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-   -   [Alpha Mod] ArbModding - Multiplayer team-based modification [WIP] (http://forums.filefront.com/sw-jk3-modding-mapping-editing/404468-arbmodding-multiplayer-team-based-modification-wip.html)

Raz0r July 30th, 2009 11:29 AM

ArbModding - Multiplayer team-based modification [WIP]
 
ArbModding is a multi-player modification that aims to recreate JKA in a fast-paced, team-based environment.
Game-play is loosely based off Star Wars: Battlefront II



:: About The Mod ::
There will be two teams, split up into 5 classes. The classes abilities and specifications can all be changed on a map-by-map basis to create a custom battle environment. (So a Mustafar map can have Clones vs Droids, and an Endor map can be Empire vs Rebels, etc.)
Each team has a reinforcement count, and depending on the gametype this will be the primary way to win a round.
We will have an 'experience points' system, command posts to capture, and other things like that.
Weapons will be severely modified (and customisable to reflect what each class would have, like giving a clone trooper a rifle that can scope/zoom)



:: The Gametypes ::
We will start out by having two gametypes.

Team deathmath
: This includes the reinforcement system and classes.
: The only way to win the match is by eliminating all enemy reinforcements

Conquest
: This includes everything in team deathmatch, but there will also be command posts on the map.
: Command posts can be captured by standing in the near-radius. The more of your team there is, the faster you capture it!
: The round will end once either the enemy reinforcements run out, or your team owns every command post on the map for ~40 seconds



:: How To Apply ::
So, you think you can help us? It would greatly be appreciated, of-course.
You can read this topic to find out how to make an application.
NOTE: We will not be taking beta testers currently, so don't even ask.



:: Release Date ::
We originally planned to release this on November 5th, but due to a lack of contributions, we've post-poned the date until we feel we're ready to release something enjoyable.



:: Useful Links ::
Main site
How to make an application [forum link]
IRC Channel [forum link]



:: Other Notes ::
We're always looking for developers, and we want to get this done as soon and as best as possible, so sign up if you can!
Most of the gameplay is done, and there's a lot of internal work only the developers get to see until everything is polished.
Please, do sign up on the forums even if you can't become a developer - We'd love to build a community there and put your ideas into the mod.

* This post will become outdated as I don't have the time to regularly update it

TritonUnit July 30th, 2009 11:33 AM

Re: ArbModding - Multiplayer team-based modification [WIP]
 
This is just a suggestion for the heavy weapons class's abilities maybe can give them a time bomb of some sort?

Tx606 July 30th, 2009 11:35 AM

Re: ArbModding - Multiplayer team-based modification [WIP]
 
Quote:

Originally Posted by TritonUnit (Post 4962331)
This is just a suggestion for the heavy weapons class's abilities maybe can give them a time bomb of some sort?

Feel free to post suggestions at our forum. =p

Mikouen July 30th, 2009 11:35 AM

Re: ArbModding - Multiplayer team-based modification [WIP]
 
Someone's gonna do this eventually, may as well get it over with quick and painless.

BATTLEFRONT CLONE!!!!!
It's INTENTIONAL! That's like, the whole point.

http://www.lmame-bug.com/forum/files...mbnail_345.jpg
The obvious just isn't obvious until it's stated in big flourescent letters.

Heh. Almost feels good to be the meme-troll for a change.

TritonUnit July 30th, 2009 11:37 AM

Re: ArbModding - Multiplayer team-based modification [WIP]
 
Quote:

Originally Posted by Tx606 (Post 4962337)
Feel free to post suggestions at our forum. =p

But i'd need to make a account and do e-mail registration check D:

Raz0r July 30th, 2009 11:38 AM

Re: ArbModding - Multiplayer team-based modification [WIP]
 
I'm keeping that in mind, Mikouen.
So, we're adding in things to specifically make it unique.
So maybe the bases and classes were heavily influenced by Battlefront, but the mod itself won't be a copy.
I don't want that at all. >_>'

I also understand many of these things have been done in MB2
So again, I'm doing my own things to make it different.

Mikouen July 30th, 2009 11:40 AM

Re: ArbModding - Multiplayer team-based modification [WIP]
 
Yeah, but you just know someone would've only read every other word and had a BSOD moment screaming about how it's a rip-off. At least my rendition had a polar bear.

TritonUnit July 30th, 2009 11:44 AM

Re: ArbModding - Multiplayer team-based modification [WIP]
 
this is a bit a suggestion but more of a tip, If your going to let players choose a character model thats based on their class like mb2 did (imo sry for a mb2 idea) and your gonna try to stick to a specific time period the Imperial civil war would have alot more models you could choose for both sides clones and droids are mostly the same just different paint jobs while rebels could be almost most of the base models and have anyone without much of a uniform. While the Empire could have all the Evo troopers pyro troopers as almost any class they all have the same look but have different paint and added gear to them. and yes i think ill make a thread in suggestions >_>

Raz0r July 30th, 2009 11:48 AM

Re: ArbModding - Multiplayer team-based modification [WIP]
 
At this stage, we're thinking of having one or two RGB models per class.
There are many variations of both Republic and CIS 'troops' plus characters like bounty hunters.

AshuraDX July 30th, 2009 01:34 PM

Re: ArbModding - Multiplayer team-based modification [WIP]
 
I could help out with weapon models :nodding:

Raz0r July 30th, 2009 01:51 PM

Re: ArbModding - Multiplayer team-based modification [WIP]
 
Quote:

Originally Posted by AshuraDX (Post 4962497)
I could help out with weapon models :nodding:

=D!

Make an application. Once(/if) you're accepted you won't be starting work straight away as we still have to decide on certain things. =]

PANIC98 July 30th, 2009 06:08 PM

Re: ArbModding - Multiplayer team-based modification [WIP]
 
i want this when it comes out because i like battlefront 2 and jka

Pande July 31st, 2009 06:19 AM

Re: ArbModding - Multiplayer team-based modification [WIP]
 
Not another 'but that game exists already' argument. IF someone wants to make a similar game as a mod in jka, then all power to them. If you don't want it, don't download it. :s The gameplay will NEVER be exactly the same so its like an entirely different game.

Raz0r July 31st, 2009 06:44 AM

Re: ArbModding - Multiplayer team-based modification [WIP]
 
Pande! ;D

Also, anybody's free to join our IRC channel. The instructions can be found here.

Raz0r August 10th, 2009 05:04 AM

Re: ArbModding - Multiplayer team-based modification [WIP]
 
So uh, I'm working on a new website, and we may get a new domain.
We're also about to hit a milestone, so we'll be ready to start doing video previews and showing more content.

We need all the help we can get! Mappers, modelers, coders, etc...Join us =D

86 days until the first public beta is planned to be released.

Didz August 20th, 2009 03:56 PM

Re: ArbModding - Multiplayer team-based modification [WIP]
 
Just a little dev report here. The site will be down until a little forum bug regarding huge font sizes is fixed.

Some confirmed features in the mod that might interest some Lugormod or Makermod players, admins, builders and hosts are:
  • RGB Sabers - Yeah that's nothing to do with Lugormod or Makermod but it fits the alternative category. And just on a side note, saber glow has been improved a lot and it pulses more like the "real" ones seen in the films.
  • Admin System - There's only one level of admin at the moment and you can use the /login command to gain authority to use admin commands. We haven't made player "taming" commands such as slap, slay, etc. yet because it's of low priority compared to other stuff on our todo list. Logging in to admin will allow you to make use of the features below though.
  • Entity Spawning - Similar to Lugormod, you can spawn entities via .epf (Entity Position File) files at the moment and as an extra for game/mission scenarios you use /spawn <scenario> to spawn a particular group of entities. Basically you can have a scenario for a snowy map theme or a lava map theme and load them instantly via /spawn snowy or /spawn firefury etc.
  • Shader Remapping - Again known to most Lugormodders. You can make use of this via the /remap command or in .rmp scripts which again like the entity spawning files can be made scenarios for specifically themed maps and put into effect with the same /spawn <scenario> command as the entities.
Note: The actual command names might be renamed to have an /am or /arb prefix.

And when the mod gets its beta release and you find the remap system is totally bugged, you can blame me because that's all my code. :deal: (It's actually less buggy than Lugormod, I'm kinda proud but guilty to admit that) Robo is a far better coder than me though :bows:

If you want news, info and updates I recommend you join the #ArbModding channel on ArloriaNET (irc.arloria.net). If there's no one on there complain on our foru--- oh nevermind we don't have a website =p

Remember we're still looking for contributors mostly in the area of modelling, skinning and animating.
If you do a good job you can have a :llama:

Raz0r August 21st, 2009 12:40 AM

Indeed these features are included, but it's likely that I will implement an ingame level editor system to make use of these.
That way, mappers (or editors) can design and preview levels as they wish, and save their changes.

The entity system (as noted by Didz) works with 'Scenarios', so you can have many entirely different sets of entities/shader remaps/etc per level.
The way that works is, it will load a file from the server (EG: maps/mp/ffa5.epf) into a table, you can edit all the information (including copy/move into another scenario), and save your changes.

Example of a .epf file (Also showing the extent of customisation for some entities)
Spoiler:
Code:

entity
{
        scenario global
        type "misc_model_ammo_power_converter"
        origin -1515 382 -64
        angles 0.0 0.0 0.0
        count 1000
}
entity
{
        scenario global
        type "misc_model_shield_power_converter"
        origin -1584 382 -64
        angles 0.0 0.0 0.0
        count 1000
}

entity
{
        scenario global
        type "misc_am_custom_ent"
        origin -1291 -239 0
        angles 90.0 0.0 0.0
        maxs 16 40 40
        mins -16 -40 0
        flags 0
        model "models/map_objects/nar_shaddar/reelosdesk.md3"
        model2 ""
        clipmask 4097
        genericValue1 0
        genericValue2 0
        genericValue3 0
        genericValue4 0
        genericValue5 0
        genericValue6 0
        genericValue7 0
        genericValue8 0
        genericValue9 0
        genericValue10 0
        genericValue11 0
        genericValue12 0
        genericValue13 0
        genericValue14 0
        genericValue15 0
        shouldTarget 0
        count 0
}



There will also be other customisations map makers and server owners will be able to make.
There is the .epf system above, also a .csf file (Class Specifics) and .wof (Weapon Overrides)

The 'Class Specific File' will contain all of the information for each class per team
Each map will have its own .csf file.
The .csf file will contain things like models, skin, health, armor, stamina, force, force powers, class flags, etc.

Example of a .csf file (Being worked on, some things will be added/removed
Spoiler:
Code:

jedi_red
{
        model                "reborn"
        skin                "red"
        health                80
        armor                0
        stamina                100
        force                100
        classflags        35
        weapons                4
        primaryWeap        2
        ammo
        {
                AMMO_PISTOL                0
                AMMO_BLASTER        0
                AMMO_SNIPER                0
                AMMO_SHOTGUN        0
                AMMO_ROCKETS        0
                AMMO_THERMAL        0
                AMMO_SMOKE                0
        }
}
soldier_red
{
        model                "stormtrooper"
        skin                ""
        health                100
        armor                100
        stamina                80
        force                0
        classflags        40
        weapons                282
        primaryWeap        4
        ammo
        {
                AMMO_PISTOL                48
                AMMO_BLASTER        180
                AMMO_SNIPER                0
                AMMO_SHOTGUN        0
                AMMO_ROCKETS        2
                AMMO_THERMAL        0
                AMMO_SMOKE                0
        }
}
heavyweaps_red
{
        model                "stormtrooper"
        skin                "stofficer"
        health                200
        armor                200
        stamina                60
        force                0
        classflags        36
        weapons                202
        primaryWeap        6
        ammo
        {
                AMMO_PISTOL                48
                AMMO_BLASTER        0
                AMMO_SNIPER                0
                AMMO_SHOTGUN        36
                AMMO_ROCKETS        5
                AMMO_THERMAL        0
                AMMO_SMOKE                0
        }
}
sniper_red
{
        model                "weequay"
        skin                ""
        health                100
        armor                0
        stamina                150
        force                0
        classflags        32
        weapons                554
        primaryWeap        5
        ammo
        {
                AMMO_PISTOL                48
                AMMO_BLASTER        0
                AMMO_SNIPER                20
                AMMO_SHOTGUN        0
                AMMO_ROCKETS        0
                AMMO_THERMAL        0
                AMMO_SMOKE                2
        }
}
medic_red
{
        model                "cultist"
        skin                "red"
        health                80
        armor                0
        stamina                100
        force                0
        classflags        0
        weapons                578
        primaryWeap        6
        ammo
        {
                AMMO_PISTOL                0
                AMMO_BLASTER        0
                AMMO_SNIPER                0
                AMMO_SHOTGUN        36
                AMMO_ROCKETS        0
                AMMO_THERMAL        0
                AMMO_SMOKE                2
        }
}




The .wof file (Weapon Overrides) is a hacky little thing that will pretend one weapon is another weapon.
That way, you can give a Clone Trooper and a Super Battle Droid the weapon 'WP_BLASTER', but the Clone will look like it's using a DC-15a Blaster Rifle, and the SBD will look like it's using its wrist-blaster - even though both weapons function pretty much the same.
Neat, huh? =]


I promise I'll get the site working soon...Unless people who use FireFox wish to suffer with massive font sizes >_>...

EDIT: The site is fixed! ...almost perfect

In-case some of you missed the news post on JK3files, we showed some WIP screens of the upcoming weapons.




I'm currently implementing the experience points/skill bonuses system, then I'll be putting in command posts!
Maybe we'll have something worth playing by November o_o'


Please, any modelers and mappers that can help us out, apply!

Also, everyone is welcome on our IRC Channel

Raz0r November 23rd, 2009 11:34 PM

Re: ArbModding - Multiplayer team-based modification [WIP]
 
ka-BUMP!

Well, we're moving on to a 'Developer Diary' approach of giving updates etc, so for the first one, we're going to cover a bit of what we've released already alongside some fresh new content.
Oh, also, we had to scrap the November 5th release because nobody is helping out =\


Written by Tx606

Well, yay for being the first one to do an official "diary". Since I honestly don't know what's public and what's not anymore, I'll just give you guys an update of what we're working on and what's done already.

Beware - I'll also show you some older work, because I'm quite sure not much people saw it. Most of the things are probably unfinished, but you'll get an idea of what the people worked on here.

Coding
Obviously - I can't really show you code here. Three reasons: 1. I'm not allowed to leak, 2. I'm not allowed to show, and 3. I don't even know how to access the code :lol: But don't worry, I'll tell you what I know!

Our coders Didz and Raz0r have been working hard to get ArbModding working better and better. Several bugs have been fixed, and things are going better.
I know that they have been working on both command posts and interaction like reloading.

Didz has also worked on an ArbModding launcher. This is a rather useful tool which will allow you to update, launch ArbModding, install ArbModding, access the readme, and of course go to our site - with one simple click.
A preview of how the launcher looks right now. (It's still W.I.P. and the layout will probably be changed, but it gives you an idea).

Image (URL)

Some other things, such as the .csf (Class Specifics File) were created too. We can use the .csf to define classes with health, armor, ammo, and several other things with it.
Quote:

Originally Posted by Raz0r
CSF files will load health/armor/weapons/model/skin/etc per class per team.

Here's an example of how the file looks:
Spoiler:
Code:

settings
{
  classone_maxUnits      16
  classtwo_maxUnits      16
  classthree_maxUnits      16
  classfour_maxUnits      16
  classfive_maxUnits      16
 
  classone_expNeeded      3
  classtwo_expNeeded      0
  classthree_expNeeded  0
  classfour_expNeeded      0
  classfive_expNeeded      0
 
  red_default            two //soldier
  blue_default        one //jedi
}
red_one
{
  name      "Jedi"
  model      "reborn"
  skin      "red"
  health      80
  armor      0
  stamina      100
  force      100
  classflags  35
  weapons      4
  primaryWeap  2
  ammo
  {
      AMMO_PISTOL      0
      AMMO_BLASTER  0
      AMMO_SNIPER      0
      AMMO_SHOTGUN  0
      AMMO_ROCKETS  0
      AMMO_THERMAL  0
      AMMO_SMOKE      0
  }
}
red_two
{
  name      "Soldier"
  model      "stormtrooper"
  skin      ""
  health      100
  armor      100
  stamina      80
  force      0
  classflags  40
  weapons      282
  primaryWeap  4
  ammo
  {
      AMMO_PISTOL      48
      AMMO_BLASTER  180
      AMMO_SNIPER      0
      AMMO_SHOTGUN  0
      AMMO_ROCKETS  2
      AMMO_THERMAL  0
      AMMO_SMOKE      0
  }
}
red_three
{
  name      "Heavy Weapons"
  model      "stormtrooper"
  skin      "officer"
  health      200
  armor      200
  stamina      60
  force      0
  classflags  36
  weapons      202
  primaryWeap  6
  ammo
  {
      AMMO_PISTOL      48
      AMMO_BLASTER  0
      AMMO_SNIPER      0
      AMMO_SHOTGUN  36
      AMMO_ROCKETS  5
      AMMO_THERMAL  0
      AMMO_SMOKE      0
  }
}
red_four
{
  name      "Sniper"
  model      "weequay"
  skin      ""
  health      100
  armor      0
  stamina      150
  force      0
  classflags  32
  weapons      554
  primaryWeap  5
  ammo
  {
      AMMO_PISTOL      48
      AMMO_BLASTER  0
      AMMO_SNIPER      20
      AMMO_SHOTGUN  0
      AMMO_ROCKETS  0
      AMMO_THERMAL  0
      AMMO_SMOKE      2
  }
}
red_five
{
  name      "Medic"
  model      "cultist"
  skin      "red"
  health      80
  armor      0
  stamina      100
  force      0
  classflags  0
  weapons      578
  primaryWeap  6
  ammo
  {
      AMMO_PISTOL      0
      AMMO_BLASTER  0
      AMMO_SNIPER      0
      AMMO_SHOTGUN  36
      AMMO_ROCKETS  0
      AMMO_THERMAL  0
      AMMO_SMOKE      2
  }
}
blue_one
{
  name      "Jedi"
  model      "prisoner"
  skin      "merchant"
  health      80
  armor      0
  stamina      100
  force      100
  classflags  35
  weapons      4
  primaryWeap  2
  ammo
  {
      AMMO_PISTOL      0
      AMMO_BLASTER  0
      AMMO_SNIPER      0
      AMMO_SHOTGUN  0
      AMMO_ROCKETS  0
      AMMO_THERMAL  0
      AMMO_SMOKE      0
  }
}
blue_two
{
  name      "Soldier"
  model      "rebel"
  skin      ""
  health      100
  armor      100
  stamina      80
  force      0
  classflags  40
  weapons      282
  primaryWeap  4
  ammo
  {
      AMMO_PISTOL      48
      AMMO_BLASTER  180
      AMMO_SNIPER      0
      AMMO_SHOTGUN  0
      AMMO_ROCKETS  2
      AMMO_THERMAL  0
      AMMO_SMOKE      0
  }
}
blue_three
{
  name      "Heavy Weapons"
  model      "lando"
  skin      ""
  health      200
  armor      200
  stamina      60
  force      0
  classflags  36
  weapons      202
  primaryWeap  6
  ammo
  {
      AMMO_PISTOL      48
      AMMO_BLASTER  0
      AMMO_SNIPER      0
      AMMO_SHOTGUN  36
      AMMO_ROCKETS  5
      AMMO_THERMAL  0
      AMMO_SMOKE      0
  }
}
blue_four
{
  name      "Sniper"
  model      "rosh_penin"
  skin      "blue"
  health      100
  armor      0
  stamina      150
  force      0
  classflags  32
  weapons      554
  primaryWeap  5
  ammo
  {
      AMMO_PISTOL      48
      AMMO_BLASTER  0
      AMMO_SNIPER      20
      AMMO_SHOTGUN  0
      AMMO_ROCKETS  0
      AMMO_THERMAL  0
      AMMO_SMOKE      2
  }
}
blue_five
{
  name      "Medic"
  model      "jan"
  skin      ""
  health      80
  armor      0
  stamina      100
  force      0
  classflags  0
  weapons      578
  primaryWeap  6
  ammo
  {
      AMMO_PISTOL      0
      AMMO_BLASTER  0
      AMMO_SNIPER      0
      AMMO_SHOTGUN  36
      AMMO_ROCKETS  0
      AMMO_THERMAL  0
      AMMO_SMOKE      2
  }
}



Like I said - can't really tell you much about this part of the team, for me it's all magic and secrets anyway.

Graphics
Our graphics designer TheLOLipop has been practicing on creating and editing effects for some time now. Although most of the work is still unfinished, I still decided to show you a thing or two.
Anyway, here are some images you can preview of some effects:

Note: images taken in basejka
Explosion:
Image #1 (URL)
Image #2 (URL)

Fire Effect:
Image #1 (URL)
Image #2 (URL)

Wallimpact Effect:
Image #1 (URL)
Image #2 (URL)

Some Splash images made by Runner:
Image #1 (URL)
Image #2 (URL)
Image #3 (URL)
Image #4 (URL)
Image #5 (URL)
Image #6 (URL)

Some older images (scopes) by TheLOLipop:
Image #1 (URL)
Image #2 (URL)

Models
Senbou is working on a republic gunship map object. I can show you the latest screenshot he posted on the internal forums. Keep in mind, it's far from finished!
Image (URL)

Senbou is also working on a command post model. Warning: W.I.P. material here:
Image (URL)
2 BaseJKA images to preview it ingame (different versions/sizes)
Image #1 (URL)
Image #2 (URL)

More work of Senbou! This time, a DC-17m rifle.
Image #1 (URL)
Image #2 (URL)
Image #3 (URL)

Here are some older models which were shown to the public a month or two ago already (decided to show anyway).

Silverfang's D-15S Blaster Rifle:
Image (URL)

TD, Tusken Rifle and a smoke grenade by Killop5:
Thermal Detonator:
Image (URL)

Tusken Rifle:
Image (URL)

Smoke Grenade:
Image (URL)

So... that's it for now! In the next diary, we will most likely show you some screenshots of a map that our mappers (Alpha, Nab622 and Silverfang) have been working on!

End diary.



For those wondering, the serverside binaries will be for Windows and Linux, but currently the clientside binaries will only work on Windows (Though it will probably work through WINE for those poor Linux souls)

I'll have to update the original post here to reflect what this mod is really about - we've changed a few specifics like time-line etc.

Link to the website is in my signature.

Any questions <_>?!


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