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] Tue, 23 June 2009 12:09 Go to next message
Off_Topic

 
Messages:1012
Registered:January 2009
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

http://i657.photobucket.com/albums/uu293/off_topic/242449.jpg


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

https://www.mediafire.com/convkey/2412/e59ho0zzcd54ptgzg.jpg?size_id=5

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



Re: New Mod: Fight For Freedom[message #224090] Mon, 29 June 2009 09:50 Go to previous messageGo to next message
herb

 
Messages:400
Registered:September 2007
Location: Slovenija
IS THIS MOD only for multiplayers?
Re: New Mod: Fight For Freedom[message #224094] Mon, 29 June 2009 10:31 Go to previous messageGo to next message
Logisteric

 
Messages:3274
Registered:December 2008
Location: B
till now - yes and somewhat alpha as well, it's not downloadable sso far
Re: New Mod: Fight For Freedom[message #243027] Tue, 02 February 2010 05:22 Go to previous messageGo to next message
heller

 
Messages:12
Registered:May 2009
Location: CHINA

how to play?where download?
Re: New Mod: Fight For Freedom[message #243029] Tue, 02 February 2010 09:15 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
Not ready for release yet , I believe .


Re: New Mod: Fight For Freedom[message #243036] Tue, 02 February 2010 13:35 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
When we played it yesterday is was working like a charm Smile

we (three players) attacked an elite stronghold from three directions. They mostly had mg42's fg42, g43's and other hard-hitting stuff so our lightly armoured mercs had to dish it out before gettinng caught. Was a cool battle, i almost lost Scully though.

It is currently published only through the MP channel so in a semi-public kind of way. And constant updates and improvement would mean that an update is only up-to-date for a few months in the best case.
Re: New Mod: Fight For Freedom[message #243039] Tue, 02 February 2010 15:43 Go to previous messageGo to next message
herb

 
Messages:400
Registered:September 2007
Location: Slovenija
you can stil tell us the battle story you had and we will enjoy all together as well Smile
Re: New Mod: Fight For Freedom[message #243096] Wed, 03 February 2010 15:18 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
to be honest, the two other players had the more intense part of the battle. They entered the map from west and northwest directions, facing heavy opposition from numerous elites and were slugging it out with them.

I attacked from the northwest and got to take out a few guards there, blew up the building to get inside it ans snipe out of the windows to get in the back of the opposition that was driven back by the attacks of the other two players.

I didn't take any screens so not really interesting. Btw that was the battle from two days ago, yesterday we attacked a heavily defended flak position. Heavy battle that as well. Maybe next time i make some screens so it would be more interesting to read. Smile
Re: New Mod: Fight For Freedom[message #260101] Sat, 21 August 2010 13:05 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
Since February , no news from FFF MP or Tactics .

Of course there are reasons for this , main one being the Author was banned and has fallen out with his fellow modmaker !

So , where is the mod at now ? Latest info I can glean from here http://forum.jaggedalliance.de/viewtopic.php?f=3&t=17328&st=0&sk=t&sd=a&sid=6b9dbe5a703d756a33250278275dd82e&start=50

looks good . Destructable scenery and vehicles ! Perhaps someone from the team or forum might let us know how near to some sort of release for both games ?


Re: New Mod: Fight For Freedom[message #260168] Sat, 21 August 2010 20:41 Go to previous messageGo to next message
Anonymous
@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!
Re: New Mod: Fight For Freedom[message #260182] Sat, 21 August 2010 21:26 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
Excellent Tao , I'll be certain to play this asap !!

Thanks for your work Scorpion .


Re: New Mod: Fight For Freedom[message #260388] Mon, 23 August 2010 22:19 Go to previous messageGo to next message
Anonymous
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.
http://img.xrmb2.net/images/562108.jpeg

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.
http://img.xrmb2.net/images/632966.jpeg

<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.
http://a.imageshack.us/img830/7697/bayo1.jpg</a>

<a href="http://img824.imageshack.us/i/bayo2.jpg/]http://a.imageshack.us/img824/4429/bayo2.jpg


http://a.imageshack.us/img830/8958/bayo3.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.
http://a.imageshack.us/img411/3720/iceandmagic.jpg


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.
http://a.imageshack.us/img828/659/mgnest.jpg


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.
http://a.imageshack.us/img843/4174/trench1.jpg


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.
http://a.imageshack.us/img830/2831/wintertower2.jpg


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.
http://a.imageshack.us/img836/3825/igorcliff.jpg



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

Re: New Mod: Fight For Freedom[message #260391] Mon, 23 August 2010 22:36 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
It's amazing how much can be done with simple visual illusions. Very cool stuff there, with the bridge and the trenches.

I wonder how they got the machine gun emplacement to work, if it does indeed work.


Re: New Mod: Fight For Freedom[message #260395] Mon, 23 August 2010 23:21 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
Thanks to Scorpion for the looksee and Tao for keeping us up to date .
Neat features indeed ,nice visual perspective trickery , getting the most out of the old engine !

All things aside , it's great to be keeping the JA world alive and kicking .


Re: New Mod: Fight For Freedom[message #267393] Thu, 25 November 2010 14:11 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
Any updates from this mod .... anybody... ?


Re: New Mod: Fight For Freedom[message #268325] Wed, 15 December 2010 08:35 Go to previous messageGo to next message
Anonymous
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".
http://img26.imageshack.us/img26/8020/dialoguey.jpg

http://img690.imageshack.us/img690/599/dialogue2.jpg

http://img90.imageshack.us/img90/4643/dialogue3.jpg

http://img838.imageshack.us/img838/616/dialogue4.jpg
Morphine?


Something special

Toggle Spoiler




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]

Re: New Mod: Fight For Freedom[message #268356] Wed, 15 December 2010 18:59 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
Thanks Tao , and of course The Scorpion , looks interesting , dammit , I WANT A TANK !!


Re: New Mod: Fight For Freedom[message #268377] Thu, 16 December 2010 03:12 Go to previous messageGo to next message
Hawkeye

 
Messages:2153
Registered:October 2005
Location: Australia
Woargh! A vehicle you can drive and fire! It's been talked about for a while but will be awesome if it's doable!


Re: New Mod: Fight For Freedom[message #268697] Tue, 21 December 2010 10:52 Go to previous messageGo to next message
Megabit

 
Messages:31
Registered:August 2010
Location: Croatia
This is too cool to be true :super:
Re: New Mod: Fight For Freedom[message #269179] Fri, 31 December 2010 14:50 Go to previous messageGo to next message
Shanga

 
Messages:3517
Registered:January 2000
Location: Danubia
Way too cool.

(btw, that tank is moving backwards. The short bit is the nose Very Happy)


Re: New Mod: Fight For Freedom[message #269180] Fri, 31 December 2010 16:57 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
It's an Italian tank , reversing to safety !! :biglaugh:


Re: New Mod: Fight For Freedom[message #280300] Fri, 20 May 2011 15:26 Go to previous messageGo to next message
Gumo

 
Messages:10
Registered:August 2008
Great work!!!

Where can i download the mod?
Re: New Mod: Fight For Freedom[message #280310] Fri, 20 May 2011 16:53 Go to previous messageGo to next message
Hawkeye

 
Messages:2153
Registered:October 2005
Location: Australia
I think it's still under development.


Re: New Mod: Fight For Freedom[message #280419] Sun, 22 May 2011 04:15 Go to previous messageGo to next message
Anonymous
This is what The Scorpion had to say about Fight For Freedom:

The Scorpion
I'm wondering about it too Very Happy

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

Re: New Mod: Fight For Freedom[message #283418] Tue, 14 June 2011 14:54 Go to previous messageGo to next message
389f49e6

 
Messages:6
Registered:October 2006
Location: Poland
There is a new JA2 v1.13 Release, so... I wait for Fight For Freedom Smile
Re: New Mod: Fight For Freedom[message #283421] Tue, 14 June 2011 15:42 Go to previous messageGo to next message
Anonymous
lukasamd
There is a new JA2 v1.13 Release, so... I wait for Fight For Freedom Smile


You can play Fight For Freedom Multi-player while you wait. It is compatible with the new 1.13 for the most part.

FFF: Multiplayer DOWNLOAD Link:
http://kermi.pp.fi/JA_2/Mods_v1.13/FFF-Multiplayer/

Jagged Alliance 2 Multiplayer IRC:
http://webchat.quakenet.org/?channels=%23ja2-multiplayer
Re: New Mod: Fight For Freedom[message #283432] Tue, 14 June 2011 16:18 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
When's he releasing the single player mod ?


Re: New Mod: Fight For Freedom[message #283524] Wed, 15 June 2011 17:09 Go to previous messageGo to next message
Anonymous
@Lockie

This is what The Scorpion had to say about Fight For Freedom:

The Scorpion
We 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

Re: New Mod: Fight For Freedom[message #283529] Wed, 15 June 2011 19:17 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
Umph . Thanks Tao .


Re: New Mod: Fight For Freedom[message #295770] Tue, 27 December 2011 11:35 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
Heard anything Tao , on this ?


Re: New Mod: Fight For Freedom[message #295785] Tue, 27 December 2011 14:28 Go to previous messageGo to next message
Hawkeye

 
Messages:2153
Registered:October 2005
Location: Australia
There are whisperings in Scorp land that more development might be starting. The English version has gone a bit stagnant, but any updates or talk of updates is better than nothing.


Re: New Mod: Fight For Freedom[message #295791] Tue, 27 December 2011 14:59 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
Good , cause smiley/scorp knows how to make a good mod !


Re: New Mod: Fight For Freedom[message #300688] Thu, 01 March 2012 17:20 Go to previous messageGo to next message
Kovax

 
Messages:18
Registered:December 2006
Location: Pennsylvania
My first thoughts upon playing JA2 for the first time (many years ago) were that it would make a great basis for a platoon-sized WWII game, with the ability to deploy the individual squads around the strategic map, with freshly-trained "garrisons" left behind. Well, it looks like somebody else had that same feeling. I really hope that the modders continue to work on this little gem.
Re: New Mod: Fight For Freedom[message #305353] Tue, 29 May 2012 23:41 Go to previous messageGo to next message
Toneone

 
Messages:377
Registered:October 2008
Location: Germany
Well, would you look at what a little fairy left in my JA folder?

:naughty:

http://i1247.photobucket.com/albums/gg626/PromoPeter/screen.jpg
Re: New Mod: Fight For Freedom[message #305357] Wed, 30 May 2012 00:16 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
OOOOOhhh , shiny !!
Spill the beans or waterboarding will be coming your way :rifle:

Load that sucker up and report soldier .
Please ? Smile


Re: New Mod: Fight For Freedom[message #305361] Wed, 30 May 2012 01:14 Go to previous messageGo to next message
tbird94lx

 
Messages:690
Registered:April 2002
Location: ohhhhhh canada
ya..i recognize some of my guns in there..question i have is will it be only multiplayer?..or can an anti-social gamer like myself play it solo?..it looks fantastic!!!


Re: New Mod: Fight For Freedom[message #305372] Wed, 30 May 2012 08:47 Go to previous messageGo to next message
Hawkeye

 
Messages:2153
Registered:October 2005
Location: Australia
As I understand it this will be a solo game. I'm not sure what happened to the multi-player mod, but this has been a stand alone game for quite some time now. An English version is still way off, if at all, but we can still hope.


Re: New Mod: Fight For Freedom[message #305379] Wed, 30 May 2012 15:52 Go to previous messageGo to next message
Toneone

 
Messages:377
Registered:October 2008
Location: Germany
No need for torture general lockie, i was about to report!
:smilingsoldier:

So, what i have is a test build of the german single player campaign. The Scorpion was nice enough to pass me this during the last weekend and ive been playing it since. It is a bit bare bones/rough in some areas but it is stable and the campaign can be played from beginning to end as Scorp told me.

Just as a disclaimer i will say that i am in no way affiliated or involved with the makers and will not make any statements regarding completion, workflow, release or things like that. Also whatever i can tell you is hopefully in line with a frame the Scorpion gave me after i asked him about posting here.

So as you have seen in the opening of this thread the mod is set during WW2. I will not spoil the story setting here but it involves Nazis, Deidranna and allied commando units.
Guess who we play and who we kill? Very Happy
That it is set during the war means a whole truckload of differneces from what you know of a 1.13 game.
Obviously the selection of weapons and gear is much smaller but that does not mean that there are few choices.
The range of guns ive seen so far is still good and im at progress 20.
Also there are some clever items scattered about which have cool effects/uses. We
Re: New Mod: Fight For Freedom[message #305384] Wed, 30 May 2012 18:46 Go to previous messageGo to next message
Alas86

 
Messages:32
Registered:October 2010
Hazmat
So in conclusion, for the love of god dont get shot! Very Happy
I tried playing an 1.13 game like that once. I had tripled the amount of damage dealt by all sources. A headshot even from a pistol was lethal. It was quite realistic but in the end I ended up just reloading again and again which made me realize that's no way to have fun.

[Updated on: Wed, 30 May 2012 18:46] by Moderator

Re: New Mod: Fight For Freedom[message #305386] Wed, 30 May 2012 19:31 Go to previous messageGo to previous message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
Thanks Hazmat , good reporting from the front line !
Looking forward to this , liking the 'more realistic fighting' mentioned !


Previous Topic: JA2 RECONQUISTA is released
Next Topic: NEW MOD: Alien Overlord
Goto Forum:
  


Current Time: Sun Jul 12 08:19:37 EEST 2020

Total time taken to generate the page: 0.02491 seconds