Ballistic Weapons Invasion
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Author:  tsiolkovsky [ Sun Apr 26, 2009 11:11 am ]
Post subject:  Ballistic Weapons Invasion

Ballistic Weapons Invasion

the idea is to create a stress relief mod, with "Bloody Hell" gore, relatively low IQ enemies with ragdoll system. this weekend i made a first step, Jacob now has the M50 assault rifle and shoots to kill. its created on the base of iniquitous "magdalena" monster (ive been too lazy to rename it to something else). also, this monster uses satores fire control. the combination is not perfect (far from it) but hey, its a start right?


1. unrar into your \System\ directory
2. add this line to monstermanager ini file (without those " " at the beginning and the end)
3. try it out.

I would apperciate ideas and coding help. maybe we could create something like Killing Floor Mod :))

enjoy and think about this... cheers


Author:  Captain Xavious [ Sun Apr 26, 2009 6:01 pm ]
Post subject:  Re: Ballistic Weapons Invasion

Wow! Cool!

Its always great to see new blood enter this modding community! :D

Author:  tsiolkovsky [ Sun Apr 26, 2009 11:56 pm ]
Post subject:  Re: Ballistic Weapons Invasion

first of all, thanks for a nice welcome :)
second of all, here goes checklist of things i plan to include into the
next release:

some oldschool DooM-like AI (i intend it to be really '90s AI, to bring back the simple joy)
some cool enemy model (suggestions? modellers needed baaaaadly)
attaching the "bloody hell" effects to the enemies (shouldnt be a problem,huh?)
home brew levels maybe(mappers needed badly)
cool music maybe (definitely no prob for me)

so, guys and guyettes. since im pretty busy about work and school, ill really need
smart and creative people to work with me on this. think of the lifes you save with a
stress relief game like this! no therapy bills, just boom boom at relatively easy targets,
some brains splash and splatterpunk gore and you are calm as buddha himself.
looking forward to hearing from smart and creative people. take care.

Author:  KylinRage [ Mon Apr 27, 2009 12:06 am ]
Post subject:  Re: Ballistic Weapons Invasion

I'm a very basic mapper, but if needed, I will step up.

There's a sample of my work in this forum in progress (DM-Filter) and a example (DM-Circuit) over in the RuneStorm Showcase forum, but unfortunately there is only one screenshot and the download link doesn't seem to work anymore. That, and constant viruses and some absent-mindedness (which I have ridden of by now) have caused data loss on my computer.

Author:  tsiolkovsky [ Mon Apr 27, 2009 12:51 am ]
Post subject:  Re: Ballistic Weapons Invasion

excellent *joins fingertips like mr. Burns* :D
im pretty new into the UT modding myself, done stuff for Operation Flashpoint and ArmA.
This mod wont be question of a week or two, so you'll get a chance to improve as the time goes. So, everytime you are bored and you have a minute, work on something and then maybe throw it somewhere for me to check out. maaan, this is gonna be cool.

one problem is that i havent decided the overall feel of the mod yet and since maps do a HUGE part of the atmosphere, im open to your ideas, how should it look like. just keep in mind the main message, to bring senseless violence and action even to linux and mac users worldwide :D.

Author:  Captain Xavious [ Mon Apr 27, 2009 11:17 am ]
Post subject:  Re: Ballistic Weapons Invasion

I'm liking you more each post. You seem to have a pretty good plan, not overly ambitouis that you want something that couldn't be done, and you present us with a basic example. Plus you code!

Now, I can model and animate, plus do some basic coding (though I'd prefer not to code if at all possible), and I can probably lend a hand every now and then. :)

Just keep in mind that I'm working with Sgt. Kelly on stuff so I might not be able to get back to you quickly.

I'm no mapper, but did you have a basic idea for map design? I'm wondering because we got several paths to go here. First off, we can go the UT2004 way and just make DM maps, only with a bit more emphasis on invasion, or we can go more along the lines of a defend from the hordes map, sorta like how CoD WaW handles Nazi Zombies, or we can go the Old School Monster Tools route, which basically lets you build single player style missions where you encounter monsters not on a wave to wave basis, but more like in your classic FPS.

I do seem to remember a conflict with BW and the OSMT based monsters not seeing you until you touch them, but I also seem to remember that I found reason for the problem, and it seemed quite fixable.

If we don't go the OSMT route, I strongly recommend you make special spawn points for Monsters only. I think all you'd have to do is make a subclass of PlayerStart and point the monster class to that in code. It'd make maps a lot easier to work with for invasion.

Another thing is detail. Do you want clean, simple, Doom-like maps, or do you want pretty, detailed maps?

Also, any ideas for Monsters?

Author:  tsiolkovsky [ Mon Apr 27, 2009 12:29 pm ]
Post subject:  Re: Ballistic Weapons Invasion

hmm, id stick with invasion waves. two(+ one) reasons.
1. its fun
2. it lets people play on maps they love
3. its pretty simple
im influenced by dead man walking game mode from Max Payne 2.
"Defend from hordes" is already in the Killing Floor mod and i find it a bit monotone, cause the zombies emerge from the same three spots, but with classic invasion you get: bang bang bang, turn around, aim,bang, headshot... they're coming from "everywhere". like playing Asteroids, but with ducks :)

regarding the levels, i really love iron deity map (do i play any else? :))
but for this thing, i would like to have various styles of maps (fresh thought)
because you should be able to choose which enemy to fight. according your mental
issues you as player should be able to choose from lawmen (policemen with pistols to soldiers with M50 or such in later waves, agents to get this matrix feeling) and badguys (you know, terrorists and yadda yadda) and aliens (duke nukem style) and another sorts (cliche sorts of course) we can think of.
Every sort of enemies should have corresponding ambience, hence the different level set. but i wouldnt concetrate much on details, i want this as basic as possible. this does
not mean doing half the job, dont get me wrong. but its a long run and we can improve
anything as soon as we have something to work with.

the players should have superpowers to ballance out the enemy ranks (bullet time comes to mind, this field is also open).

i wouldnt worry much about multiplayer. in fact, this should be singleplayer only (one against the world, as it used to be in videogames).

my job now is to get to know the engine better, the limitations and possibilities.
now im little short on time because of my offline life (i.e. exams) so it will take time,
but im definitely doing this, sooner or later. i feel that pure arcade shooter with almost
ultimate replayability is something that world owes us, so this is the right thing.

and i want to thank you captain xavious for the help offered, animations will be definitely needed in stages of development that will come soon (summer, but hey... i gotta have at least some time off with my MTB in the woods or somewhere... n you too i believe :))). cheers

Author:  L4Y Duke [ Mon Apr 27, 2009 2:53 pm ]
Post subject:  Re: Ballistic Weapons Invasion

I've always wondered what Fraghouse Invasion would be like with Ballistic Weapons.

With the deployable weapons and stuff, it just seems natural.

Author:  Glosmostinex [ Mon Apr 27, 2009 4:19 pm ]
Post subject:  Re: Ballistic Weapons Invasion

Well, I think that only allowing bloody hell to monsters is a great step.
The problem in making a BW invasion is that it can be incompatible with lots of mutators which I play(I mean in Invasion), like monster managers, etc.
Besides I think that monsters with M50 aren't necessary, since if I want to kill someone with a M50 I can play DM. unless it is loadout without the M50, but M50 is a weapon that much people use.
Now, if it's other powerful weapons It's cool :)
the idea on invasion is monsters though. they have weapons we don't have.
perhaps instead of a full gametype, we can make various mutators and addons for "normal" invasion. Things like "Bloody Monsters", more Monsters(Kraos, Cryons, Skriths, all that stuff), tweaking existing monsters to have head, torso, limbs damage, etc.

Author:  tsiolkovsky [ Mon Apr 27, 2009 11:05 pm ]
Post subject:  Re: Ballistic Weapons Invasion

compatibility: the basic goal is to tweak the monster controller (monster AI) to handle
monsters with BW weapons the way it should. and creating a monster template.
this way anyone can create their own monsters and use them with monster manager.
this is pretty separable from my other plans i described.

M50: the reasons why i used this gun:
1. i simply wanted to
2. it has bullet primary fire and splash damage secondary, so its ideal for testing purposes.
the version i made available for you to download is merely to back my arguments with something physical.

monsters having weapons you dont have: well, i chose monsters to have BW arsenal.
there is plenty of monsters around the net that fire fireballs and various crap like that.
i dont like it. if you do, feel free to download them and experiment on your own.

Author:  Glosmostinex [ Tue Apr 28, 2009 11:47 am ]
Post subject:  Re: Ballistic Weapons Invasion

Don't get me wrong, I like when we have new people helping the BW community!
I even use the Nalis form satore pack with Railguns and staffs, so I like monsters wielding "our" weapons. though the thing is that only they have these guns, since I disable them in the players loadout. :)
Monsters wielding the Lighting gun, etc are interesting, and when they know how to deal with BW weapons it will be better!
Do you think it's easy to change the Monsters to have Bloody Hell? or it requires to change each monster?
it might be interesting to see monster dual-wielding weapons.

Author:  tsiolkovsky [ Wed Apr 29, 2009 3:59 am ]
Post subject:  Re: Ballistic Weapons Invasion

bloody hell is not the priority now (though its important), im currently working on the AI (damn, this is a tricky part... not as tricky as in OFP or ArmA though). i think ill use modified player simulation script as i did for ragdolls. or better yet, ill try to find a coder sidekick with more spare time to fix it for us :). (right now im neck deep in assembler coding for school, pulse motor control thru 8051 devkit). however i think the ai should be ready until the proper summer.

watch out animators! challenge! i thought it would be cool to have some tactical moves (you know, side jumps and such). again, its not a matter of this afternoon but you know, its something fun to do on a rainy saturday... :))

ok, im thinking about sharing my AI progress for download for you to test as soon as i make some REAL progress.

Author:  Herr General [ Wed Apr 29, 2009 2:11 pm ]
Post subject:  Re: Ballistic Weapons Invasion

Be sure to include the in the bloody hell.

Those things are fun when they follow you around.

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