Wolf: MP


(-SSF-Sage) #162

Some real nice candy in this mod. I hope to see this mod happen.

Wolf09 (yes shoot me) is one of my most favorite game ever (due to it’s SP). I always enjoyed those amazing enviromental effects, map design and body hits. Also the self driven game style where you could select your own path between the maps etc.

Make this mod with Cake n pies from Wolf09 and this will say WOW.


(muraqqi) #163

nice job Pegazus and just for an advice, make a periodic release from alpha state into final state.
Example: Alpha 0.0.1 (Release the weapon and character model as GDF and strogg replacement)
Alpha 0.0.2 (Release sound that more WW2 like)

I think with that kind of release strategy, you can find more people that interested into this project. For the project itself, just stick to wolf’s core gameplay, will bring more old fan into this mod


(BackSnip3) #164

Thanks for your advice muraqqi! :slight_smile:
I’m the only one modelling core gameplay models, Pegazus is making maps and static models and it’s getting VERY slow, because we are only 2 guys at the moment.
We are especially looking for coders and/or people having good knowledge of the declaration files to make the game more Wolf:ET like, and to help us making the GDF the “Allied Team”; And most important changing the Strogg team and the asymmetrical gameplay to wolf style, with just cool “modern” features like physics and ragdolls (they are here but are not used!)
The most code things needed to be put back in ET:QW are in Doom3, like gore gibs for players and physics in netcode, so we really need a coder.
Thanks for posting, Greetz :slight_smile:


(Boktor) #165

Ooh that’s nice ragdoll


(.Chris.) #166

Nice to see people are working on this still, I’m still interested in helping but my time is very limited at the moment as already told BackSnip3 on IRC.


(Pegazus) #167

//youtu.be/dSa-Nvu7Z5c

Thank you all for the support. As a special treat here is another video showing the Stuka plane in action. It still needs some tweaking but it is looking good so far.

First post has also been updated with a new gallery photo.

@Chris
I’m glad to hear you are still interested in working with us. Do you see yourself having more free time in the near future?


(FFSturm) #168

Good to see some progress. Keep it up.


(Infinitypl123) #169

Nice to see you again guys!
Awesome vids :wink:


(light_sh4v0r) #170

Nice, good work! That airstrike noise is VERY annoying though :tongue:


(Indloon) #171

I would do the coding side,but what the hell,I have a PC that can’t even run a ET:QW :frowning:

So good luck with searching :wink:


(BackSnip3) #172

That’s the point of it. ^^

@ Indloon: Really? :frowning: This is sad. We are looking very much for coders, any help would be greatly appreciated. How can you not run ET:QW? :stuck_out_tongue: Normally something like a athlon 64 and an nvidia 6xxx would run it. It’s like 2006 hardware! :frowning:

Edit: From my gamebox, it says “nvidia 5700 or ati 9700, 512 Mb Ram, Athlon xp 2800+ or Pentium 4 @ 3 Ghz”


(FFSturm) #173

@ That airstrike noise is VERY annoying though:
It’s supposed to be like that. (The diving Brakes). It sounds horrible tbh (it can be made less annoying)
There is a myth about using them as some kind of psychological effect to make enemy fear.


(.Chris.) #174

[QUOTE=Pegazus;394121]@Chris
I’m glad to hear you are still interested in working with us. Do you see yourself having more free time in the near future?[/QUOTE]

I don’t know to be honest, I started having a look at Battery as discussed with BackSnip3 but I have job and study part time now. I bet Donnovan could make nice terrain for Battery. If was another mapper on top then I could help I guess but I can’t do a full map solo, just not enough time now.

I think also for the mapping side of things you need to find one or two texture artists, ET:QW doesn’t have many suitable textures. Also don’t forgot to use texture sheets.

About the airstike noise, gameplay > realism.

Tone it down, it is annoying fullstop, It would get silly hearing this constantly through playing a map, be good way to piss off players.


(FFSturm) #175

I just have one question. What makes ETQW so smooth graphical wise? Is it the fog or the post processing effects?
I cannot manage to simulate it in Doom 3… It’s just too overdone. Even GC games have better results -.-


(BackSnip3) #176

ETQW makes use of a lot of things to make the outside places look cool:
They use scrolling lights on the sunlight which makes impressions of moving clouds lowering the lighting at some spots.
They use ambient lights (sometimes up to a lot of lights), Fog has a lot of parameters and the few post-processing effects are nice and are all changeable for each map. You can set an overall tint for the map, renderprograms are used to Anti-alias the foliage, etc…
Do I see softshadows on your screenshot? :smiley:


(FFSturm) #177

Sofshadows–> It’s a graphical trick. (Not using sikkmod).
You can do it in etqw by casting shadow materials. They react to the models and stuff as these are lights xD
Then you disable the lights shadows/diffuse/spec…

Not a big performance drop at all. Runs perfectly at 60 fps on my laptop.


Yes, I use those kind of lights too.


(BackSnip3) #178

Yes there exist such blendlights in quake wars, for the big trees, they are animated so it’s quite nice. :smiley:



But sometimes you can’t use them because it’s not possible (like a fence).
So for stuff like fences I use decals, but I know you do that too. :slight_smile:


Also the blendlight don’t blend correctly with the existing real stencil shadows, so it’s weird. In Wolf2009 they kinda managed to make these lights go in the same renderpass than the stencil shadows so when you are in a shaded place you don’t overcast a shadow. Very nice stuff. Maybe the trick can be done…

About the airstrike sound, it will be toned down, but that’s the way a stuka is sounding!
I’ve made new tests to drop less bombs, because it couldn’t handle 10 bombs, and 5 bombs are enough to kill everything standing in the place. :slight_smile:


(Indloon) #179

[QUOTE=BackSnip3;394171]

@ Indloon: Really? :frowning: This is sad. We are looking very much for coders, any help would be greatly appreciated. How can you not run ET:QW? :stuck_out_tongue: Normally something like a athlon 64 and an nvidia 6xxx would run it. It’s like 2006 hardware! :frowning:

Edit: From my gamebox, it says “nvidia 5700 or ati 9700, 512 Mb Ram, Athlon xp 2800+ or Pentium 4 @ 3 Ghz”[/QUOTE]

Got ATI 9250 :S

Well,must wait for the summer,then I will buy hardcore PC!!

Em,I haven’t looked at the ET:QW SDK,but which language is it on,C++?


(Infinitypl123) #180

I love the airplane!!! :smiley:


(-SSF-Sage) #181

Woow! Good to see the project back alive. There’s a lot of really nice things hidden in the project. Would be shame to waste it all. :slight_smile: Hope we’ll see a wicked alpha at some point. :wink: