Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » All about modding JA2 » New Mod: Fight For Freedom
New Mod: Fight For Freedom[message #222753]
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Tue, 23 June 2009 12:09
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Messages:997
Registered:January 2009 |
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Fight For Freedom Multiplayer and FFF: Tactics
(Originally posted in the German forum "JA2 Basis by "Smilingassassin".)
Some of you may have already heard of Fight For Freedom. FFF is a JA2 mod, the theme is the Second World War and gives us the unique gameplay of JA2 with the exciting setting of World War II. The implementation of such an approach will necessarily develop their own game world, a "universe" in which the story plays, and so much effort in the development.
FFF For this universe, which is currently under construction, concrete projects, we would like to imagine:
FFF-MP
Fight for Freedom multiplayer, as its name suggests, the implementation of the Mod concept to multiplayer mode. Unlike the classic story of the campaign is limited to the MP mode (tactical) core elements of JA2's legendary turn based tactical battle. I.e. it lacks strategic elements as well as many of the story and RPG elements from JA2. This lack of features also means that it is faster to develop than a full story mode that is customizable and balancing that many heavy elements, which are not combat-relevant are eliminated.
FFF multiplayer is not just an adaptation of the normal MP at the story mode, Items, mercenaries and the maps of FFF, but also significantly alter the gameplay in both deathmatch as well as in COOP mode. A particular focus is on instant action addressed: After all clients are connected, it needs only a few clicks, until the game starts and you're the middle.
Specifically, FFF multiplayer in such a way that there are four teams that are a representation of the warring parties in World War II display;
Screens of the teams
These teams of mercenaries of the warring parties to use the weapons of their faction or nationality.
Allies - American
Allies - British / Commonwealth
Allies - SOVIET
Axis Powers
The teams are balanced and are divided into classes on;
LMG-1 shooter, 1 Sniper, 1 shooter, 2 MP-shooters, 1 specialist (for a full 6-team, 5 teams in the specialist falls away) FA-1 shooter, 1 Sniper, 1 shooter, 2 MP-shooters, 1 specialist (for a full 6-team, 5 teams in the appropriate specialist away)
The weapon balance is compared to the standard game in many respects significantly changed, both by the weapons technology of the time of World War II, the other by the focus on human opponents in Deathmatch mode. The weapon balance is compared to the standard game in many respects significantly changed, both by the weapons technology of the time of World War II, the other by the focus on human opponents in Deathmatch mode. Because everyone gets because of his mercenary skills and equipment, a certain role, a kind of "soldier class", which has strengths and weaknesses and it is the duty of the player, with such circumstances as the best out of them and the tactical possibilities to make use. Because everyone gets because of his Mercenary skills and equipment, a certain role, a kind of "soldier class", which has strengths and weaknesses and it is the duty of the player, with such circumstances as the best out of them and the tactical possibilities to make use. Specific weaknesses of AI occur in Deathmatch in the background and allow more specific balancing.
We are currently FFF part1-MP, which was roughly half of the maps of maps of JA2 by FFF replaced plenty different WW2 weapons for all the teams and added some characters.
More screenshots More screenshots
Certain elements of the subject, you can already on the screens above see, eg, vehicles and the like, there are also bridges, Beach Maps, trenches, bunkers, Flakstellungen
FFF: Tactics
FFF Tactics is based on the basic structure of FFF-MP built development, comprising the singleplayer mode will operate adequately. Of course one could also maps of the FFF-MP in Single Player mode to play, but many elements were not adjusted, for example, the emergence of opponents, NPCs / RPCs, as well as many tactical elements. FFF tactics would be already close to the complete Mod FFF, but without the story and quest elements and some details of the atmosphere.
FFF: Tactics will be compared to the MP version, both in multiplayer and in singleplayer once again features are a work in progress, especially, there will be more and more spectacular equipment , I think mainly due to (yet) more weapons, grenades of various provenances to more ammunition types and sizes, Bazooka's, Panzerf
[Updated on: Fri, 18 October 2019 11:51] by Moderator Report message to a moderator
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Re: New Mod: Fight For Freedom[message #260168]
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Sat, 21 August 2010 20:41
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@Lockie
I am actually the one who is going to upload new information for The Scorpion.
There are some very nice and new screenshots of Fight For Freedom: Tactics coming very soon!
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Re: New Mod: Fight For Freedom[message #260388]
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Mon, 23 August 2010 22:19
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Fight For Freedom: Tactics
In order to keep this modification both relevant and resonate, I have taken the liberty (With permission from The Scorpion) of posting a fix that illustrates the big bridge overlay problem. Also, included in this update are screen shots displaying: outtakes and features that did not make or partially made it into the modification.
Update[/b]
8/23/2010
Revision 12/17/2010
In the first screen shot, we can clearly see a bug that has one of our mercenaries visually overlaying a part of the bridge truss.
Here in the second screen shot, we see a couple of examples of proper overlay correctly displayed behind the bridge's truss. The fix is not only limited to this visibility glitch. It also has ramps to make it more credible when connected to land. Also, the physics of the bridge have been changed. Now, fighting to the sides of the bridge is possible. Spot an enemy or engage enemies all from the bridge or even from the sides of the bridge.
<font size="]Outtakes
Bayoneting
In these next three screen shots, we see the bayoneting feature in use. Because of graphical and functional limitations the bayoneting feature will not be included in the modification.
</a>
<a href="http://img824.imageshack.us/i/bayo2.jpg/]
Ice and Magic
In this screen shot, we can see a new ice feature. Ice, at this point, will stay in the modification. The feature is not as advanced as first intended; although, it is collapsible.
Machine Gun Nest
This emplacement may be familiar to some players, where it was armed with flamethrowers. However, this time the optics will be improved and it would indeed be usable by the player. As of right now this feature will not be included into the modification. It will, at a later date, possibly be added via a plug in / update. This machine gun nest will have "deploy-able but stationary" machine gun emplacements. The machine gun nests can be initially deployed upon entrance to the tactical map. Once it is used, it becomes immobile. You can also take them with you (strategically) to other sectors and deploy them again (tactically). Player controlled cannons are also in the experimental developmental stages. The cannons will be different from machine gun nests with two different possibilities. One, they will be partly mobile and require some sort of operator to function properly. Two, they will be simplified to "built in shooter" just to make it a more fluid feature.
Both of these features do not really fit into the kind of tactical gameplay with smart usage of cover and use of map features. They would rather provoke a slug-it-out kind of gameplay that is not really wanted.
Maybe we will see some of these features used by factions to make them more interesting and diverse, but in Fight For Freedom:Tactics, they may not be used.
Trenches
Currently there are four different trench variations. Normal trenches, reinforced (tall) trenches, camo-webbed trenches and camo-roofed trenches are all included with their winter time variations of course. Trenches are indestructible and only allow climbing in/out in specific climbing spots. This trench, in the below screen, just so happens to be one trench that is rarely used.
Observatory Platform
This large Observatory platform has...sadly...been removed, however, smaller towers do remain. Also, from these pictures we can see snow trenches with white camouflage webbing. As of now, they are not included in the modification, but there is a high chance that they will be added in the near future.
Accessible Cliffs
This screen shot shows accessible cliffs that can be utilized by both player and artificial intelligence. The cliffs would be useful for a height advantage, but have been scrapped because of issues. It is more of a bug than a feature.
Conclusion[/b]
This was a presentation of a bug fix and a lot of neat features that will either be partial in scope or disregarded all together. In the very near future, there will be further updates showing "Actual Features". Credits to Noc oficerow and BTB_VM for their hard work and generosity. Also, a very special thanks to Lockie and various others who have kept this modification alive.
Tao
[Updated on: Thu, 05 July 2018 08:51] by Moderator Report message to a moderator
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Re: New Mod: Fight For Freedom[message #268325]
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Wed, 15 December 2010 08:35
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Fight For Freedom: Tactics
In order to further keep this modification both relevant and resonate, I have taken the liberty (With permission from The Scorpion) of posting *newly* announced features that have partially made it into the modification.
[color:#009900]Update[/color]
12/14/2010
Dialogue System
FFF:Tactics currently integrates a dialogue system in which mercenaries will respond to comments made by NPC's. Now, instead of listening intently with no response, mercenaries will partake in the dialogue. In the following four screen shots we are clearly able to see responses in conversation from the "Doctor" and "Cat Eyes".
Morphine?
Something special
Toggle SpoilerCan you say tracked, armoured fighting vehicle designed for front-line combat which combines operational mobility and tactical offensive and defensive capabilities? Or how about driving shooting, garrisoned tanks?
Driving the tank. Shooting the tank. Destroying a tree and catching grass on fire.
Running over an enemy troop, while he lies prone, with some armour!
Note: To view the first animated screen shot multiple times, simply click the [Yikes, my eyes!] button then [Show me!] button again.
Conclusion
This presentation featured two new additions to the modification, the dialogue system and a functional tank. The dialogue system feature is only used sparsely. This is because of two reasons. One, FFF:Tactics' story and quests are already very complex with content. Two, Mercenaries commenting on every line of NPC's speech would add insufferable tedium to the quests. Current implementations are strictly for comic relief, expressing many un-used mercenary speech files, and are a show case for modification engineers. The tank feature, illustrated in the above screen shots, may or may not be added into the Fight For Freedom: Tactics modification. It is still in the experimental developmental stages, but there is a very good chance that it will be in the modification as an easter egg.
Also, I want to express a very special thanks from the Fight For Freedom team to those who have kept interest in the project. Thank You.
Be on the look out for updates in the near future...
[color:#FFFFFF]tao[/color]
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Re: New Mod: Fight For Freedom[message #280419]
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Sun, 22 May 2011 04:15
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This is what The Scorpion had to say about Fight For Freedom:
The ScorpionI'm wondering about it too
I'm waiting for this big official release and then test if FFF works with it and what bugs come with it and what needs to be fixed. But as they have kept pushing the release date back all the time, I doubt I get the time anymore to seriously work on it. So i doubt we get to really do business within the next two months.
[Updated on: Sat, 30 May 2015 10:37] by Moderator Report message to a moderator
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Re: New Mod: Fight For Freedom[message #283524]
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Wed, 15 June 2011 17:09
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@Lockie
This is what The Scorpion had to say about Fight For Freedom:
The ScorpionWe don't have a release date yet. i'll be away for a while. Upon returning, we'll see what resources we have and in what direction the project will be going. Nobody needs to hold their breath.
rgs
Scorp
[Updated on: Sat, 30 May 2015 10:38] by Moderator Report message to a moderator
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