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Introducing Gunslinger 3.0


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So as you may or may not be aware, I produced a small mod with Silverfang titled Gunslinger's Academy. While not very significant in and of itself, it had a very small but tight-knit following. The idea was simple: create an FPS environment from JKA with features from Call of Duty. A large number of features made their way into Jedi Knight Galaxies, like Ironsights, Sprinting, etc. The mod went dead after version 2.4.4, but we had planned for a 2.4.5 release before our time was consumed with Jedi Knight Galaxies. In order to boost both our resumes, we're looking to revive this mod as Gunslinger 3.0. Most of the code is being rewritten to support OpenJK and play nicer. A lot of the focus is being put on cleaning up the code and existing content before we seek to add new features. As always, I will keep people informed on a release date and new features.

 

So here's what you can expect from Gunslinger 3.0:

  • An actually working, bug-free version of the game.
  • All of the original features of Gunslinger's Academy, sans the graphics changes as they haven't aged well, and Overlord, our social media project for the game as it no longer represents our vision.
  • Two new hud skins to be announced at a later date. One of these will be Hotline: Miami themed.
  • Compatibility with OpenJK.
  • All of the menus redone to actually look like you aren't playing JA.
  • A handful of new weapons. Several of these have new mechanics unique to any JA mod.
  • Streamlined controls
  • A new gamemode which was teased a long time ago.
  • Refined Ninja mechanics.
  • New co-op maps.
  • New killstreak items.
  • Modular languages system, so more languages can be added easily and without a .menu modification.
  • Fixing the pre-game lobby.

Naturally we will support mods, so you can even make new maps that have new weapons that ship along with them.

 

I'm also announcing the creation of a new studio - Full Spectrum Software. Gunslinger 3.0 will be the first product of Full Spectrum as Rapture, our main project, is on development hold until Valve releases Source 2. We are looking to expand our team with like-minded individuals. Ultimately we would like to have multiple teams working on different projects. Inquire within if you are interested in becoming part of our team. All positions needed.

Lancelot, Smoo, DT. and 5 others like this
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I could help you out with codihahaAHAHAHA. No but seriously, I'm doing sound and music if interested

We are interested in someone who could help us with the sounds specifically. A lot of our current sounds are just rips from Call of Duty 4. Since video and sound quality has improved a great deal since we first started with the mod, we are looking for someone to comb through a bunch of YouTube videos of live gun firings (think FPSRussia) to replace some of the existing ones.

We are also interested in music for the main menu, but we aren't sure what direction to take it. Most of the menus are going to be barebones and designed to age well. If you want to give us a sample of some of your works, we'll be glad to take a look at it. :D

 

Here's a very small sneak peak at the Hotline Miami HUD:

 

 

8tccWZ3.png

 

 

 

I think it's better for both of us that you don't touch my code - this stuff is from my way early years and it's pretty embarrassingly bad and difficult to navigate. :ph34r:

therfiles likes this
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We are interested in someone who could help us with the sounds specifically. A lot of our current sounds are just rips from Call of Duty 4. Since video and sound quality has improved a great deal since we first started with the mod, we are looking for someone to comb through a bunch of YouTube videos of live gun firings (think FPSRussia) to replace some of the existing ones.

We are also interested in music for the main menu, but we aren't sure what direction to take it. Most of the menus are going to be barebones and designed to age well. If you want to give us a sample of some of your works, we'll be glad to take a look at it. :D

:ph34r:

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Since I realize that not many people know about the mod, thought I'd take the time to explain a solid list of features, including things which were present in past releases.

 

GS3 has you pick a loadout on (what is basically) your profile menu. You can also choose to randomize your loadout (the default). There are three slots: the Primary, Sidearm/Secondary and Explosive slots. Your primary weapon consists of an assault rifle, heavier smg, heavier shotgun, or light machine gun. These weapons are classified thus because they cannot be dual-wielded (more on this in a moment). Sidearms can be dual-wielded, and they consist of smaller submachine guns and machine pistols, as well as sawed-off shotguns and pistols. Explosives are side pieces of equipment that may include RPGs, C4, Flashbangs, Grenades, Gas Grenades, Smoke Grenades, etc. In addition, most (but not all) explosives can be utilized via a Quick Throw key. This allows you to quickly toss your grenade-type explosive or detonate your shaped charges quickly and easily.

 

Dual-wielding in GS3 for the most part requires another player's dropped weapons to function properly. Any two dual-wieldable weapons can be dual-wielded: you can pair a shotgun with an uzi, for instance. Some pairs are better than others. For instance, Dual Magnums are some of the best weapons in the game due their main drawback (firing rate) being reduced significantly with dual wielding.

 

Our codebase is based on OJP Basic and some of the features still remain. CO-OP is still very functional and something we'd like to set our sights on specifically at some point. We've refined the TAB bots to put up a fairly decent fight. While they do not emulate a human player very well, they are still very fun to play against.

 

We've decided to scale back on the features promised from GSA in order to focus on making a tighter experience. Here are the gamemodes I can promise as being functional in GS3:

  • FFA
  • TFFA
  • CTF

Some further goals include CO-OP, VIP Escort and Ninja - a reason to put those Jedi mechanics to work. :)

There are also some cvars like Old School mode, where there are dedicated pickups but no loadouts; Barebones, which doesn't have any killstreaks (these are map-specific in nature....no tactical nukes!); LMS, which requires almost no explanation, and there's Hardcore/Softcore distinction...sorta, although we really just call them "Normal" and "Training" modes., respectively.

Further down the line we plan on hosting an event and all are welcome to play then.

therfiles likes this
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nice project ! will play it.

 

two question :

 

- what about the "wolrd" ? Star Wars related or "CoD/Counter strike" related ? (I mean: Star wars Weapons and characters, or Modern weapons and characters ?"

 

- what about JK Galaxies ? Do you continue to develop it ?

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nice project ! will play it.

 

two question :

 

- what about the "wolrd" ? Star Wars related or "CoD/Counter strike" related ? (I mean: Star wars Weapons and characters, or Modern weapons and characters ?"

 

- what about JK Galaxies ? Do you continue to develop it ?

1. I don't understand your question. It's a "modern" timeline, nothing at all to do with Star Wars. Nothing related with CS or COD in terms of a "story" either if that's what you're asking.

 

2. I have stated before that it's something that I develop whenever I feel like it. I'm an open source contributor to a project that nobody else contributes to, that's it.

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Ghoul2 viewmodels would be a great feature for this, if it's not already in. Also, are you going to add decent ladders where the player is locked and it plays an animation?

 

Do you need any animators, level designers or artists?

eezstreet likes this
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Ghoul2 viewmodels would be a great feature for this, if it's not already in. Also, are you going to add decent ladders where the player is locked and it plays an animation?

 

Do you need any animators, level designers or artists?

There is one map actually which has ladders in it, but they do not function. We want to get those ladders working but aren't sure whether locking-to-view is good for the pacing or not. That will need some experimenting.

 

Yes, I intend to support Ghoul2 viewmodels.

 

And yeah, we could use level designers, animators and others for sure! All of the weapons are already modelled, just need some finishing touches (including bringing them to Ghoul animation). Just let me know via PM or thread post how you want to proceed.

  

Reminds me of this manhunt co op mod i use to play with ppl

Yes! The Manhunt developers collaborated with us and contributed a few models.
DT. and Smoo like this
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I know at least SoF2 SP has player locked ladders with animation, not sure about MP if you wanted to see how it works for that game. I forget what I did, but I got basic ladders working by fixing something in the code somewhere. I know that the ladder code is tied to the water code in a few places.

 

I wouldn't mind helping out for sure. Let me know what you want me to do whether it's animation, modelling or level design. Weapons could use more work - by that I mean increasing the triangle count for viewmodels. Levels look quite low quality as well. All areas in which I am able to help if you'd like. :)

Smoo likes this
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Crisis averted. The netcode is now being altered. You might want to talk to Silverfang about getting the weapon models into a Ghoul2 format. For now you'll have to use the JK2HD demo as I'm in the process of doing a major rewrite to the netcode for GS3.

DT. likes this
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