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Final Release CustomGameTypes (CGT) Mod

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CGT 2.8.2 available soon!

(NOT WHITE-LISTED YET - STAY TUNED)

A special mention goes to Piriou for his excellent work on the CTF maps!

Changelog:
  • Overhauled the CGT_CD Progression Widget.
  • Reworked the streaming of all the CGT_CD maps to reduce map size.
  • Added a match tie-breaker for CGT_CTF: Team Points.
  • Added config variables for the visibility of the ManPower on the HUD and "Dead" labels on the scoreboard for CGT_CD.
  • Disabled CTF Debug informations.
  • Fixed a CGT_CTF bug causing a part of the gameplay to continue after match ended, under some conditions of overtime.
  • Added new map support for CGT_CD:
    • CGT_CD-Arad2_MCP
    • CGT_CD-Stalingradkessel_MCP
    • CGT_CD-Winterwald_MCP
  • CGT_CTF-Apartments
    • Improved the spawn protection volume.
    • Blocked 'one-way' window.
    • Reduced the walkable part of the wall next to the creek.
  • CGT_CTF-GrainElevator
    • Blocked some areas of the map to discourage camping and improve balance.
    • Improved the spawn exit and spawn protection of the Allies.
    • Reduced the frequency of the explosions.
    • Reviewed the Camera Setup.
  • CGT_CD-Spartanovka
    • Fixed the overhead map.
  • Improved Mutator Support
    • Implemented BaseMutator.NotifyRoundEnd
    • Remapped some variables to the stock GameReplicationInfo.
  • Fixed the Gametype name displayed in all UI scenes, and added the Mod tag to avoid any confusion with stock gametypes.
  • Added sounds to warn a flag carrier entering a 'No-Flag Zones'
 
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The code merge is complete, it's just a matter of testing and making sure everything works well, then cooking and packaging the Mod. However, it won't be ready for a TWIL match at 21:30 CEST, we're planning a release it late in the afternoon (Eastern), and TWIL need to update their servers. Plus, mappers report that cooking doesn't work properly, so there might be an additional delay if the SDK is really broken.
 
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CGT 2.9.0 NOW AVAILABLE!

(NOT WHITE-LISTED YET - STAY TUNED)​

Code Changes
  • Made the changes required for a compatible build with the latest RO2 patch (thanks to ShirtyKezRat for the help).
  • (CTF-Only) Spawn on squad leader has been disabled to keep the maps more balanced.
  • (CTF-Only) All camera modes have been allowed to help noobs understand what they have to do. They will be server-configurable, like for the stock gametypes.
  • (CTF-Only) Reinforcement waves are no longer used, the time between the death and respawn time is a fixed server-configurable delay.
  • Created expandable spawn areas that allow to react to the progression of the friendly/enemy forces.
  • Created flexible troops position evaluators to help mappers make more dynamic maps.

Map Changes
  • CGT_CTF-GrainElevator: Complete overhaul of the map (special thanks go to Piriou for the implementation, and also to met, rab, Gordon Freeman, AKB and Traxx for the design)
  • CGT_CTF-Warehouse: This map is now packaged with [CGT] to ease the installation process of server admins.
  • CGT_CTF-Spartanovka: Implemented expendable spawn areas and changed the optional spawns logic.

WIP
  • There has been major work on Search & Destroy, and I can already tell you that CGT_SD-FallenFighters is almost complete, and there are many designs almost complete. S&D is not available yet, but we're getting close ;).
  • For the moment, [CGT] can only run RO2 maps, but we have begun the transition to Rising Storm, stay tuned!
 
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In the last update, spawn on squad leader is forced to 'disabled' for ctf. The side-effect, that we could not test without the mod being white-listed, is that the game allows that for classic only. In other words:
CTF + Realism, Action or Custom = Server Unranked

A temporary solution is to play Classic. The issues has been reported to TWI, and they will allow spawn on squad leader to be disabled with Custom too, in the next game patch. In the future, we won't assign the same variable, so the global server setting won't be affected.

If your server goes unranked after playing a CTF map, open your WebAdmin and set Gameplay/Clan Match/"Spawn on Squad Leader" to Enabled, Save, and make a map change (or restart the server).

Note: This has no impact on CGT_CD.
 
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Some News... We've been silent for a while, and that's because we've been extremely busy! Busy on what?

First, as you may know, Search & Destroy is under intense development. At the moment of writing this, more than 90% of the features are complete. We already have 2 maps converted for RO2, and we just finished making SD compatible with Rising Storm, for which we now have 1 map converted. If you want to help us testing it, get an invite to the CGT Testers Group! Feedback is always welcome!

We also have good news regarding CD. All Rising Storm CD maps have been converted for CGT_RSCD. These maps should also be online later this afternoon on the CGT Test Server.

It is very likely that we will be releasing the next version of CGT in 1-2 weeks! That release will include:

  • Conversion of all RS stock maps for [CGT] Countdown
  • At least 3 RO2 Search & Destroy Map Conversions
  • At least 3 RS Search & Destroy Map Conversions
  • A few bug fixes here and there
Stay tuned!
 
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Dont know if it is the right place to do it but I have a few feedbacks on the S&D maps.

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Hanto base: Can plant bomb from outside the house if close enough to the house

Round time limit is too low on most of the maps

Bomb explosion limit is too low on some of the maps

Planted bomb on the Appartments map are totally black, missing light on bombs. I noticed it on other maps too where the bomb in front of the team at the beginning of the map is also totally black (forgot which map it was).

If you die on top of a dropped bomb the CTRL to pick up bomb message and icon stays when spectating

Rotating sides every round would be better than every 5 rounds.
 
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