New W:ET for modern times


(blackadder34) #1

Hi, I’ve just downloaded and looked through the W:ET engine source code.
and I was wondering if we should make at new W:ET for modern times.

Edit one of my team members that was going to work on new graphics is not able to anyone so with only 6 team members some of the grahpical features may not be finished.

Some ideas I was thinking of.
/////////////////////////////////////////////
Overall gameplay will stay unchanged!!!
////////////////////////////////////////////
-new shader system better shadows and lighting Edit may be impossible for first release
-new texturing with .png support
-increased player interactivity - ripples was you walk through water
-support for new sound effects
-maybe support for advanced models types. eg .3ds .blend .obj
-new physics system
-ragdoll physics
-new weapons
-updated renderer to have generally better graphics Edit may be impossible for first release
-destructable environment
-player controlled tanks/cars
-new or improved model formats for player models and weapons
-built in VOIP and mumble
-intergrated map and model editor
-single player campain
-far better AI
---------------------much work put into a near fool proof anti-cheat system YAY no more aimbots/wallhacks!!!

-HEAPS for small things ionsights/better sound effects/overall graphics improvment/more built-in voice commands and weapons

I really want to improve graphics. Edit this comment is now questionable
It should be cool with all the new features.

Do you guys think these changes are good or bad for the game should Add or remove some?
Please tell me why or why not you like them.

If you want to help make the new game please contact me on the thread or PM me and I’ll get back to you.

All help is well come:)


(ischbinz) #2

http://www.splashdamage.com/forums/showthread.php?t=21759


(IndyJones) #3

when i saw the thread name, i was hoping that someone decided to work on w:et-like gameplay but suited for modern times (like true combat elite, but with objective base) :frowning:


(blackadder34) #4

What I want to do is to remake W:ET with new features to make W:ET more fun and look better on modern systems since the orignal game is being abit dated now.

I was thinking of making only changes that don’t greatly affect game play.

The maps and weapons will be same as the original game as I said just it will look better and have things like VOIP and physics.


(stealth6) #5

You, might want to elaborate on your plan or what you are looking for. At the moment I just see a post with a list of interesting features.

Also looking at the list it doesn’t seem like you’ve thought the course of action through much.
You’d need a whole team of experienced coders to pull that off in the near future.


(sondzhi) #6

I may reefer your thoughts to the Axis Revenge project.
They have the same To-Do/Wishlist as you :slight_smile:

http://www.axisrevenge.com/

edit

Default New W:ET for modern times
Hi, I’ve just downloaded and looked through the W:ET engine source code.
and I was wondering if we should make at new W:ET for modern times.

Some ideas I was thinking of.
/////////////////////////////////////////////
Overall gameplay will stay unchanged!!!
////////////////////////////////////////////
-new shader system better shadows and lighting <- will be in AR
-new texturing with .png support <- will be in AR
-increased player interactivity - ripples was you walk through water
-support for new sound effects <- what do you mean? 5.1, 7.1 support? is given…
-maybe support for advanced models types. eg .3ds .blend .obj <- how about md5?
-new physics system <- needs to be implemented
-ragdoll physics <- actually dunno if this already in AR implemented
-new weapons <- YES,SIR!
-updated renderer to have generally better graphics <- YES, SIR!
-destructable environment <- needs to be implemented
-player controlled tanks/cars <- sucks, please not!
-new or improved model formats for player models and weapons <- q.v advanced model types
-built in VOIP and mumble <- integrated
-intergrated map and model editor <- integrated? You have XrealRadiant, for model you need Blender, or some equivelant
-single player campain <- if you want to make a single player then go ahead and make one
-far better AI <- for what? Bots never have been included, except the beta of ET, that was like 8 years ago and they were removed if you want to add bots maybe you can head up with the Omnibot Developers as long they are interested


(Scennative) #7

owned by sondzhi xD


(TomTom7777) #8

What I fear is too many coders will split off on their own little teams and we will have 5 EastFronts taking us into 2013 and beyond.

I think there needs to be a vanilla ET trunk project, open source that developers can branch from at significant version numbers. I know it sounds boring, but small milestones and say 2 version releases a year.

Version 2.70 (say);

  • set up version control, bug tracking, style documents, workgroup rules, review committees…
  • add Chrukers Bug fix project, additional bug fixes, stability issues, bandwidth issues, some anti-cheating.
  • fix the mgmount on vehicle to support 2+ vehicles
  • this version should be compatible with just about anything.

Version 2.80 (say);

  • increase limits (remapshaders, trigger_objective_infos, entities etc)
  • move various constants that limit mini-mods, out of the c code and into configuration files.
  • Make some weapon physics configurable. Allow for more weapons, and game limits on weapons.
  • incorporate subroutines from some mods that can be controlled by optional opt-ins
  • add hooks as may be requested from active mod-ers
  • more anti cheat
  • support a few more file types for audio, video, model and texture formats if time allows.
  • extend existing shader support to one or two more effects if time allows.

version 2.90 (say);

  • more anti cheat?
  • support a few more file types for audio, video, model and texture formats.
  • plan for optional multi-threading support
  • extend existing shader support
  • try run-time compiling of game scripts
  • optionally support alternate scripting language to act as map script.
    etc…

And then sometime in version 3 replace (or major overhaul) the graphics engine

and so-on. The important thing is not to bog down in QA or in feature bloat.

As for bots Bobot source is already available, but maybe you can convince Dr Evil and Crapshoot to GPL Omnibot 0.8. Otherwise see if they would be interested to monitor the changes and adapt Omnibot when needed. Adapting a MP bot to SP should not be too hard once you have control on individual bot spawns, class and snooze/awake and bot objective assignments.

Anyway that is my 2 cent opinion :penguin:


(sondzhi) #9

I actually dont think that this will happen, at least not in this dimension. Therefore are in the ET community too many wannabe coders out there and to produce a Total Conversion on his own, or with two or three heads will eat a lot of time. We are talking at least about 2 years, but almost more than 2 years. 3 or 4 years are more realistic.

At the moment the situation looks like that:

  • ET Src is gpl’ed under version 3

  • Since one year is a possible sucessor of ET in development, called Axis Revenge.
    A total conversion of the Xreal Engine which is based upon ioQuake3.
    The difference between Xreal and ioQuake3 is a overwhelmed tool chain to make maps and at most the graphic renderer which has been replaced, ok there are some other enhancements also made by Tr3b but the mentioned changes are also the biggest.

By the way, the Axis Revenge project is thinking about to switch to the Overdose Engine. Have a look at youtube for it and i swear you will get wet panties :wink:

  • The maintainers of ioQuake3 just announced after the release of the ET Source to start the ioWolfET project. What are the aims of the ioWolfET project? See here:

The project was started shortly after the source code release with the goal of creating a bug-free, enhanced open source Quake 3 source code distribution upon which new games and projects can be based. In addition, the project aims to provide an improved environment in which Quake III: Arena, the Team Arena expansion pack and all the popular mods can be played.[13][14][15][16] Notable features added by the project include builtin VoIP support, Anaglyph stereo rendering (for viewing with 3D glasses), and numerous security fixes. A full list of features is available on the project’s website.

Taken from wikipedia.
So we will see a bug-free and enhanced vanilla et, without graphical enhancements so you can kinda say that you get a pimped vanilla-et without the benefits of Xreal. It’s even possible that such old abandoned mods like jaymod will run with ioWolfET, but without Punkbuster.

The maintainers do also know their job, their ioQuake3 project got forked by many other projects like Urban Terror or Tremolous. So they are defnitely able to build and maintain a solid base of the original Wolfenstein Enemy Territory source code.

All other changes will be up to the ET-Community. ioWolfET wont do any game changes. It will just fix bugs and enhance some things like the audio output. ioQuake3 supports 5.1 and 7.1 soundsystems including .ogg support. So you all will finally get high quality sounds out of ET and small soundpacks if you join a public server.

If someone wants to start a new ET’ish project with the Xreal Renderer the persons should know that they go in competition with the Axis Revenge project since they are planning the same thing.

If someone wants a eye-candy engine and new weapons etc should ask the project leaders of Axis Revenge if they could need help, afaik they have lack of coders and mappers.

Imho I would like to see an graphically pimped version of ET with maybe just 2-3 gameplay changes (weapons can stay the same, except a new weapon called venom :oppressor:), without any sort of story behind it. The original ET is as it is almost superb in gameplay, i just would like to see such things like a bomber flying over the map when a field ops is throwing his air-can on the field and before he will be able to call in artillery he needs to deploy his artillery somewhere on the map. On this way will also get Covert Ops and Engineers a new role in the game. Covert ops needs to destroy the artillery and engineers can repair the artillery. The same thing as in ETQW except any sort of drive, or flyable vehicles + the benefit of less field op arty spam and more stratetic thinking.

Probably its smarter to create then a mod with the mentioned changes for Axis Revenge.

I guess in the next weeks and probably at lasts the next 6 months we will see how far the evolve of the original ET source code will go and which projects will remain after some died.


(acQu) #10

Phew that was some extremely unnoticable Axis Revenge Commercial post :wink:


(acQu) #11

Phew that was some extremely unnoticeable Axis Revenge Commercial post


(sondzhi) #12

I am not involved into this project. It’s just a sober point of view of the current public plans and ideas in the Wolfenstein Enemy Territory community and the reason why i mentioned so often Xreal and Axis Revenge is simply easy: why should you reinvent the wheel when someone else - is trying - it already. I say trying because except some early model and weapon pictures, Axis Revenge didnt reveal any ingame screenshots yet. This could imply that they even didnt get anything coding-wise done. Have a look for the Xreal based projects Weaver, Code43, or Rogue Reborn. They released at least videos and pictures of their games and you know: 'aight they could get at least something to show us done.

The persons which dont wanna have graphic enhancements and no new elements in gameplay should keep track of the ioWolfET project. Except an anti-cheat tool you will find someday everything there what your heart desire.


(crapshoot) #13

already happened


(hellreturn) #14

I just hope all coders can work together to make something out standing rather then working in small groups!

Together they can change the history of W:ET and separately it will remain all talks on forum!


(IndyJones) #15

impossible, cause some people dont want to see certain features in et, even thought they could be turned off by cvar.


(blackadder34) #16

Would people still want to play a W:ET game if it had all the new features listed above in my fisrt post.
But without new graphics since one of my team members that was going to work on the renderer is no longer be able to.

Rewriting a renderer will be hard since there are only 6 of us now none of which have had any experience in renderer programming.


(Dushan) #17

Sorry for bringing old topic to life again, but can somebody explain to me this

  • fix the mgmount on vehicle to support 2+ vehicles

What is problem there? Is and where are there limitation? And why simple can somebody add more vehicles?
EDIT: and how this stuff work?


(twt_thunder) #18

[QUOTE=blackadder34;237425]Would people still want to play a W:ET game if it had all the new features listed above in my fisrt post.
But without new graphics since one of my team members that was going to work on the renderer is no longer be able to.

Rewriting a renderer will be hard since there are only 6 of us now none of which have had any experience in renderer programming.[/QUOTE]

funny I was talking yesterday with one of my friends about exactly this, bringing ET up to the latest COD but keep the basic with objective and dm.

problem is… all i can do in c++ so far is to make a program that says “hello world” …rofl…
and sitting here with a broken arm it’s not to much i can help with…

but i personally think its an good idea to take the game beyond ww2 to the modern times…

and if some of the limitations would go away as max vertiges and well… you know this is great…

:slight_smile:


(Indloon) #19

Cryengine 2 and you got this modern times.:smiley:
Dont recommend Cryengine 3,its to over reality edited.


(Mateos) #20

Modern times, in case of Axis victory?