 2,065
05-04-2006 03:54
From: someone
maybe there a game like that being made as we speak ;p
Yes, I think its working development title is "Counter-Strike 2" :p
Jayson Peck
Registered User
Join date: 30 Mar 2006
Posts: 30
05-19-2006 15:47
From: Calix Metropolitan
Jayson, have you checked out Tech Warfare?

I nominate Tech Warfare by Eckhart Dillion and here is why...

HUD (heads up display) - If you use the game HUD all you need to do is click buttons!
COMMANDS (only work if choose not to use HUD) = build, bot, tower, factory, dialog on, dialog off. This game uses a.i., very advanced scripting and makes it fun for 1 vs 1 or 16 vs 16 players.

(Easy to use HUD that has option for 3 different views)




***Info on why this game is so cool***

Pay the red or blue box whatever the fee is. Zoom in to the text above the "READY" buton to see the fee.

To change teams just touch the other team's "PAY HERE" box.
Get your HUD (heads up display) by clicking the Give HUD button.
RT click your HUD in inventory and choose wear.
You can resize and move the HUD or flip it over for a more compact version.
When everybody has hit the "READY" button the game will start. (will no longer be able to change teams)

An object will follow you that shows you your health bar and how much energy you have.
You get energy to build more as time progresses.

Touch the buttons on the HUD to summon your robots.
If you chose the "Dialog On" option, Dialog buttons will pop up and you click them to make things.

If you click "Ignore" you can bring the dialogs back by saying "build".
All items are created where you are standing.
Game pieces control themselves so placement and choice are your weapons.

Watch the health bar!
If you die you have to wait for the next game to play!

***HOW TO PLAY***

The object of the game is to destroy the enemy base and defend yours.
Games can be up to 16 vs 16 players!
Energy is increased for the team with fewer players.
You can build between the bases and more than 10 meters from the enemy base.
Some units only attack land or air bots. (missiles = AIR, Cannon = LAND)
All units can attack factories and towers.
Bots will head tward the enemy base and attack whatever they can on the way.
If you choose to use dialogs then you can bring up different menus with the commands - build, bot, factory, tower.
You can build a unit by saying its case sensitive name.
If you wanted to you could assign different hotkeys to bot names or menus using edit/gestures.

People can still join during the countdown.

Energy is required to summon robots.
If your health reaches 0% you will be killed and will have to wait for the next game to play.

To summon robots just say the commands - build, bot, tower and factory.
You will get a menu that allows you to pick what you want.

When you create robots they will come to your position then automatically head to the enemy base.

This game is the wave of the future using HUDs and A.I. in Second Life...basically in laymen's terms this game PwNz!

- Calix Metropolitan

Thanks man! Its an awesome game!
Calix Metropolitan
Registered User
Join date: 10 May 2005
Posts: 212
05-19-2006 22:42
Yea it's a lot of fun... :)

Check this great review out, really well done indeed.

From: Hamlet Au
_____________________
Games Developer - Public Relations - Support / Free Culture Advocate and Occasional Martian Saint --- Tempus Fugit

Come play the hottest game in SL!!!
TECH WARFARE @ Arcadia 1 (68, 154, 22)