ArbModding - Multiplayer team-based modification [WIP] -1 reply

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Raz0r

Worse than most terrible

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27th September 2006

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#11 10 years ago
AshuraDX;4962497I could help out with weapon models :nodding:

=D!

Make an application. Once(/if) you're accepted you won't be starting work straight away as we still have to decide on certain things. =]




PANIC98

Sneaking to n0es house

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23rd July 2009

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#12 10 years ago

i want this when it comes out because i like battlefront 2 and jka




Pande

Sexeh like teh gizmo

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9th April 2008

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#13 10 years ago

Not another 'but that game exists already' argument. IF someone wants to make a similar game as a mod in jka, then all power to them. If you don't want it, don't download it. :s The gameplay will NEVER be exactly the same so its like an entirely different game.




Raz0r

Worse than most terrible

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27th September 2006

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#14 10 years ago

Pande! ;D

Also, anybody's free to join our IRC channel. The instructions can be found here.




Raz0r

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27th September 2006

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#15 10 years ago

So uh, I'm working on a new website, and we may get a new domain. We're also about to hit a milestone, so we'll be ready to start doing video previews and showing more content.

We need all the help we can get! Mappers, modelers, coders, etc...Join us =D

86 days until the first public beta is planned to be released.




Didz

Ten seconds flat.

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3rd April 2009

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#16 10 years ago

Just a little dev report here. The site will be down until a little forum bug regarding huge font sizes is fixed.

Some confirmed features in the mod that might interest some Lugormod or Makermod players, admins, builders and hosts are:

  • [COLOR=DarkRed]R[/COLOR][COLOR=Green]G[/COLOR][COLOR=Blue]B[/COLOR] Sabers - Yeah that's nothing to do with Lugormod or Makermod but it fits the alternative category. And just on a side note, saber glow has been improved a lot and it pulses more like the "real" ones seen in the films.
  • Admin System - There's only one level of admin at the moment and you can use the /login command to gain authority to use admin commands. We haven't made player "taming" commands such as slap, slay, etc. yet because it's of low priority compared to other stuff on our todo list. Logging in to admin will allow you to make use of the features below though.
  • Entity Spawning - Similar to Lugormod, you can spawn entities via .epf (Entity Position File) files at the moment and as an extra for game/mission scenarios you use /spawn to spawn a particular group of entities. Basically you can have a scenario for a snowy map theme or a lava map theme and load them instantly via /spawn snowy or /spawn firefury etc.
  • Shader Remapping - Again known to most Lugormodders. You can make use of this via the /remap command or in .rmp scripts which again like the entity spawning files can be made scenarios for specifically themed maps and put into effect with the same /spawn command as the entities.

[COLOR=Gray]Note: The actual command names might be renamed to have an /am or /arb prefix.[/COLOR]

And when the mod gets its beta release and you find the remap system is totally bugged, you can blame me because that's all my code. :deal: (It's actually less buggy than Lugormod, I'm kinda proud but guilty to admit that) Robo is a far better coder than me though :bows:

If you want news, info and updates I recommend you join the #ArbModding channel on ArloriaNET (irc.arloria.net). If there's no one on there complain on our foru--- oh nevermind we don't have a website =p

Remember we're still looking for contributors mostly in the area of modelling, skinning and animating. If you do a good job you can have a :llama:




Raz0r

Worse than most terrible

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27th September 2006

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#17 10 years ago

Indeed these features are included, but it's likely that I will implement an ingame level editor system to make use of these. That way, mappers (or editors) can design and preview levels as they wish, and save their changes.

The entity system (as noted by Didz) works with 'Scenarios', so you can have many entirely different sets of entities/shader remaps/etc per level. The way that works is, it will load a file from the server (EG: maps/mp/ffa5.epf) into a table, you can edit all the information (including copy/move into another scenario), and save your changes.

Example of a .epf file (Also showing the extent of customisation for some entities)

Spoiler: Show

entity { scenario global type "misc_model_ammo_power_converter" origin -1515 382 -64 angles 0.0 0.0 0.0 count 1000 } entity { scenario global type "misc_model_shield_power_converter" origin -1584 382 -64 angles 0.0 0.0 0.0 count 1000 }

entity { scenario global type "misc_am_custom_ent" origin -1291 -239 0 angles 90.0 0.0 0.0 maxs 16 40 40 mins -16 -40 0 flags 0 model "models/map_objects/nar_shaddar/reelosdesk.md3" model2 "" clipmask 4097 genericValue1 0 genericValue2 0 genericValue3 0 genericValue4 0 genericValue5 0 genericValue6 0 genericValue7 0 genericValue8 0 genericValue9 0 genericValue10 0 genericValue11 0 genericValue12 0 genericValue13 0 genericValue14 0 genericValue15 0 shouldTarget 0 count 0 }

There will also be other customisations map makers and server owners will be able to make. There is the .epf system above, also a .csf file (Class Specifics) and .wof (Weapon Overrides)

The 'Class Specific File' will contain all of the information for each class per team Each map will have its own .csf file. The .csf file will contain things like models, skin, health, armor, stamina, force, force powers, class flags, etc.

Example of a .csf file (Being worked on, some things will be added/removed

Spoiler: Show
jedi_red { model "reborn" skin "red" health 80 armor 0 stamina 100 force 100 classflags 35 weapons 4 primaryWeap 2 ammo { AMMO_PISTOL 0 AMMO_BLASTER 0 AMMO_SNIPER 0 AMMO_SHOTGUN 0 AMMO_ROCKETS 0 AMMO_THERMAL 0 AMMO_SMOKE 0 } } soldier_red { model "stormtrooper" skin "" health 100 armor 100 stamina 80 force 0 classflags 40 weapons 282 primaryWeap 4 ammo { AMMO_PISTOL 48 AMMO_BLASTER 180 AMMO_SNIPER 0 AMMO_SHOTGUN 0 AMMO_ROCKETS 2 AMMO_THERMAL 0 AMMO_SMOKE 0 } } heavyweaps_red { model "stormtrooper" skin "stofficer" health 200 armor 200 stamina 60 force 0 classflags 36 weapons 202 primaryWeap 6 ammo { AMMO_PISTOL 48 AMMO_BLASTER 0 AMMO_SNIPER 0 AMMO_SHOTGUN 36 AMMO_ROCKETS 5 AMMO_THERMAL 0 AMMO_SMOKE 0 } } sniper_red { model "weequay" skin "" health 100 armor 0 stamina 150 force 0 classflags 32 weapons 554 primaryWeap 5 ammo { AMMO_PISTOL 48 AMMO_BLASTER 0 AMMO_SNIPER 20 AMMO_SHOTGUN 0 AMMO_ROCKETS 0 AMMO_THERMAL 0 AMMO_SMOKE 2 } } medic_red { model "cultist" skin "red" health 80 armor 0 stamina 100 force 0 classflags 0 weapons 578 primaryWeap 6 ammo { AMMO_PISTOL 0 AMMO_BLASTER 0 AMMO_SNIPER 0 AMMO_SHOTGUN 36 AMMO_ROCKETS 0 AMMO_THERMAL 0 AMMO_SMOKE 2 } }

The .wof file (Weapon Overrides) is a hacky little thing that will pretend one weapon is another weapon. That way, you can give a Clone Trooper and a Super Battle Droid the weapon 'WP_BLASTER', but the Clone will look like it's using a DC-15a Blaster Rifle, and the SBD will look like it's using its wrist-blaster - even though both weapons function pretty much the same. Neat, huh? =]

I promise I'll get the site working soon...Unless people who use FireFox wish to suffer with massive font sizes >_>...

EDIT: The site is fixed! ...almost perfect

In-case some of you missed the news post on JK3files, we showed some WIP screens of the upcoming weapons.

Spoiler: Show

3867629642_0267c661f2_o.jpg

3866845201_8ec7882dcc.jpg

3870000029_8b1ce32905_o.jpg

I'm currently implementing the experience points/skill bonuses system, then I'll be putting in command posts! Maybe we'll have something worth playing by November o_o'

Please, any modelers and mappers that can help us out, apply!

Also, everyone is welcome on our IRC Channel




Raz0r

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#18 10 years ago

ka-BUMP!

Well, we're moving on to a 'Developer Diary' approach of giving updates etc, so for the first one, we're going to cover a bit of what we've released already alongside some fresh new content. Oh, also, we had to scrap the November 5th release because nobody is helping out =\

Written by Tx606

Well, yay for being the first one to do an official "diary". Since I honestly don't know what's public and what's not anymore, I'll just give you guys an update of what we're working on and what's done already.

Beware - I'll also show you some older work, because I'm quite sure not much people saw it. Most of the things are probably unfinished, but you'll get an idea of what the people worked on here.

Coding Obviously - I can't really show you code here. Three reasons: 1. I'm not allowed to leak, 2. I'm not allowed to show, and 3. I don't even know how to access the code :lol: But don't worry, I'll tell you what I know!

Our coders Didz and Raz0r have been working hard to get ArbModding working better and better. Several bugs have been fixed, and things are going better. I know that they have been working on both command posts and interaction like reloading.

Didz has also worked on an ArbModding launcher. This is a rather useful tool which will allow you to update, launch ArbModding, install ArbModding, access the readme, and of course go to our site - with one simple click. A preview of how the launcher looks right now. (It's still W.I.P. and the layout will probably be changed, but it gives you an idea).

Image (URL)

Some other things, such as the .csf (Class Specifics File) were created too. We can use the .csf to define classes with health, armor, ammo, and several other things with it.

"Raz0r"CSF files will load health/armor/weapons/model/skin/etc per class per team.

Here's an example of how the file looks:

Spoiler: Show
settings { classone_maxUnits 16 classtwo_maxUnits 16 classthree_maxUnits 16 classfour_maxUnits 16 classfive_maxUnits 16 classone_expNeeded 3 classtwo_expNeeded 0 classthree_expNeeded 0 classfour_expNeeded 0 classfive_expNeeded 0 red_default two //soldier blue_default one //jedi } red_one { name "Jedi" model "reborn" skin "red" health 80 armor 0 stamina 100 force 100 classflags 35 weapons 4 primaryWeap 2 ammo { AMMO_PISTOL 0 AMMO_BLASTER 0 AMMO_SNIPER 0 AMMO_SHOTGUN 0 AMMO_ROCKETS 0 AMMO_THERMAL 0 AMMO_SMOKE 0 } } red_two { name "Soldier" model "stormtrooper" skin "" health 100 armor 100 stamina 80 force 0 classflags 40 weapons 282 primaryWeap 4 ammo { AMMO_PISTOL 48 AMMO_BLASTER 180 AMMO_SNIPER 0 AMMO_SHOTGUN 0 AMMO_ROCKETS 2 AMMO_THERMAL 0 AMMO_SMOKE 0 } } red_three { name "Heavy Weapons" model "stormtrooper" skin "officer" health 200 armor 200 stamina 60 force 0 classflags 36 weapons 202 primaryWeap 6 ammo { AMMO_PISTOL 48 AMMO_BLASTER 0 AMMO_SNIPER 0 AMMO_SHOTGUN 36 AMMO_ROCKETS 5 AMMO_THERMAL 0 AMMO_SMOKE 0 } } red_four { name "Sniper" model "weequay" skin "" health 100 armor 0 stamina 150 force 0 classflags 32 weapons 554 primaryWeap 5 ammo { AMMO_PISTOL 48 AMMO_BLASTER 0 AMMO_SNIPER 20 AMMO_SHOTGUN 0 AMMO_ROCKETS 0 AMMO_THERMAL 0 AMMO_SMOKE 2 } } red_five { name "Medic" model "cultist" skin "red" health 80 armor 0 stamina 100 force 0 classflags 0 weapons 578 primaryWeap 6 ammo { AMMO_PISTOL 0 AMMO_BLASTER 0 AMMO_SNIPER 0 AMMO_SHOTGUN 36 AMMO_ROCKETS 0 AMMO_THERMAL 0 AMMO_SMOKE 2 } } blue_one { name "Jedi" model "prisoner" skin "merchant" health 80 armor 0 stamina 100 force 100 classflags 35 weapons 4 primaryWeap 2 ammo { AMMO_PISTOL 0 AMMO_BLASTER 0 AMMO_SNIPER 0 AMMO_SHOTGUN 0 AMMO_ROCKETS 0 AMMO_THERMAL 0 AMMO_SMOKE 0 } } blue_two { name "Soldier" model "rebel" skin "" health 100 armor 100 stamina 80 force 0 classflags 40 weapons 282 primaryWeap 4 ammo { AMMO_PISTOL 48 AMMO_BLASTER 180 AMMO_SNIPER 0 AMMO_SHOTGUN 0 AMMO_ROCKETS 2 AMMO_THERMAL 0 AMMO_SMOKE 0 } } blue_three { name "Heavy Weapons" model "lando" skin "" health 200 armor 200 stamina 60 force 0 classflags 36 weapons 202 primaryWeap 6 ammo { AMMO_PISTOL 48 AMMO_BLASTER 0 AMMO_SNIPER 0 AMMO_SHOTGUN 36 AMMO_ROCKETS 5 AMMO_THERMAL 0 AMMO_SMOKE 0 } } blue_four { name "Sniper" model "rosh_penin" skin "blue" health 100 armor 0 stamina 150 force 0 classflags 32 weapons 554 primaryWeap 5 ammo { AMMO_PISTOL 48 AMMO_BLASTER 0 AMMO_SNIPER 20 AMMO_SHOTGUN 0 AMMO_ROCKETS 0 AMMO_THERMAL 0 AMMO_SMOKE 2 } } blue_five { name "Medic" model "jan" skin "" health 80 armor 0 stamina 100 force 0 classflags 0 weapons 578 primaryWeap 6 ammo { AMMO_PISTOL 0 AMMO_BLASTER 0 AMMO_SNIPER 0 AMMO_SHOTGUN 36 AMMO_ROCKETS 0 AMMO_THERMAL 0 AMMO_SMOKE 2 } }

Like I said - can't really tell you much about this part of the team, for me it's all magic and secrets anyway.

Graphics Our graphics designer TheLOLipop has been practicing on creating and editing effects for some time now. Although most of the work is still unfinished, I still decided to show you a thing or two. Anyway, here are some images you can preview of some effects:

Note: images taken in basejka Explosion: Image #1 (URL) Image #2 (URL)

Fire Effect: Image #1 (URL) Image #2 (URL)

Wallimpact Effect: Image #1 (URL) Image #2 (URL)

Some Splash images made by Runner: Image #1 (URL) Image #2 (URL) Image #3 (URL) Image #4 (URL) Image #5 (URL) Image #6 (URL) Some older images (scopes) by TheLOLipop: Image #1 (URL) Image #2 (URL)

Models Senbou is working on a republic gunship map object. I can show you the latest screenshot he posted on the internal forums. Keep in mind, it's far from finished! Image (URL)

Senbou is also working on a command post model. Warning: W.I.P. material here: Image (URL) 2 BaseJKA images to preview it ingame (different versions/sizes) Image #1 (URL) Image #2 (URL)

More work of Senbou! This time, a DC-17m rifle. Image #1 (URL) Image #2 (URL) Image #3 (URL)

Here are some older models which were shown to the public a month or two ago already (decided to show anyway).

Silverfang's D-15S Blaster Rifle: Image (URL)

TD, Tusken Rifle and a smoke grenade by Killop5: Thermal Detonator: Image (URL)

Tusken Rifle: Image (URL)

Smoke Grenade: Image (URL)

So... that's it for now! In the next diary, we will most likely show you some screenshots of a map that our mappers (Alpha, Nab622 and Silverfang) have been working on!

End diary.

For those wondering, the serverside binaries will be for Windows and Linux, but currently the clientside binaries will only work on Windows (Though it will probably work through WINE for those poor Linux souls)

I'll have to update the original post here to reflect what this mod is really about - we've changed a few specifics like time-line etc.

Link to the website is in my signature.

Any questions <_>?!




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