Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Renegade Republik » Team? contributions?
Team? contributions?[message #127078]
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Tue, 30 May 2006 00:43
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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Hi everybody
i`d thought i`d open a thread to request aid on this project. I know that this is problematic particulialry since story and characters and most other stuff are already very elaborated
i recently received some map file edits from other modmakers (thanks) and i am working on using them in this mod
however, currently large parts of the modare still based on ja2 vengeance maps.
I hinted at this evry once in a while but it seems not very attractive. What would mapmakers ask in return for submitting a couple of maps to this project?
with the 1.13 mod improving and a new build apparently approaching, their will be more tasks for ja2 renegade republic in the future, namely a cool weapon- and item mod
so
if anybody likes to add map files to this mod, he/ she is very welcome. Can be maps from UB or UC as well. The more variety the better. plus it allows for much more different maps if not the sam emodmaker has made them all
speech contribution already has its own thread. I guess there everybody can see how easily he can contribute to this project
weaponmod is usually a thing people are interested in. I will open another thread for that once the time is right (after 1.13 release)
that thread will be a genral discussion thread
in here, people who would like to add/ contribute weapons they have created previously themselves or that want to make their own edit of the weapons.xml or enemyweaponchoices.xml to be used in the mod may do so (usually, every player has his own opinion on weapon balance, prefered guns and the like)
finally, the recent shutdown of my email adress has showed me how vulnerable a concept of one person doing all the organisation and coordination himself is. With the estimated filesize bumping up, i guess it would be very sensible to have a small team on the job rather than just myself trying to stay in touch with all the voice actors.
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Sergeant Major
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Re: Team? contributions?[message #127079]
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Tue, 30 May 2006 04:45
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DurtyDan |
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Messages:103
Registered:November 2001 Location: Oregon, USA |
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Count me in for whatever you could use. Any kind of maps in particular, Scorpion? Guidance on desired tilesets, urban/rural settings, linked underground sectors, roads etc is needed. I don't have too much experience at map editing, but am willing to give it a try. I also assume that enemy, civilian, and item placements are not desired at this time, due to upcoming changes.
As for payment, just a chance to play another great mod is all I need.
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Sergeant
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Re: Team? contributions?[message #127081]
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Tue, 30 May 2006 07:14
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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thank you guys
@Durty Dan
rural maps can be made rather fast. Time consuming maps are urban. For instance d13 the airfield i use is a variation of a variation of the default ja2 map...
maybe a new one would be cool for that for instance. tileset can be drassen airfield, queens airport or even the airport from UC tileset.
Then cambria i use mostly variants of the default maps. There you could create new urban maps for instance. grumm as well. Grumm is even better as i have no hardcoded NPC scripts there. Grumm G1, h1, G2 H2 tilesets as well as urban tilesets.
you could place enemies but not their weapons, but equip like camouflage kits or grenades.
you could also place generic items like first aid kits, alcohol and the like in the maps
Azazel
some of the new big items (like cranes) i have placed them in many tilesets i use. Do you usually work with the wildfire tilesets? or which ones do you usually use?
It is actually a very good idea to create a new Town down in the south or at least some urban sector linked with roads. A town around a beach or lake would be cool too.
i would be happy to make that deal. We`ll have to solve the tileset issue. I can provide you (this is for anybody interested in mapping) the current tilesets. Unfortunately, the editor only supports 50 of them, not the current 68 ;-(
plus there are various unused sectors that can hopefully be used once the strategic map gets externalized. In that case, we`d also make EX-grumm and ex-meduna larger, maybe EX-Balime too.
i haven`t showed screenshots of my oil fiels, have i? Maybe the number of oilfields will be raised, in that case desert maps with pipelines or oil towers and donkey pumps will be interesting to have as well. Then military installations. So far, there is few such Wildfire style heavily sandbagged and sniper-covered military facility stuff. I could add some of this too, or any of you can, mayb ein sectors like g3 or the tropical sam site in d2 (i use a map very similar to the one in ja2 vengeance thus far)
actaully, the smartest thing would be to design a new all-military tileset for such purposes. Sentry towers, APC`s, humvees, Trucks.
that would take more effort though.
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Sergeant Major
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Re: Team? contributions?[message #127084]
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Tue, 30 May 2006 20:42
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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@Augustus
so far, i`m relying on the changes of the 1.13 team when it comes to coding. After the next release, i could tell you what stuff i`d want additionally. So i am interested in code changes for sure. It is just that i don`t know what 1.13 will cover in the next release.
@Durty dan
ATM i am using heavily beefed-up tilesets from ja2 vengeance primarily. However the mod exe does also support UB tileset maps and UC tilesets and my own custom tilesets for the special setting
so i work on 3 different installs of the beateditor and bring all these maps together in one .exe file
vietnam SOG... i haven`t played that mod actually. If you can send me these tilesets and ja2 set.dat i can amend them to the supported tilesets of ja2 rr
i`ll send you the ones from ja2 rr.
btw maybe also the sewers tileset from UB could be very interesting, but only if some things get externalized (hard coded sublevels)
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Sergeant Major
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Re: Team? contributions?[message #127085]
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Tue, 30 May 2006 23:46
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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durty Dan, azazel
i sent you Tilesets and ja2 set.dat that make up the largest part of the tilesets
if it didn`t work becasue of blocked attachments or anything, please tell me
thx
okay i see that email programs have problems with the content of my tileset folder. i don`t know why this is but it keeps me from sending you my tilesets. I try to figure out what file(s) could be causing this. According to AVG and panda online scan, there ar eno dangerous scripts or viruses on my machine, but i won`t resend the stuff that gets flagged as a virus everywhere
you can get the tilesets here http://www.yousendit.com/transfer.php?action=download&ufid=ABEC26690FC5334A
when you download it, make sure you check it with your own personal antivirus program that you thrust in, just to make sure.
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Sergeant Major
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Re: Team? contributions?[message #127089]
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Sun, 04 June 2006 03:28
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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err, durty dan, did i send you the ja2set.dat file? you need that one in order to use the custom tilesets
i use the same tool as azazel, ja2 beta 0.95 german
it is very stable for me
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Sergeant Major
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Re: Team? contributions?[message #127091]
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Sun, 04 June 2006 06:27
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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great to hear that. You can as well work with UC tilesets (these are not in the ja2set.dat that i sent)
These as well as UB tilesets are supported as well by the mod, but the 68 tilesets ja2set.dat won`t work with the betaeditor
@durty dan
in Cambria, the f8 hospital sector and the g9 sector with keith and perko could be remade first. G8 i use the one from vengeance, f9 maybe too i don`t quite know yet.
maybe i can find a better way to organize this...
... gimme some time guys...
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Sergeant Major
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Re: Team? contributions?[message #127092]
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Sat, 08 July 2006 02:35
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i`ve come around to doing some animations lately becasue durty dan and az have taken some workload (mapping) off of me. Thx
it would be cool if people that are interested in new animations could help me
2 types of projects:
1: small scale adding animations for 1.13 coders to use
2: huge scale project: New bodytype!!!
http://xrmb2.net/img/?gID=workiprogres
look at the pics, there is one idea to add sidestep animations for crouching and prone positions (combat roll!) for default ja2 bodytypes
see where the custom bodytype opens the door...
any help appreciated
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Sergeant Major
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Re: Team? contributions?[message #127095]
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Fri, 04 August 2006 01:24
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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AZ
i got that stuff
i`m currently thinking about alternative game endings. There are basicly 2 different endgame states and there are different outros
inputs?
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Sergeant Major
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Re: Team? contributions?[message #127097]
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Fri, 04 August 2006 09:13
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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the actual killing has nothing to do with the game ending... it only triggers the npc interaction that triggers either the end game comments from mercs or the comments that the bugs are still alive...
so between "we shoot d" and "game ends, video is played" we have a lot of freedom, like a story twists, dead characters reappering, slapping, another battle with civs...
gonna be a bit awkward but can finally make a bit of a new story (in addition to the changed cut scenes hehehehe)
the sci-fi version should be handled the same it should work
i haven't implemented anything yet... just asking for opinions on how the game should end or what would be cool to happen after we shoot the sinster person x
i`m thinking of a sort of showdown between two groups. damnit, i have too many ideas that aren`t quite perfect so i have to sort out... damn i watch too many bad movies ;-(
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Sergeant Major
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Re: Team? contributions?[message #127098]
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Fri, 04 August 2006 18:52
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AZAZEL |
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Messages:750
Registered:February 2004 |
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Good, so here's my ideas:
-end 1: climactic battle in a special map, our forces(mercs and "militia" rebels placed in map) have completed the surrounding of the remaining sinister forces. Tons of artillery, lots of bang-bang.
-end 2: a more duel-type of ending,another map (possible ambush, preceded by a bribe and betrayal by a char) Mercs duel with a squad of 4-6 hostile chars.Lots of dialogue precedes the actual bang-bang.
(If you really have a "master of sound" to help you some existing dialogue could be mixed, pasted in existing sentences, tonalities modified,etc.There are share/freeware sound editors for download that can help if you don't,I might do some research and send you a link to one later)
Do I hear wheels spinning?
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Re: Team? contributions?[message #127099]
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Fri, 04 August 2006 19:08
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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from this ideas, switching the maps would be the hardest part in my eyes. and the "lots of talking, betrayal from character" thing is about what i`m looking for
i want the player to be able to select the outcome, giving another chance to decide, who`s side he`s on and what sacrifices he will have to make for that. however this is another tricky part as players might spoil such scripts by unexpectedly stupid behaviour so i should rather make the plot change not depend on active player input but by some invisible trigger (but that`s not quite as cool s what i`m describing later on)
i`m thinking of two different showdowns depending on player reaction.
the master of sound might be pretty loaded with tons of dialogue but once we`re thus far he can surely assist us if you had something specific in mind.
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Sergeant Major
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Re: Team? contributions?[message #127100]
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Fri, 04 August 2006 22:44
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AZAZEL |
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Messages:750
Registered:February 2004 |
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Switching the maps would be the hardest part,yes, but I cannot imagine what's in your mind.
Me, I like to keep things simple, I was thinking of something like: if you choose side 1, then the ending will take place in "Meduna"; if 2 then end game in "Balime".
Now, I don't have the whole picture, nor do I know if this conflicts with things you have done already, in terms of maps, dialogue, scripts.
Replacement for Joe Pappanous and his scripts can (IMO) be used for the act of treason(information giving) Your "invisible trigger" could address to his reaction, meaning he won't switch sides or provide that crucial piece of information if a certain trigger is (not)...
Sound mixing-I don't have anything specific in mind(yet!)We can improvise and provide the plot-scenario if you already say:"technically, I can do this and that, or that", no point on fantasizing for nothing.Technical limitations could really cripple a good scenario.
We'll pull this off, I'm pretty sure of that.
Morricone's soundracks float in the air.
That voice mixing idea crossed my mind because it would be very cool if new chars(mercenaries) could have relations(love/hate) with other chars(in case you didn't already design this in the voice recording,I admired that very much in Vengeance)
And I asked about the sci-fi part earlier because if it cannot be changed(other monsters, robots,etc) I still think it "should" be ruled out(realistic only option), just to distance the story from the original one.
"Barbaric",yes, but so damn effective...
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Re: Team? contributions?[message #127105]
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Sat, 05 August 2006 05:11
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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Az
i have an idea and an overall concept for the endgame. I haven`t yet actually bothered with the sci fi part becasue i rarely ever play it.
the relevant sidenote here is that one first thing works, the main female antagonist`s dead doesn`t trigger the endgame anymore, so i can add lots of story before ending the game yay!
once my current solution proves workable, we can think about deatils and more depth to it, for now we start we a crude approach (it`s however adding to ja2 not only overwriting)
on a related sidenote
can you provide the eye/ mouth coordinates for the grandpa character you sent me? those for the Bface, 90*100
a solution for sci-fi mode and other relatively unimportant aspects of the game i can care about when i have the time to
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Sergeant Major
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Re: Team? contributions?[message #127108]
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Mon, 23 October 2006 18:05
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AZAZEL |
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Messages:750
Registered:February 2004 |
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Scorpion,can you tweak Darren van Hausen's npc file so that he never allows the boxing competition to go on after the first 3 fights?(that might require some other npc file tweaking)
I'd do it myself,but the mess I caused when I last tried to use those tools makes me leave it to a more knowledgeable person.
Why?
I've played 1.13 and the bug or better said bugs that occur(s) when the mercenary that fought in the ring doesn't exit any more(game locks) happens only if:
-the fighter ends the turn on his knees(punching the fallen opponent)
-from the second time the player that is there "to partake in another exhibition of his courage" things are very liable to go wrong.The sequence seems only optimised for the first time(first 3 fights), which makes me think it was only intended by the original devs to work once, so the player can receive Kingpin's (re)quest for the chalice.
The 1.13 coders seem very reluctant to fix that bug(tough job?),that was present from the beginning in ja2, so...thinking "this tendency for less is more is a good thing", we might want to fix that by making it an annual competition, and making Darren's replacement say it's annual and that the rules are..."bla,bla,bla and you never can win if you're on your knees".
It would be "less", but much more in terms of playability,'cause the bug would not be allowed to occur.
And it certainly would be less barbaric then what I did,erasing the whole damn city and replacing it with something else because of a stinking bug...
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Re: Team? contributions?[message #127109]
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Mon, 23 October 2006 23:30
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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yeah, tough job i'd say, as the boxing routine (even in the first try) has bugs and thus i could hardly test my changes in sensible time.
in RR, the boxing could also inteded to be a one-time only show so it would actually be a good idea to disable it after one attempt.
On the other hand, if the player has only one try and fails, he will be limited in 2 or 3 other quests
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Sergeant Major
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