2015-01-25 01:51:17 (edited by SLJ 2015-01-26 17:44:08)

Hi all.

I'm proud to release this new campaign: Swamp online simulation.

Swamp online simulation is a campaign, which should simulate the online gameplay of Swamp as much as possible. There are a number of things which aren't possible to do, but I hope I can simulate at leased some of the online gameplay in this campaign.

Beta version 0.1:

This is the very first beta version of the campaign. I started to work on this today, and I've worked on this mostly the whole day. Yeah this is pretty much time for something which seems as nothing, but that's at leased a beginning of something which I hope becomes cool in the future, if people likes it.

This is the map called Multi1, and you start in the safezone. You start with a Glock 19, some ammo, a field kit and two met kits, and of course your axe.
I have added the whole store from map 1. The only changes is that you can buy the field kit, because you can do so in the online game, but only if you donate it to the safezone.
There is a lot of loot, only the loot which you can find on map 1. Maybe I should lower the loot.
I'm not sure on what zombies you can find on map1, but I've tried to simulate those as well. There should maybe be fewer zombies. smile
There are a lot of other players, mentioned as Allies. I'm having issues with those. They keep fyring like crazy nomadder how I code them and nomadder what I tell them to do. I'm not sure, but it seems as there's a bug in the CMM script so the allies think the player is a zombie. Lol. It would be really helpful if you could help me check up on this.
I have not added the skills menu yet, because I'm not sure on how to do that. I don't feel like writing the whole safezone menu, which just works by default accept for the skills menu. If someone knows how to fix that, then I would love to hear from you.
I'm not totally sure on this, but it seems as saving the progress doesn't work as it should. I just briefly tried to check this.
Missions don't work. Why? Simply because I have no idea on how to make those. Or, I have, but I don't know how to make it so the campaign can switch over to a mission, and then back in the safezone and calculate and give the rep and xp to the player. I don't think the allies can find crates on the mission, so for this reason, I'm not sure if missions would be that fun at all.

Well, that was what I had time to make on the campaign today. Suggestions, help offerings, comments both good and bad are very much welcome, and then I'll see what I can do about it. I hope you enjoy this, and please let me know if I should continue on working on this or not.
Oh, the link:
https://dl.dropboxusercontent.com/u/979 … lation.txt
I'll put the campaign up on an other hosting site on a later release.

Things which I should take a look at:

Does the forts work now?
Leveling
Why the sound sometimes doesn’t play when picking up loot
Why the allies keeps shooting when they don’t hit any zombie.
What should happen when an ally get killed.
What should happen when an ally runs out of ammo.
Skills and skills menu
does the allies think the player is a zombie?
Quests
Saving the campaign
Check how many allies are alive.
Some ally controls, maybe
Missions, maybe. this is the lowest priority on the list so far. smile
I should create a more permanent hosting place for the campaign in a later version when it’s more stable and more enjoyable. smile
I should look into why the file get broken when downloading it.

Best regards SLJ.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Facebook: https://facebook.com/sorenjensen1988
Twitter: https://twitter.com/soerenjensen

2015-01-25 09:30:55

Great job slj.

I wouldn't suggest having missions offline anyway, this was just a suggestion to give people an idea of what online play was like.
Likewise, I'd suggest lowering the loot to only some of the guns and armor, maybe the Winchester, R15, Mp5 M40 and m60, and for armor just the boots, work genes, football pads, winter coat, tattered vest, bike helmet and baseball cap.

this way people get a good idea of what playing online on multi1 is like, but there is still more to discover if they purchice the game sinse after all the idea isn't to replace! the online game but give people a more extensive demo experience.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2015-01-25 10:21:26

Hi,
wow, nice work slj.
I really like the idea and I'm sure it'll make people busy for awhile when they don't have internet and still they want to play the real swamp.
Just a note about the missions:
well the problem is in the missions is that how can we set the difficulty setting of the zombies,
whether we want them to be basic zombies or even death bringers, we currently can't do anything about it, so we should tell Aprone about it.
When it comes to xp and rep calculation, I'm sure we can do it, we just have to ask aprone about how the system calculate them, once we know I'm sure we can do it.
For now, I think if you're planning to add the missions, you just have to stick to the old missions system.
I'd suggest that aprone update's the program with the ability to set the difficulty setting of the zombies, that should keep us up to date with the missions system.
Regards.

2015-01-25 10:51:03

also I don't think the player can level up correctly on these campaigns. But maybe I'm wrong.

I like to sleep, Sleep is good,
This is how I do it: Lie on a nice warm cozy bed, and dream dreams about how to rule the world!
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2015-01-25 11:18:50

I just played through your campaign a bit. Most of the armor that you can find on the maps doesn't work because you capitalized the second word of the armor name, when it should be all lowercase. Also, there isn't enough ammo. I suggest you create 4 or 5 loot piles of ammo for each ammo type instead of just 1. That makes the loot total up to a bit more like the actual game. The zombie count is fine. Also, all the allies really slowed down the game on my poky computer, so I was forced to get rid of most of them. Suggestion, remove all but 2 of the ax-wielding allies, and take away the allies using the assault rifles because they aren't that great until you put points into them, in my opinion.

I like to sleep, Sleep is good,
This is how I do it: Lie on a nice warm cozy bed, and dream dreams about how to rule the world!
Follow @TheGreatAthlon5 on twitter for humorous facts and game updates!
If you like my posts, thumb me up!

2015-01-25 11:26:30

Hi SLJ,

Nice work with the campaign. I tried it out before and found a few things:

When I started the campaign, the client gave out the following message: "There is an unknown command.  The lines reads," There seems to be an unknown command. Nevertheless, none is mentioned. At the spot I spawn in the safe zone, I can't enter the safe zone menu. I have to take a step to make it work again. Buying items in the safe zone works fine, but when you try to buy items in the outpost, it is stuck at telling you that your request was placed. You never receive the item, and no rep will be deducted of yours, you can press escape and keep playing. Forts don't work at all. While I know they are for HC players, they should still give out the stories they are used to playing on the server. Anyway, this is only of minor importance.

When you are out looting, you are able to find single rounds of ammo (e.g., You have found 1 rounds of .56mm ammo.).
Sometimes, when you pick up loot you don't hear any sound, which is strange because on the server it works fine.
Furthermore, it seems like hard hats and football pads are not as rare as on the server, or was it just me being lucky?
In addition, you can only put on a few armor pieces, like the motorcycle helmet and the boots, as I've found out so far. Other armor like football pads, the football helmet, armored leggings and a few others can't be worn at all.
Moreover, some stuff can't be donated. I believe that all, or at least the most, stuff you found can't, whereas the things you bought can be donated.

I also had a person shooting his browning citori without having to reload, which was weird. Do all allies have infinite amounts of ammo?
Another thing, which I don't think you can do though, is to make it possible to press shift slash to see how many players are around. Right now, the command tells you that you are not in multiplayer mode.
Are allies supposed to keep following you?

About setting skills, the menu item does exist in the safe zone, but you can't use it because even when you have reached enough experience to level, you don't level at all.

I agree with Dark that missions shouldn't be added to the campaign. They are meant to be a cooperative element and should thus only be available when playing on the server. Though I think you should add the possibility to do quests, as they give the opportunity to explore the map.

And you are right that saving campaigns is broken. When I loaded my saved campaign, I still had the stuff I found, but the rep and experience were messed up: "You have 0 reputation and are a level , with 0 experience.  Your next level requires 0 more experience."

Enough of my rambling, all in all you did great work. Thanks very much for that!

Errare humanum est!

2015-01-25 11:36:09

Yeah, those are all problems with Aprone's campaign code, not with the campaign itself. Minus the armor that you can't use which is mostly capitalization, and the ammo pickups, which were written incorrectly. Also the field kit and med kit are unusable if you buy them in the safe zone, because you forgot a space before kit in each of those words.
I really do hope that you will sometime be able to donate items that aren't actually sold in the store; that was something that put me off when I tried to make my campaign because you couldn't really donate custom items you had picked up, unless you were willing to put them as buyable in the store. The only way around this was to put the price for buying so high that no one could ever afford it, but that's still a really clumsy workaround.
Here is the correct ammo pile code. This places a lot more ammo on the map to better simulate the real game:
add items 6 30 3,3,423,271 9mm ammo
add items 5 12 3,3,423,271 Shotgun shells
add items 7 20 3,3,423,271 .30 calibur
add items 4 30 3,3,423,2715 5.56mm ammo
add items 3 40 3,3,423,271 7.62mm ammo
add items 4 20 3,3,423,271 Gas
add items 6 30 3,3,423,271 .45 ACP ammo
add items 6 1 3,3,423,271 Med kit

I like to sleep, Sleep is good,
This is how I do it: Lie on a nice warm cozy bed, and dream dreams about how to rule the world!
Follow @TheGreatAthlon5 on twitter for humorous facts and game updates!
If you like my posts, thumb me up!

2015-01-25 12:06:08

@mohammad, the idea with this campaign is to give people like a demo mode, not the fully functioning swamp offline, so it shouldn't have the full missions, and even if we find a way to level up, the player shouldn't be allowed to level up as high as in the online game, ---- maybe to level 10 or so.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2015-01-25 14:14:46

Hi all.
Thanks so much for all your awesome comments, suggestions and help.
I'm not sure on which direction I wanna go with this campaign. I might try to simulate the full online gameplay if the campaign script will let me do so, and then make some extra goodies which is not possible in the online version. Maybe some unlockables, I'm not sure yet. I'm mainly thinking about those who can't buy a gamer account, but also thinking about those people who just wana play something offline, and still want some massive gameplay and a goal to work on. All that depends on what the campaign scrip will let me do.

I'm sorry for the typos which result in the armor didn't worked. I thought the campaign would give me an error, or at leased an error when picking up some armor.
Thanks for clarifying the bug when trying to load the saved progress. If that isn't going to be fixed, then the whole idea of making a big campaign where the player needs to save the game and continue later on is gone. Then I'm forced to keep it small, but that might be the result of a small but very stable campaign at the end. big_smile

I'm not sure on when I have much time to work on this again, but I'll keep working on it and see if I can get it all fixed, which I hope I can do. smile
Again, thanks a lot for all your nice comments. big_smile

Best regards SLJ.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Facebook: https://facebook.com/sorenjensen1988
Twitter: https://twitter.com/soerenjensen

2015-01-25 15:20:47

ods, also Aprone should fix the bugs with the saving and the leveling up. You coudl also make an event that levels you up when your eperience reaches a certain point, but since you can't do extended arithemetic, there's no way to copy the experience cost formula used in the online game.

I like to sleep, Sleep is good,
This is how I do it: Lie on a nice warm cozy bed, and dream dreams about how to rule the world!
Follow @TheGreatAthlon5 on twitter for humorous facts and game updates!
If you like my posts, thumb me up!

2015-01-26 17:35:42

Damn this forum. I had just wrote a very long post, and then I got an error then I pressed submit... sad Well, here it comes:

Hi all.
I've started to work on the next version of the campaign, which is mostly bug fixing. smile
I have some questions and comments regarding to the nice feedback from you:
KeyIsFull: Thanks a ton for your very awesome feedback in post 5 and 7.
I'm not sure on what ammo I've wrote incorrectly.
When looking at the correct ammo you've posted in post 7, you write "items" and not "item" like the campaign guide. Have I missed anything? is it a typo or is there something missing in the campaign documentation?
Most of the axe wielding allies has been removed in the next version, I have fixed some lag, but I haven't removed some of the rifle allies yet, but might do so if they get too annoying. smile

GD: Thanks so much for your feedback.
the error you're getting at the beginning of the campaign seems to be Internet Explore which brakes the file when downloading it. I don't get any errors here. A friend of mine downloaded the campaign this morning and got the same error. Then I uploaded the campaign in a shared folder we have on Dropbox, and then it ran fine on his machine.
I'll take a look at the forts. I've fixed the armor in the next version.
All allies have 200 ammo. I should maybe adjust this, but they can't switch to an other weapon when they run out of ammo, and I haven't made so they respawn if they get killed.
You can't check how many allies are alive. I should look into that, but I think I'll wait a bit to a later version.
No, the allies shouldn't follow you but only the zombies. Sometimes it seems like the allies think that the player also is a zombie. Lol. I'll check up on this.
I think that's all. Please let me know if I've missed anything. More comments and suggestions are very much welcome. big_smile
I have added a list of things which I wanna take a look at in the first post.

Best regards SLJ.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Facebook: https://facebook.com/sorenjensen1988
Twitter: https://twitter.com/soerenjensen

2015-01-26 21:38:52

ADd items is a command available in the swamp campaign code. It lets you add multiple of the same item with a single command. It is in the documentation. It is right after the add item line.

I like to sleep, Sleep is good,
This is how I do it: Lie on a nice warm cozy bed, and dream dreams about how to rule the world!
Follow @TheGreatAthlon5 on twitter for humorous facts and game updates!
If you like my posts, thumb me up!

2015-01-26 21:50:16

SLJ I Hate when that happens!

- Aprone
Please try out my games and programs:
Aprone's software

2015-01-26 22:20:13

Eh, you can do a hackish version of multiplication using events, then use that to approximate leveling thresholds. Though personally I'd go for something quick and dirty, with some copy-pasting, giving a maximum level cap of however high you feel like going.
(Well, ok, I'd just go for 500-1000 xp per level, since there aren't as many opportunities for huge experience leaps.)

Something like...
set var temp=[player.level]
set var threshold=500
if temp>0 then add threshold by 500
subtract temp by 1
if temp>0 then add threshold by 500
subtract temp by 1
<-- Copy-paste the previous two lines until bored -->
if [player.xp]>threshold then level up


Or, you can do multiplication like so:

new var multiplier=0
new var multiplicand=0
new var product=0
+-1+block var event multiplier>0
add product by mulltiplicand
subtract multiplier by 1
end event


Then you'd need a chain of events, where the add xp event sets the multiplication values, then another value for starting the levelup check. THe event for leveling would have a condition like
+-1+block double event func=levelup and multiplier=0
I don't actually remember the double event syntax, but that should get across the idea.

看過來!
"If you want utopia but reality gives you Lovecraft, you don't give up, you carve your utopia out of the corpses of dead gods."
MaxAngor wrote:
    George... Don't do that.

2015-01-27 00:08:03

Thanks guys. I need to read the examples in post 14 more carefully to fully understand the logic behind this. smile I'll do my best to try to understand how this works.

Best regards SLJ.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Facebook: https://facebook.com/sorenjensen1988
Twitter: https://twitter.com/soerenjensen

2015-01-30 01:37:41

Hi I like the Idea very much. Just a suggestion: Maybe you could make options on how many allies you want to have before the campaign starts. And I hope that you can add missions for the campaign as well to play them offline. I don't like playing online and it is a great alternative for those who like the single player option more and want to use it. This way, they can experience and play even the stories and i hope missions as well. So please keep up this great work you're doing, it is fantastic. Maybe you can publish the campaign in the swamp campaigns dropbox folder as well if it is more stable, this way you could update it very easy. I am looking forward to the next versions. Great work, keep it up.

2015-01-30 20:40:51

looking good so far.
Look forward to seeing what you do with this.
I'de also like to have missions as well if you can do that in the future.
Keep up the good work!

2015-02-03 12:41:42

Hi.
Thanks for your suggestions.
I have no idea on how to make it so you can choose how many Allies there are in the campaign. I don't think I can make a menu with the choices before the campaign starts.
Regarding to missions, well, any ideas on how to make those are welcome, but there are many other Things I have to Work on first.
I think I'll host the campaign a more public place than in the swamp campaign dropbox folder.

Best regards SLJ.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Facebook: https://facebook.com/sorenjensen1988
Twitter: https://twitter.com/soerenjensen

2015-02-03 18:57:04

You can add allies whenever you want. I'm not sure if the menu commands work outside of events, but if not, you could always open the ally menu in a location event or something.
It would be kinda messy copy-pasting all the different possible ally levels into their own menu events, so I might suggest something like this:

clear menu
menu item 0=Play alone.
menu item 1=Play with 1 ally.
menu item 2=play with 3 allies.
menu item 3=play with 5 allies.
menu item 4=play with 8 allies.
menu item 5=play with 10 allies.
// Etc...
open menu

new var allycount=0
menu event=1
set var allycount=1
menu event=2
set var allycount=2
menu event=3
set var allycount=3
// Etc.


block var event allycount>0
add ally spot gun=Glock 19 name=Bob
if allycount>1 then add ally spot gun=Winchester name=Chuck
if allycount>1 then // add another
if allycount>2 then // Again, fr however many require at least thi threshold.
if allycount>3 then // Etc, etc.
end event

I don't remember the add ally syntax off the top of my head, but hopefully this gets the idea across?

看過來!
"If you want utopia but reality gives you Lovecraft, you don't give up, you carve your utopia out of the corpses of dead gods."
MaxAngor wrote:
    George... Don't do that.

2015-02-03 22:44:23

SLJ, do you mind if I make a fork of this? I think I can add missions faster than I can explain them, lol.

看過來!
"If you want utopia but reality gives you Lovecraft, you don't give up, you carve your utopia out of the corpses of dead gods."
MaxAngor wrote:
    George... Don't do that.

2015-02-04 15:13:49

CAE_Jones: Yes, feel free to do this. I'm not very good at the scripting when it comes to making the more advanced stuff. smile

Best regards SLJ.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Facebook: https://facebook.com/sorenjensen1988
Twitter: https://twitter.com/soerenjensen

2015-02-04 18:10:56

OK, here's my version:
https://dl.dropboxusercontent.com/u/165 … player.txt

I changed the allies, cleaned up the items and the typos in the SZ (although I probably screwed up the item distribution), and added leveling, quest items, and two warehouse missions.
I want to add more (sub1 and the stripmall at least), but I thought I'd go ahead and upload it.
I haven't actually had the patience to finish the missions, but I believe they work correctly.
There is one issue, though: I'm using the included warehouse maps for breaking windows and bay doors, so whenever the zombies break something, the crate moves. I just had a case a few minutes ago where it was sitting right in front of me when this happened, lol.

看過來!
"If you want utopia but reality gives you Lovecraft, you don't give up, you carve your utopia out of the corpses of dead gods."
MaxAngor wrote:
    George... Don't do that.

2015-02-09 14:08:50

CAE_jones: You are awesome! Thanks so much for helping me with this. I haven't looked at it yet, but will do so ASAP.
I'm not the best coder, scripter or whatever, but I at leased tried to start by getting something to Work. So, thanks a lot for helping with this.
I'm sorry that I haven't followed up on this earlier. I've been very busy lately. You'll hear from me very soon.

Best regards SLJ.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Facebook: https://facebook.com/sorenjensen1988
Twitter: https://twitter.com/soerenjensen

2015-02-11 12:33:07

Good work!.
It is very good to know that many people enjoy a Swamp Online simulation.
There is a bug, it is likely to be so. At least in the real game doesn't look! lol
Sometimes, there is loot in the safe zone big_smile

Cristian.

2015-02-17 00:12:20

Your link doesn't work on my computer. I just see all the code. Can you put a new link if possible?

I am the blind jedi, I use the force to see. I am the only blind jedi.