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UniqueOne

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  1. Here's a document I wrote up a while back with a bit more info on planned warzone gameplay.

     

     

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    Gameplay stage 1 basic plan:
     
    1. Create basic worlds. Terrain based with a town or two.
    2. Most maps should also have a dueling area in a town, but the actual duel room is blocked from the main map, with 2 duelroom_spawnpont entitys  (one) for each spawning duelist. Preferably this room should be visible to the people in town (in a cantina, etc, but behind glass) to watch duels while they wait. An npc in the viewing area would be where people queue up for the duel system.
    3. Somewhere off the map, we also want a tffa/ctf area, at least in this stage of development - later this may be not required any more with stage 2 becoming the real pvp of wz. Again, 1 tffa_spawnpoint for each team. Code will make extra spawnpoints around (or inside) that entity for multiple players to spawn. Possibly in stage 2, these may be re-purposed into guild training/testing areas. This needs to be it's own area of the map, no visibility to the main map for speed/culling/etc. Again, there will be an NPC in town to queue people for the ctf/tffa matches.
    4. A few maps might have some sort of arena. No rush on this one.
    5. We spawn a bunch of completely random quests/enemies based on some simple scripts per faction in the wilderness around the town for people to fight/farm/etc. This becomes the stage 1 economy, items.
     
    The basic idea of this stage is to get players gathered on a few wz servers, not spread over hundreds of empty ones. Build communities and friendships to keep people playing, because theres always people online.
     
     
    ------------------------------------------------------------------------------------------------------------------------------------------------
     
     
    So, now we have a basic world system. now comes the next stage, main pvp/guild system (the longer term plan that ive only had in my head really):
     
    1. The towns above become conquerable by guilds.
       * Guilds that own an area have a monopoly on the loot and resources in the area. (Long term, some areas may also open up skills to members of a guild, or ships, vehicles, or whatever). Possibility of other structures at some point to mine resources, etc.
       * Guilds will be able to set standings with other guilds, allowing or disallowing access, and allowing for a basic guild-alliance system. Undecided on if allied guilds will be allowed to help defence/attacks on areas. We probably don't have enough player slots to allow for it on a server.
       * Guilds will be able to invest into automated defences, but their main defence will always be their players.
    2. A guild that holds the town can block others from access to the area. However, another guild can declare war and try to claim the town from the original clan.
        The war would cost them money, and be on some timers.
        * A begin timer (probably like 24hours) - giving the owner a chance to prepare a defence.
        * A battle timer (probably like 1 hour) - this is how long the owning guild will need to stop their attacks, and how long the attacking guild has to take out the structure that claims area ownership and it's defences. A death of someone in this time will probably put the person into a non-combatant ghost-ish state for a period of time to be worked out. Let's say 5 minutes for now, to give the oposing team an advantage, able to focus on the 'territory claiming' structure (attack or repair).
    3. Pirate guilds/groups can hack access to a world temporarily to cause havok or just have fun with the locals.
    4. Some worlds (and hub worlds) will be unconquerable by players (and patrolled by local police force), for those that do not want to PVP.
     
    Now we have a game where the players are the content, and stage 1 is just the basic economy. And unlike JKA, players have a reason to log in and play each day, their loyalty to their friends and guilds. All the JKA guilds will now want to use WZ as now they have a reason to be a clan.
     
     
    ------------------------------------------------------------------------------------------------------------------------------------------------
     
     
    Some possible really long term clan structure options ideas:
    * Defence Turrets (of course).
    * Shield Generator (protect town by forcing attacker to take out the energy sources before they can get into the town and attack the 'territory claim' structure.
    * Space Station - That's no moon! Floating in the sky, clan can call down orbital strikes say once every 15 minutes during an attack (while the station is visible overhead). Long long term, this could even be another play area.
    * Ship Yard (and Ships) - clan can call down support fire or npc reinforcements? Long long term, these could even be use to get to enemy planets to attack them.
    * Various area resource upgrade structures. Improves the world. Increase quality of loot or resources, or add extra quest givers or traders, etc.
    * Hunting Guild- Hire NPCs to farm the area for the clan for passive clan profit and resources.
    * Mechanic's Guild/Police Guild - Hire NPC-vehicles/NPCs for defence around the town, town outskirts, shield generator and energy generators?
    * Robot Assembly/Force Academy/Soldier Academy - Players can buy or select a Robot/Jedi/Soldier follower (like padawans/hk followers in current code).
     
    I'm open to more ideas...
     
     
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    Lwkill and Droidy365 like this
  2. Warzone installer and updater is now available for anyone that wishes to have a look at the alpha versions of the game.

     

    * Requires a 2GB video card at least and a fairly recent CPU.

    * If you have issues running the game on AMD graphics, use the AMD FIX.bat file once.

    * The installer/updater/launcher will update all files each time it is run to the newest. It will also fix the game files.

    * Always put the installer in it's own folder. DO NOT USE THE INSTALLER IN A FOLDER WITH ANY OTHER FILES OR FOLDERS INSIDE (other then the other files in this archive)!

    * If you want to make content for warzone, copy the gamedata folder to another place and work on that copy (there are bat files in GameData to run the game), when the updater updates on the downloaded copy, it will reset any files to defaults.

     

    DOWNLOAD LINK

     

    Updated on 2019/01/10 to make it a borderless window, add download speed, and other info when downloading, and minimize to system tray.

    Updated on 2018/12/27 to raise the max concurrent download connections from 2 to 4.

    Updated on 2018/12/21 to add some improvements.

    Updated on 2018/12/20 to fix issues with UAC and some other improvements.

     

     

     

    LAUNCHER INSTRUCTIONS AND TROUBLESHOOTING:

    1. Extract the Warzone folder inside the archive to some place on your hard drive (using WinRAR or 7zip).

    2. Go to that folder and run the WarzoneLauncher.exe file.

    3. It should automatically download all the warzone files.

    4. Once the files are downloaded, it might ask you to show it where your jedi academy 'gamedata' folder is, if it does, then select that folder in the dialog.

     

    If for some reason the game crashes at start, there are 3 possibilities.

    1. Make sure inside Warzone\GameData\ you see a 'base' directory. If not, copy your 'base' directory from your Jedi Academy game folder.

    2. Most things can be fixed by simply restarting the launcher. It will continue any updates and fix any broken files.

    3. Make sure you have the latest launcher, above. It has been updated multiple times the last few days.

    Futuza, Smoo, Stoiss and 2 others like this
  3. ... and some more new pics ...


     


     


    More procedural snow updates (now with more config options and better looks in general):


     


    4WOjTKZ.jpg


    WAYTskj.jpg


    eSiM2mw.jpg


     


     


     


    Remade the procedural night sky (now also has proper atmospheric scattering at night):


     


    flYrCVb.jpg


    3PY6onC.jpg


     


     


     


    New sunset/sunrise updates sun and it's volumtrics now changes color:


     


    rRv5s74.jpg


    blLmdKY.jpg


     


     


     


    Procedural moons (can add up to 8 procedural moons to any world, with their own texture, etc):


     


    OeZ5bDY.jpg


    Wbf82Mh.jpg

    Lancelot, Smoo, Kualan and 4 others like this
  4. ... and more ...
     

    Procedural snow system (just specify an altitude in the mapinfo for the map for snow to start blending into the original map - or set the altitude below the map to make the whole map snowy - players and entities also get snow added):

     

    ryP51ko.jpg

    sqPnes4.jpg

    9ryl4bF.jpg

    D1K7Hr4.jpg

    Id5Pwve.jpg

    xzMhWjm.jpg

    P8U7XjH.jpg

    9BAvfjg.jpg

    ruHOC2f.jpg

     

     

    Procedural moss (just enable in mapinfo to add moss to ground, rocks, and trees):

     

    shot2018-09-04_03-48-17.jpg

    shot2018-09-04_03-53-56.jpg

    shot2018-09-04_03-52-48.jpg

    shot2018-09-04_03-55-51.jpg

    shot2018-09-04_03-54-20.jpg

     

     

    Procedural lava (not currently used anywhere in warzone except on the ffa map for testing):

     

    nqQaVvs.jpg

    vOlhDx8.jpg

     

     

    Underwater looks updates:

     

    shot2018-08-31_04-32-00.jpg

    Stoiss, Futuza, Lancelot and 2 others like this
  5. Here's some new screenshots.


     


     


    Volumetric fogs (enable in mapinfo and set what types you want, linear, volumetric whole map, or volumetric altitude based - can set density, wind, etc):


     


    shot2018-08-19_01-31-12.jpg


    shot2018-08-19_06-14-29.jpg


    shot2018-07-26_05-01-12.jpg


    shot2018-07-24_01-23-58.jpg


    shot2018-07-24_01-22-33.jpg


    shot2018-07-24_01-22-33.jpg


    shot2018-07-24_01-17-31.jpg


    shot2018-07-23_23-42-44.jpg


     


     


    General water looks improvements and a new breaking-waves/whitecaps effect:


     


    CchlBmJ.jpg


    ahjIP7O.jpg


    XEqD9DX.jpg


    zBBlpaV.jpg


     


     


    New procedural ground foliage system (automatically adds layers of surface plant life over the ground):


     


    shot2018-09-09_01-21-06.jpg


    shot2018-09-09_01-21-39.jpg


    sn9ocl7.jpg


     


     


    New procedural hanging moss/vines system (simply enable it and tell it what texture to use on your map in mapinfo):


     


    shot2018-09-06_11-09-37.jpg


    shot2018-09-06_09-01-04.jpg


    shot2018-09-06_11-11-18.jpg


    shot2018-09-06_11-14-55.jpg


    shot2018-09-06_09-01-51.jpg


    shot2018-09-06_11-13-31.jpg


    shot2018-09-06_11-17-35.jpg


    shot2018-09-06_11-20-55.jpg


    shot2018-09-06_11-21-31.jpg

    Futuza, Jeff and Smoo like this
  6. I made a tool for warzone to convert between model formats, which may (at least partially) do what you want. It will rename the material names to the texture names, but as warzone checks the model's directory for textures by default, i don't think I made it add the path itself. Anyway, it may save some time by at least filling the texture names, leaving you to only have to add the path at the start of each material.

     

    NOTE: I'm too busy working on warzone to really spend any extra time working on or supporting this little program, I just made it for my own use on warzone prefab models. It may help with your needs as well.

                 It is a command line tool, you will need to use it from the command prompt. Hope it helps.

     

    Download Link

    Asgarath83 likes this
  7. ... My... My mind is blowing up... D:

    This is with a code modification @@Stoiss ? or just with new sdk tools? How you do that? when you will release it!!! D:

     

    It is possible to test warzone now, by downloading from github, and getting links from us for some test maps. Warzone needs a pretty beefy computer though, at least for GPU (something like 4gb+ video card era, 2gb if you don't care about fps so much).

    Smoo likes this
  8. @@UniqueOne i was searching a big open world terrain or some way for make some kind of RPG \ space dogfight fighter battle on JKA engine and AshuraDX linked me to warzone. i'm working about two project: a legacy of kain mod conversion of JKA and another project more personal about a science fiction saga of my creation. the problem is: for heal and illness and photosensibility problem i am stuck to use an old Windows XP SP3. your q3map2 alternative can run in a system like mine? i have also a 32 bit machine, not 64 bit.

    if is not, is possible to make a build compatible with my case? :\ many thanks for every answer.

    i love JKA but i ever going mad about the fool graphic limitation of MD3 , no do more of 1000 vertexes models, bad autocollision of models created by q3map2 on solid spawnflag that make the map insanely loud and with fps drops and also i hate to become crazy to manually clip static meshes. warzone can resolve all this problem for what i see and can open an entire modding universe with high poly stuff, right? so... ehm... any possibility i could use too with my old computer?

    (recently, i also discover how to do map area workable on JKA with not big problems using 3DS and OBJ format instead of MD3, also if md3 still again a good friends of mappers.)

     

    Unfortunately for the increased limits, WzMap requires more then 3.4gb of ram, so 64bit is required. It really requires about 8gb usable memory for a basic map or 12-ish gb to use the procedural systems (adding trees/rocks/buildings/whatever). The maps will run in game on 32bit though, it just needs that memory while generating. Could you maybe get access to another computer via teamviewer or something for compiling?

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