Fantasy 'melee-mod' ideas


(Bladen) #1

Im too dumb/thin to do some modding work,but i’d like share my ideas and see what others think about them:

http://www.uploadtemple.com/view.php/1130235072.html

It’d be awesome if someone could form a team and create a melee MP mod for ET,a decent melee MP mod is what ET(esp with its xp/skill system) and other FPS games lack,so feel free to use the ideas in this doc if you are interested in creating such mods.

Thanks for reading.


(carnage) #2

actualy sounds pretty fun being able to block with shild and batter ppl

however, as ive been told ET modding help is very hard to find these days and the chances of finding enough ppl with the right skills and abilites to get a mod like this working are slim

but still good luck to ya


(Bladen) #3

Thanks for the reply.

there are few total-conversion mods of ET,and none of them takes the advantage from ET’s ‘unique’ xp/skill system afaik,that’s why i came up with this idea.

A melee team-based FPS mod with some role-playing elements(xp/skill) will rock in my opinion.


(carnage) #4

the skill system maby unique to ET but it ime sure that it would be very easy to implement on almost any other game mod

the pretty big advantage of ET as i see it that its free so you could ship a TC mod for everyone to play without havin to think how many people have the game. infact you could make an instaler that took esential files from ET and you custom mod files and put them under a brand new game directory and run it as standalone


(SCDS_reyalP) #5

Posting an idea and hoping someone else will implement it, without you doing any of the work is unlikely to go anywhere, but anyway…

Melee combat in FPS’s is hard. Jedi knight is the best one I can think of, and even that wasn’t too great (and it let you switch to thirdperson for melee, so wasn’t really FP)

XP is all in the gamecode, so you could do that in any game. You might be better off starting with the GPLed quake3 source instead. ET does bring some engine improvements, but in the long run being able to modify the entire code base will probably be the better deal.


(Bladen) #6

my idea for the ‘melee system’:
Melee weapons are ranged weapons that have very short range and shoot

multiple ‘traceline’(like the shotgun in Q3A),the tracelines have

different ‘length’,thus we can use the ‘tracelines’ to form the ‘shape’

of the melee weapon collision:

For instance,a ‘2D sword’ which shoots 3 invisible

collision-check-lines(more for weapons have ‘complex shape’),the longer

one deals less damage and the shorter ones deal more damage. Even

though the two characters are always ‘boxes’,but we can differ the

damages dealt by the melee weapon by adding multiple collision check

lines against the char box collision.It’s still far from a real

melee-system,but with this weapon damage ‘dice system’,melee combat

will definately become more fun and exciting.


'normal 2D sword' melee weapon:
char box                              traceline 'melee weapon'   char box 
--------                                                    -------- 
|      |                                                    |      | 
|      |                                    ---------<======|      |
|      |                                                    |      | 
|      |                                                    |      |
|      |                                                    |      |
|      |                                                    |      |
--------                                                    --------

'multiple lines 2D sword' melee weapon
char box                             tracelines 'melee weapon'	 char box 
--------                                                    --------
|      |                                         -------    |      | 
|      |                                   ----------<======|      |
|      |                                         -------    |      | 
|      |                                                    |      |
|      |                                                    |      |
|      |                                                    |      |
--------                                                    --------

Unfortunately,im idiot at all stuff and dunno how much it’s doable,the

only thing i can contribute is bringing some ideas.Sorry if I had

posted in inappropriate section/inappropriate topic name.


(carnage) #7

maby it would be better to build you mod in jkII since it already has some for of mele combat


(SCDS_reyalP) #8

Hit detection isn’t the problem I was talking about. How do you make a control system that is both reasonably simple, fun, and gives you combat which isn’t mostly random ? How do you make it more than sprinting around in circles spamming the attack button ?

Random damage variation (which ET already has for the knife BTW) doesn’t make the combat more interesting that I can see. It just makes the combat more “lotto” and it’s already pretty lotto to start with.

I’m not trying to be negative here. I think what you describe could be very fun, if you could figure out how to make the combat work well. I just don’t see a good way to do it.


(carnage) #9

i have concerns about the lag as well, unless all players are extreamly good ping it could be very hard to play also the combat may not look right

when you atack it prob wont look as if the player has blocked cos on the lag to server to clinet back to server to you .it will prob just apear to be random hits anyway


(Bladen) #10

Hit detection isn’t the problem I was talking about. How do you make a control system that is both reasonably simple, fun, and gives you combat which isn’t mostly random ? How do you make it more than sprinting around in circles spamming the attack button ?

The movement speed needs to be greatly reduced for ‘pure’ melee classes(‘strafe’ needs to be revamped or simply removed in a melee mod imo),and the ‘rate of file’ of melee weapons should be very slow compare to ET’s knife’s.

Random damage variation (which ET already has for the knife BTW) doesn’t make the combat more interesting that I can see. It just makes the combat more “lotto” and it’s already pretty lotto to start with.

The ‘damage system’ i would like to see is.

lets still use the 3-lines 2D sword as an example:
we set the ‘damage range’ of that sword to 9-45:
the longer line only deals 9 points of damage,while the 2 shorter ones deal 18 points of damage each.
thus,you have to get very close to your enemy to maximize your weapon’s power,but also at the risk of taking more damage from your enemy’s weapon.

i have concerns about the lag as well, unless all players are extreamly good ping it could be very hard to play also the combat may not look right

when you atack it prob wont look as if the player has blocked cos on the lag to server to clinet back to server to you .it will prob just apear to be random hits anyway

lag is always a problem in FPS games,esp for melee ones.It should be slightly better in ET than ‘real’ melee game,cuz the melee weapons in ET are actually ‘ranged-weapon with very short range’.


(carnage) #11

lag is always a problem in FPS games,esp for melee ones.It should be slightly better in ET than ‘real’ melee game,cuz the melee weapons in ET are actually ‘ranged-weapon with very short range’.

cos of the way anitlag works there is no problem however the weapons detect coloiosn so imo it would be better to develop there own hit detection. just because its ET will make no difference to how bad the lag will look

imo to pull of visualy pleasing atack and blocks you need basicaly no lag at all, you clinet side atack might of finished and showed a hit before your packet arrives making the player block


(nUllSkillZ) #12

A melle mod for UT2004 I’ve found:
http://thesoulkeeper.helm-systems.com/soulkeeper/
There are two trailers on the website.


(nUllSkillZ) #13

Shouldn’t there be some middle range weapons like bows and crossbows for all of the classes?
Bows = MP40 / Thompson = high fire rate + low damage
Crossbow = Garand = low fire rate + high damage

So every class would have a short range weapon (axt or sword) and a mid range weapon (bow or crossbow).

Edit:

BTW theres an interesting Poll over at ModDB concerning Medieval / Fantasy games:
What setting would you like to see more games set within?-Poll

[edit1]
One of the classes could drop mana “packets” = ammo packets.
[/edit1]