Bacon, the only thing i see in the etpro-3_0_1 pk3 is a script folder that contains a file called 'LTCClanUK.Campaign. Dosnt tell me a thing. 'I have literally no experience with modding even less with programming, i only mentioned the possibility as i asumed most mods are open source. Am i wrong?
SP modding
Although naughty to suggest it, be sure to look at how monsters were done in previous quake engine titles like q2, and or how various weapons and effects were executed in q3.
These systems are fundamentally “id”, so although you’re not allowed a direct cut n paste, its certainly worth checking out.
As for the AI issue, unless you need some seriously hardcore AI pathing abilities - a simple noded waypoint system with A* for traversal should be plenty enough - especially seeing q3’s traces plenty cheap as a preprocessing step.
Q2 has AI, it’s not impossible to devise AI based on previous games for use with ET.
yeah, thats why i was talking about the RTCW source code
Hi,
Why make a scy-fi mod??
I think WW2 has much more to offer then sci-fi.
And after all it’s WW2 we all love.
I would also like to see a SP mod for ET.
But try to make a normal ET single player mod first.
Then let’s see what else you can do.
Maybe some new weapons etc would be cool (take a look at some older games)
Like : Shadow Warrior, Duke Nukem 3D and Blood.
Those games had excelent SP stuff just because :
- they had cool weapons
- the had really good humour.
- well designed maps.
Take a good voice actor, make some funny punch line (or a lot) en make some cool weapons, and you’re in business.
Gl anyway.
Greetz W2E
yeah yeah, thats all good, but there are not too many sci fi games compared to the frikkin LOADS of WW2 games, ET, RTCW, MOH. COD and plenty of others
the main focus isnt the game at all, its getting the AI to work and function sorrectly in ET, surposeing how much alike RTCW and ET are and that the RTCW source and ET source is released it should not be to hard to get AI to work (keep fingers crossed)
AI work in ET, bots, AI mod, its just getting them to fully function
ill e-mail the makers of bobot and AI mod, see if they are interested
Indeed, once you have a working SP codebase, making different genre SP mods should be fairly straightforward.
If the SP mod framework is correctly designed, other mods should be largely a matter of asset creation and tweaking game rules. One argument for doing WWII would be that you can re-use a lot of the ET assets to start with. OTOH, if you have a lot of modelling/skinning/mapping/texturing tallent available, this may not matter, since those people won’t be working on the code anyway.
what would be nice is to have 20 slots for AI
each slot would have different defualts of speed, agility, accuracy etc…
and in the PK3 there would be 20 folders
slot1 - slot20
when a mapper selects ai_slot3 from the radiant menu then the ai_slot3 entity will be used, then those defualts will be aplied to the AI that will spawn and the moddle in the folder slot3 will be used
this would make it easier for the mapper who might not even need a coder
great
bacon, do u have MSN messenger? plz get it i need to talk asap
ok, heree is an update
bacon is doing all the work for now as he is the only scripter on the team, so it is vital we keep him!
he needs .ass files and ET they can be a pain in the ass, so he tried going to the old system
i dont know but he encounterd problems and now he has to develop his own ASS compiler, whitch is nearly done
once the hard part is done and we get a compiler that creates ASS files, then bacon can do teh AI scripting and then we will need mappers to create a little campaign just to test it, and maby some moddlers to make some AI characters
apparently ithe compiler is almost done, just a few hitches and last minuet bugs
lol