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Old 01-02-2012, 12:54 PM   #16
Kojaktsl
 
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The money system would probably take a day. The other stuff you might be able to get in a second day. The problem is, whenever you add something more to a mod, you have to be prepared for it to break everything.

All in all, this looks like a two-day job for someone who holds a full-time job and does this as a side-project.

25 euros does seem a bit cheap though. Say a programmer works for 15 dollars an hour. The ironsights are going to take probably an hour by itself, depending on how you implement it(worst case scenario, you move the viewmodel so you're looking down the sights, and every model needs a different move vector). Custom loading screen I have no clue about. You'd need to look into the console command "map" code (or 'changelevel'). The money system itself would take about an hour. The easiest way to do it would probably be to modify the code that announces deaths. Take the player that was the killer, add some cash. If it's a headshot, add more cash. Then you have the buy screen. That in itself could easily take a few more hours, depending on the complexity.

So best case scenario, just for the three features, you have 45 dollars if he/she's working for 15 dollars an hour.
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Old 01-03-2012, 03:40 AM   #17
tingtom
 
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Most things stated are easy to do so its just easy money and the money system is already in the source code and ironsights are just a tutorial. The loading screen thing i have never heard of or seen so...
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Old 01-03-2012, 04:20 AM   #18
Wunderboy
 
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I wrote an implementation of a loading screen that shows tips/instructions while a map loads.

The problem with having map specific loading screens that I found is that the server doesn't send the name of the next map until almost at the end of the map loading process so you end up with about 4 seconds in which you can do anything with it.
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Old 01-03-2012, 11:22 PM   #19
hello123
 
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Quote:
Originally Posted by Wunderboy View Post
I wrote an implementation of a loading screen that shows tips/instructions while a map loads.

The problem with having map specific loading screens that I found is that the server doesn't send the name of the next map until almost at the end of the map loading process so you end up with about 4 seconds in which you can do anything with it.
Dosen't TF2 have fully working map specific loading screens?
But maybe not on map cycles.
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Old 01-04-2012, 06:25 AM   #20
tingtom
 
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Quote:
Originally Posted by Wunderboy View Post
I wrote an implementation of a loading screen that shows tips/instructions while a map loads.

The problem with having map specific loading screens that I found is that the server doesn't send the name of the next map until almost at the end of the map loading process so you end up with about 4 seconds in which you can do anything with it.

do you have a link to this it will be usefull for my mod ?
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Old 01-04-2012, 07:38 AM   #21
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do you have a link to this it will be usefull for my mod ?
Do a search. I posted the whole thing, code and all in this part of the forum.
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