Working on a Mod (Based off of shifter, if it helps)
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Captain_Destro
NSF
Joined: Wed Sep 28, 2011 10:48 pm Posts: 91
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 Working on a Mod (Based off of shifter, if it helps)
For lack of a better name I am calling it the "Modern Combat" Mod
The futuristic weapons are great for a few play throughs but I wanted to add some more realistic weapons to the game. It features a collaberation of weapons by some various mods. (I will give credit where it is due and I'm pending/asking for permissions at the moment before I release anything public. At the moment it is only for personal use. I don't intend on stealing or taking credit for anything I did not mod. For example how many of you wish you could use Cassandra weapons in vanilla DX?)
Models will be from: TNM (Open source now with the SDK right? HDTP Pistol[Glock]/HDTP Rifle is what I would like to use)
Cassandra Project (I am unable to get in contact with the author so I'm hoping this would be okay. On ModDB the person posting the mod was not the actual creator. SPAS/G36/G36C/SIG Models)
DX Hardcore Mod (The UMP and FAMAS is all I will be using regarding that. Again I could not contact the author.)
Clyzmsmod (Free to use as long as it's credited Beretta/Uzi/Glock/Hunting Rifle/Chrome Pump Shotgun/MP5/Desert Eagle/M4 Colt Commando)
Vanilla Stuff- Edited (Multi Grenade Launcher using the auto shotgun model) / Sawed off shotgun with a faster rate of fire (Riot Shotgun)/ Reloadable LAW[will reduce splash damage] to replace the GEP gun (Will be found in MJ12 bases still though)
I also plan on tweaking the AI (range of sight is more realistic) Also say liberty Island, the sniper isn't in a retarded spot. I plan on having 2 snipers at the top of the statue actually shooting you on the ground if you alarm them. (They will be using a bolt action hunting rifle thankfully but it still hurts!). Also I can't figure out how people with Pistols and Mini darts could take over Liberty Island when. I plan on arming them with shotguns/Uzi's in addition to pistols/crossbows. (Hunting Rifles too..)
1) Unatco HQ has assault rifles/probably sharpshooters 2) MJ12 Base right under it... wtf? O_o 3) How the heck did Gunther get captured with his augs anyways. Darts do nothing and small arms fire wont hurt him bad.
I'll post more later on tonight I need to head on over to class.
Thoughts and opinions?
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| Wed Sep 28, 2011 11:14 pm |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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 Re: Working on a Mod (Based off of shifter, if it helps)
Have you played 2027? Lots of real weapons in there you could use with Ded's permission. His AWP is probably a better bet for your mod than HDTP's sniper rifle, since that's not a real weapon. As for the HDTP Glock, why not just wait until HDTP is actually released? I doubt it'll be much longer, judging from their latest private build.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Thu Sep 29, 2011 12:26 am |
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Captain_Destro
NSF
Joined: Wed Sep 28, 2011 10:48 pm Posts: 91
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 Re: Working on a Mod (Based off of shifter, if it helps)
Honestly some models can be used as say place holders for now or maybe use some retexturing. Deus Ex Sniper Rifle has to have something similar to a cross between M110 SAS/Socom mk13 mod 5. Clyzm's mod uses something that looks similar to an M24 SWS. Though some futuristic weapons might be ok to bridge the gap (For example name the DX Sniper a variant of a current rifle). 2027 I meant to look into but class has kept me busy and hopefully I can get the permission to that. Clyzms weapon models look rather nice.
Oh one question I had, I could edit the maps/NPCs equipment but how would you code something to replace the weapons? (Tnag replacer for example) It would really cut down on file size in the long run of things. But I did plan on enhancing over all hearing/sight thresholds on NPCs as well as difficulty. (Sneaking would be possible though, in hardcore mod it seems impossible at times)
I have a rough beta but it needs many improvements and isn't in a single .u file
Whole new can of worms... Iron Sights (Love them or hate them) replacing the scope function for some weapons? (The DX Parody mod had them but I believe it was just a scope skin, anyway to actually move the view model closer like it's being sighted? As shitty as it might look)
Or say a Scopeless HDTP rifle?A way to remove the scope from the HDTP rifle(Or any weapon model for that matter) like you can on the Pistol?) I'd very much like the hunting rifle to be scopeless by default.
Also Like some weapons . (Some have a Reflex/Combat Sighting system which I've used as a scope (not a huge FoV though just slightly more) for the UMP/G36 Series (I'd like to tint the scope red though)
This is all just ideas though I'll look into 2027 when I get home.
Edit: I PMed Ded so I'm hoping for the best. I'm not sure how some authors feel about people using models and such but atleast I asked ya know? :S Hopefully I'll find out tomorrow.
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| Thu Sep 29, 2011 1:50 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13850 Location: Hafnia
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 Re: Working on a Mod (Based off of shifter, if it helps)
Clyzm's models do look nice, but I'm pretty sure he's just ripping them from Counter-Strike and then importing them into DX, that goes for the guns he "made" for 2027 as well.
To replace the original weapons, making your own version of DeusEx.u is the easiest, then you can overwrite the weapon classes and have them refer to models and textures in your own package. That assumes a 1:1 relationship between DX weapons and your replacements though - if you want to have more weapons in your mod than DX had, you'd have to place the new ones in the maps.
The DX weapons are obviously not designed for iron sights, but if you find new weapon models that are, I'm sure you can code a position change for that. Removing scopes from models will be a problem though - you could make that part of the texture invisible, but that would leave a visible hole in the model where triangles are missing because they weren't needed.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Thu Sep 29, 2011 9:01 am |
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Captain_Destro
NSF
Joined: Wed Sep 28, 2011 10:48 pm Posts: 91
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 Re: Working on a Mod (Based off of shifter, if it helps)
Bummer, I need to get pointed in the right directions so I can ask about the models themselves. Not so much the weapon code. I would honestly like to know of the copyright/technical issues in further detail. But I'm unsure if he will go into them.
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| Thu Sep 29, 2011 1:24 pm |
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miguel
UNATCO
Joined: Tue Oct 12, 2010 10:35 pm Posts: 160 Location: Acheron LV-426 Hadley's Hope
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 Re: Working on a Mod (Based off of shifter, if it helps)
Have you seen this: http://www.offtopicproductions.com/forum/viewtopic.php?f=6&t=10948There are 3 weapons. The H&K VP70 hand gun, H&K MP5 with grenade launcher and a S&W 500 revolver wich is the best i've done so far. Those models has some flaws and their textures are crappy but the revolver can be saved.
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| Sat Oct 01, 2011 1:44 am |
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Captain_Destro
NSF
Joined: Wed Sep 28, 2011 10:48 pm Posts: 91
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 Re: Working on a Mod (Based off of shifter, if it helps)
Would you mind if I used them? I'm looking for modern weapons. Also Hejhujka's FAMAS/UMP are made by Clyzm I guess so I'm free to use those as long as I credit those.. As for Cassandra's weapons I'm having an issue.. I tried making the hands Skin turn into JC's hands. I edited it in Gimp and the results just show as a weird monochrome image. I replaced it with UCC make and stuff :S
Are Deus Ex textures a 256 color bmp or some crap?
I did screw around and port 2027's weapons into regular DX, and replace enemy weapons on liberty island. it was kind of awsome tbh. But due to certain issues it will never be released.
Also wanted to add I was messing with TDH's Multiplayer bots. I have a COOP map of liberty island some what complete. If anybody is interested. I was thinking of having NPC dialogue in the chat log since cutscenes/barks only play for the server host.
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| Sun Oct 02, 2011 7:07 pm |
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Captain_Destro
NSF
Joined: Wed Sep 28, 2011 10:48 pm Posts: 91
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 Re: Working on a Mod (Based off of shifter, if it helps)
Also yeah I know the unreal engine is limited by for the SW 500 any way to add more muzzle flash to it? Since most of DX is at night and well.. this is what it looks like at night O_O such a light show. Would I have to do some sprite editing? http://en.wikipedia.org/wiki/File:Tom_500_nightfiring.jpg I am really liking it so far though
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| Wed Oct 05, 2011 8:31 pm |
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miguel
UNATCO
Joined: Tue Oct 12, 2010 10:35 pm Posts: 160 Location: Acheron LV-426 Hadley's Hope
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 Re: Working on a Mod (Based off of shifter, if it helps)
I'm sorry for that. A musle flash like that will require a very detailed poligonal model not just a square of 2 triangles, the reason i made it like that is because it look weird having a musleflash that doesn't moves at all. that will require to animate it aswell. I dont know how to animate fire. I short, the flas in Deus ex works by hiding sertain parts of the model and making it visible when the weapon is fired. You can always change the texture for a custom made animated tex but dont ask me, I never done that before.
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| Wed Oct 05, 2011 8:59 pm |
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Captain_Destro
NSF
Joined: Wed Sep 28, 2011 10:48 pm Posts: 91
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 Re: Working on a Mod (Based off of shifter, if it helps)
It's all good man I wasn't sure how complex it was. Thanks for the models. Now to make a 50 cal ammo type lol.
Oh hey Miguel I had an idea. Could I put those zombie NPCs under RGMP's bots (If they won't bite in MP) and make a multiplayer map? Basically you have to defend a map from respawning undead in a certain time limit. Ammo would be limited. You could make a barricade and such.. Now how would I go about having a "Karkian" attack a non living entity.. tough call.
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| Thu Oct 06, 2011 4:57 pm |
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miguel
UNATCO
Joined: Tue Oct 12, 2010 10:35 pm Posts: 160 Location: Acheron LV-426 Hadley's Hope
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 Re: Working on a Mod (Based off of shifter, if it helps)
Sure. That would be great. There is the magnum cal.50 ammo box in the pack , also 9x19mm parabellum, I don't remember where.
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| Thu Oct 06, 2011 8:28 pm |
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Captain_Destro
NSF
Joined: Wed Sep 28, 2011 10:48 pm Posts: 91
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 Re: Working on a Mod (Based off of shifter, if it helps)
Tempted to change the ammo type to .45 so I can have more use for that type. For say the Desert Eagle I also have. Actually scratch that there is a DEAGLE that can use 50 CAL ammo O_o
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| Thu Oct 06, 2011 9:52 pm |
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DDL
Traditional Evil Scientist
Joined: Mon Oct 17, 2005 10:03 am Posts: 3641
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 Re: Working on a Mod (Based off of shifter, if it helps)
Hide an invisible pawn inside it. Make it non-colliding, but with a cylinder big enough to encompass the actor to be attacked, and make the karkians hate it. I've used this happily in many places. Or...just make the barrier their favourite food? 
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| Fri Oct 07, 2011 9:20 am |
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Captain_Destro
NSF
Joined: Wed Sep 28, 2011 10:48 pm Posts: 91
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 Re: Working on a Mod (Based off of shifter, if it helps)
Okay so I am honestly kind of going nuts. Cassandra's weapons feature gloves hands with a black coat. I try editing the hands.pcx to look like JCDenton's hands. In unreal editor the texture looksfunky after running ucc make. What the heck is the deal? :S I open it in Gimp, Copy to paint, edit it to paint and copy it back into GIMP where it is saved as a pcx file. Is there a certain color limitation?  here is my issue.
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| Wed Oct 12, 2011 1:21 pm |
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DDL
Traditional Evil Scientist
Joined: Mon Oct 17, 2005 10:03 am Posts: 3641
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 Re: Working on a Mod (Based off of shifter, if it helps)
Is it an 8-bit indexed .pcx file?
256 colours is your limit (though you can at least chose which 256 colours they are..)
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| Wed Oct 12, 2011 4:09 pm |
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