Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Maps, Mods and Editors » Developing a v1.13 mod.
Developing a v1.13 mod.[message #208990] Tue, 17 February 2009 16:17 Go to next message
SgtMarsh
Messages:3
Registered:February 2009
Location: Melbourne, Australia.
What special requirements are needed to make a v1.13 mod, is it possible to do solo, will it mostly be XML/UB editor based programming and finally, what level of customization is avaliable (i.e graphic models, in game photos etc, audio files etc)?

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Civilian
Re: Developing a v1.13 mod.[message #208991] Tue, 17 February 2009 16:57 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
A fellow Aussie, welcome mate Smile

It depends what you have in mind for the mod. There are many things that are necessary for minor to
major modifications.

You can change weapon gfx pretty easily, interface is a lot harder, quests are tricky and maps are easy yet hard too (oddities in the editor and such).

Please be a little more specific as to what you are planning Smile

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Lieutenant

Re: Developing a v1.13 mod.[message #208995] Tue, 17 February 2009 18:38 Go to previous messageGo to next message
SgtMarsh
Messages:3
Registered:February 2009
Location: Melbourne, Australia.
Cheers bro. I've heard of the Bear Pit for sometime now, I only had the balls to register today Razz

Interface isn't too much of an issue. I feel 1.13 has everything needed so far. I'm really looking for minor map cosmetic changes, loading screens, start up menu, quest start up, weapon/item changes and in game character model changes.

I'm really interested in making a mod based on a border war between a Mexican and Texan drug cartel. It might be difficult implementing a faction based selection (dicking around with two quest based story lines). JA isn't exactly going anywhere, so I'm happy to spend half a year/year+ planning and developing the mod.

Quest wise, what I want to implement is drug running, assassinations, political implications with town mayors etc with the ultimate goal of killing either one of the gang head honchos. Also, I feel that the implementation of a peacekeeping army would be fun too. I prefer more close quarter combat/urban warfare with outskirting farms as the basis of the mod with 3 or 4 major towns, and 4-5 one grid towns.

Pretty much the only barrier for myself is in depth coding. XML/Hex is easy enough to learn, but it would be the graphical/sound based modifications that are tricky. Game design wise, I feel I have a lot to offer.

[Updated on: Tue, 17 February 2009 18:39] by Moderator

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Civilian
Re: Developing a v1.13 mod.[message #208997] Tue, 17 February 2009 19:30 Go to previous messageGo to next message
orko_oskar is currently offline orko_oskar

 
Messages:72
Registered:April 2007
Location: Sweden
Wellcome to the pit.
Your idea sounds like a very interesting mod but it sounds like hard work.
Not sure though as i

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Corporal
Re: Developing a v1.13 mod.[message #208999] Wed, 18 February 2009 01:12 Go to previous messageGo to next message
SgtMarsh
Messages:3
Registered:February 2009
Location: Melbourne, Australia.
Thanks orko. It would be my first time modding. I'll make the first grid tonight and start from there. I'll post back here and let you all know how I went.

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Civilian
Re: Developing a v1.13 mod.[message #209047] Thu, 19 February 2009 12:22 Go to previous message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Gfx and sound are actually quite easy. The hardest part of gfx would be anims cos they are tedious.

The quests and coding will be the hardest areas. The DBB mod has almost every gun ever made plus a lot of HtH weapons too.

Looks like you are going to be playing factions off against each other, so you may want to have a Chat with Will Gates as he created the Militia Factions Mod, as well as some of the best maps this game has seen Wink

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Lieutenant

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