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Cyberpunk mod: Plans & Contribution feedback

mod conversion scifi futuristic deusex art assets help project cyberpunk

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Poll: Contribution feedback (17 member(s) have cast votes)

How interested are you in the project, and would you be willing to contribute? Please read at least the paragraphs in red before voting!

  1. I'm interested and willing to contribute, both by creating new content and porting existing assets. (2 votes [11.76%])

    Percentage of vote: 11.76%

  2. I'm interested and willing to contribute, but only by porting existing assets. (1 votes [5.88%])

    Percentage of vote: 5.88%

  3. I am interested but not willing to contribute. (8 votes [47.06%])

    Percentage of vote: 47.06%

  4. Not interested. (6 votes [35.29%])

    Percentage of vote: 35.29%

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#51 RPGista

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Posted 23 January 2018 - 09:32 AM

 

It's not very complicated but a little tricky in places. First of all you need the md5 IO script for Blender... I believe the one I'm using is this:

 

https://www.katsbits...php?topic=520.0

 

Setup: You must have one or more mesh objects rigged to an armature as usual. Each mesh object represents a different material, the name of the material on each object represents the texture that material will point to. Additionally every surface on the mesh must be UV unwrapped, whereas the bones must be on the armature layer where the script expects it (layer 5 by default I think).

 

For the md5mesh: Just select both the mesh and the rig, and export to md5mesh. Disable reorient as this seems to mess up the rotation.

 

For the md5anim: On the control armature, select the armature action of the animation you wish to export. Make sure to set the start frame of the scene to 1 and the end frame to the last frame of that animation! Then once again select both the mesh and rig, and export to md5anim. Again disable reorient as this seems to rotate it on its own.

 

If you want an example setup, the ready blend sources of the bow and Xonotic characters are both included in the repository. You can find them here:

 

https://gitlab.com/d...mpoundbow.blend

https://gitlab.com/d.../troopers.blend

Very cool. Will study these. If I get that far, I shall ask for more info on the defs and how to setup the weapons and stuff like that! Thanks for taking the time.


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#52 MirceaKitsune

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Posted 23 January 2018 - 11:17 AM

Very cool. Will study these. If I get that far, I shall ask for more info on the defs and how to setup the weapons and stuff like that! Thanks for taking the time.

 

Awesome... thank you! You can find the defs themselves here, which I simplified to the best extent possible (every file starting with tdmu_weapon):

 

https://gitlab.com/d...er01.pk4dir/def



#53 MirceaKitsune

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Posted 10 February 2018 - 04:23 PM

As I prepare to implement the Combat Knife (Short Sword replacement) and Police Baton (Blackjack replacement) now that the basis of the Compound Bow are there, I figured I'd share another part of the plan that's going to come up soon in my fork.

 

Similarly to vanilla TDM, I plan to have a base story (cities, factions, characters, etc) meant to be expanded upon by each individual fan mission (unless they go with a fully original background which is of course okay). Now that the Xonotic cast was ported and is in usable condition, I've been thinking of how to divide each of the characters into factions. After pondering upon what would make the most sense, who should be the ally or enemy of who, so on and so forth... I've come up with a structure I'm confident will sit well. I figured I'd share it for critique, in case anyone can suggest any changes or better names and the like. First of all the model references, use these with the screenshots above to tell who is who:

  • Umbra / Pyria: The skinny female and the person wearing a thin mask covering their face.
  • Ignis / Seraphina: The male and female humans in the thick suit, both come in masked and unmasked variants.
  • Megaerebus / Erebus / Nyx: The heavily armored cyborgs with round heads.
  • Terminus / Termina: The heavily armored cyborgs with pointy heads, as well as hoses connected between their limbs and torsos.
  • Gak: The green aliens with flat faces and antennae, they come in masked and unmasked variants.
  • Draconi: The yellow aliens with horns that look like humanoid lizards.

So without further delay, this is how I decided to divide them into groups and factions so far:

  • Umbra:
  1. Description: The Umbra was created as a secret government agency, typically specialized in top level espionage and assassination missions. Upon discovering evidence of government corruption, members of the faction slowly rebelled. Today only a few Umbra exist, hiding in the shadows and plotting to take down the government.
  2. Alliance: Pro-government (if the action takes place in the past) or anti-government (if the action takes place in the future). If the action takes place during the time of the revelations, the Umbra betray the government and change alliance during the mission. Neutral toward Draconi, may be persuaded to form an alliance. The player is part of this faction, all Umbra are the player's colleagues.
  3. Models: Umbra, Pyria
  4. Color: White
  • Police:
  1. Description: The city police force, occasionally hired as guards by government agencies in areas of special interest. Responds to the government, by which it is tasked to maintain public order and enforce curfew hours.
  2. Alliance: Strongly pro-government. Sides with or against the Umbra and player based on their stance toward the government (see above). Will always attack Draconi, except for traitors who choose to serve the government. Some local police forces may rarely desert against the government upon proof of corruption.
  3. Models: Ignis, Seraphina
  4. Color: Blue
  • Terminus Troopers:
  1. Description: The Terminus project is the result of a government experiment, who's aim was creating an army of superhuman soldiers. Their very existence is a secret and known only by a select few. They are tasked to guard secret government bases and objectives, as well as carrying out secret military operations and territorial occupations. Due to high expenses and the medical implications of the procedure, relatively few Terminus troopers exist.
  2. Alliance: Strictly pro-government. Sides with or against the Umbra and player based on their stance toward the government (see above). Will always attack Draconi, except for traitors who choose to serve the government. Always aids the police, with the exception of police forces that desert against the government.
  3. Models: Terminus, Termina
  4. Color: Red
  • Cerulean Guard:
  1. Description: Cerulean Guard is a security firm for hire, allowing groups to hire their specialized troopers as guards to defend their locations. Favored by the government, Cerulean Guard is subject to strict regulation and typically hired only by lawful firms and rich people. Their troopers are partially augmented, using older technology from the Terminus project called Erebus, which was released to the company by the government upon being obsoleted by newer augmentation technology. They are the competitor of Transgenic Security, although they typically serve rich and / or lawful groups in contrast. Note: The name Cerulean was chosen as a tribute to DeusEx - The Nameless Mod, which contains a faction for hire called Cerulean Security.
  2. Alliance: Independent, each group serves the faction it was hired by. If ever given freedom of choice, they are most likely to side with the government.
  3. Models: Megaerebus, Erebus, Nyx
  4. Color: Cyan
  • Transgenic Security:
  1. Description: Transgenic Security is the largest corporation dealing in genetic engineering. They produce semi-sapient creatures with high physical strength, which are sold to other groups who use them as security guards or to establish private armies. The company isn't seen well by the government and operates at the limit of legality, being the favorite choice of shadowy organizations in need of mercenaries thanks to lax legal requirements and cheap prices. Their only successful creature remains the Gak, after the company's failure to produce a stable Draconi (see below). They are the competitor of Cerulean Guard, although they typically serve poor and / or unlawful groups in contrast.
  2. Alliance: Independent, each group serves the faction it was hired by. If ever given freedom of choice, they are most likely to side with the Draconi.
  3. Models: Gak
  4. Color: Lime
  • Draconi:
  1. Description: The Draconi were genetically engineered by Transgenic Security, and intended as a newer and improved version of the Gak. Due to their higher sapience and increased intelligence, the Draconi soon realized they're being used as slave guards by the humans, and decided to rebel and form their own faction. Upon taking over several Transgenic Security laboratories, Draconi have been able to continue their own production and create improved versions of themselves. The race has vowed revenge against both Transgenic Security and the government, although they harbor no ill intent toward ordinary civilians and groups that don't aid the government. Draconi are considered a public safety hazard and are actively hunted down by police, who are often overpowered by the creatures and unable to face them. Draconi usually live in poorer parts of the city, or the sewers and obscure alleys around the richer parts.
  2. Alliance: Anti-government, will also attack all police. Neutral toward other factions, will usually not attack unless provoked. Occasionally makes alliances with other anti-government groups, and may be persuaded to join the Umbra and player in the right conditions. On rare occasions, some Draconi may betray the group and work as special forces for the government (alongside Terminus).
  3. Models: Draconi
  4. Color: Gold

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#54 MirceaKitsune

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Posted 11 February 2018 - 05:11 PM

It appears the combat knife got finished earlier than I expected. It's now available on Git, offering a new model for the same functionality as the short sword (attack from 4 directions, parry, etc).

 

https://www.blendswa...ends/view/74407

 

Last on the list as far as new weapons are concerned (for the time being) will be the police baton. Since this one is so simple, I think I'm going to model and texture it from scratch. It can be expected around next week, especially since I can reuse the knife animations and won't have to make new ones again.

 

MnP3bfv.jpg

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#55 MirceaKitsune

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Posted 14 February 2018 - 05:41 PM

The police baton has now been implemented and is available in Git master. It replaces the blackjack, currently offering the same functionality under a modern aspect.

 

8J88jAs.jpg

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Er5lCna.jpg


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#56 MirceaKitsune

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Posted 15 February 2018 - 05:37 PM

Since I'm going for a detailed interactive world, I decided I'll want at least 4 melee weapons available. As the defs and animations were already done and all I had to do was make a copy and swap the models, it took me only a day to implement 2 extra variants. Normally I'd have considered even more melee objects, however I'm still using the idTech 4 weapon catalog which is limited to 16 definitions and there will also be 8 arrow types for the Compound Bow, thus I'm sticking to 4 until later when a grid inventory may be implemented.

 

Git now features a Baseball Bat (alternative to the Police Baton) and a Crowbar (alternative to the Combat Knife). The bat + crowbar will be the melee set of thugs and militias, whereas the baton + knife will be the arsenal of police and troopers. Currently there are no differences between the variants, but I plan to tweak the settings to make each one slightly unique. The binds are defined as follows:

  • def_weapon1 baseballbat
  • def_weapon2 policebaton
  • def_weapon3 crowbar
  • def_weapon4 combatknife
  • def_weapon5 nano_simple

The crowbar model was made by me whereas the baseball bat was created by Duion, both licensed CC0:

 

https://www.blendswa...ends/view/66593

 

Obligatory screenshots below. The next step is to tweak the new weapons and do potential cleanups, then I should be able to setup a new HUD. Once that's out of the way, I may begin considering porting my old City map for Xonotic, which I'll be using to showcase the mod using an original FM.

 

aNuXGbf.jpg

BeIfNuR.jpg

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ujFWmv4.jpg


Edited by MirceaKitsune, 15 February 2018 - 05:41 PM.

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#57 Petike the Taffer

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Posted 26 March 2018 - 08:17 AM

Cool little additions, Mircea, even if many of the current models are placeholders.

 

Do you need any help with concept art or similar stuff ? Or do you have everything already worked out ?



#58 MirceaKitsune

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Posted 26 March 2018 - 09:13 AM

Cool little additions, Mircea, even if many of the current models are placeholders.

 

Do you need any help with concept art or similar stuff ? Or do you have everything already worked out ?

 

Thank you! That part I am fine with: I will primarily port models from Xonotic, BlendSwap, OpenGameArt, etc... I'm not a good artist myself, but what exists there is enough to find a good set of models to build the mod with.

 

What I'll greatly need help with will be original scripts: The mod will be modifying or building upon some of the functionalities of vanilla TDM, and many of those things I don't know how to do. I'll want a few daring changes in the end... such as an augmentation system, weapon modding, a grid inventory (similar to Minecraft / DeusEx), an AI for bots that can shoot (can be based on the Steambot), and of course the interactive screens from Doom 3. For now I'll be working on more assets, and once there's enough to establish a theme the time will come for that part.



#59 Petike the Taffer

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Posted 26 March 2018 - 09:27 AM

Thank you! That part I am fine with: I will primarily port models from Xonotic, BlendSwap, OpenGameArt, etc... I'm not a good artist myself, but what exists there is enough to find a good set of models to build the mod with.
 
What I'll greatly need help with will be original scripts: The mod will be modifying or building upon some of the functionalities of vanilla TDM, and many of those things I don't know how to do. I'll want a few daring changes in the end... such as an augmentation system, weapon modding, a grid inventory (similar to Minecraft / DeusEx), an AI for bots that can shoot (can be based on the Steambot), and of course the interactive screens from Doom 3. For now I'll be working on more assets, and once there's enough to establish a theme the time will come for that part.


Daunting, but sounds like you have a real plan.

Will there be a stun pistol (perhaps like an advanced taser, maybe even with secondary melee) or a fletchette/dart pistol, in addition to the bow ? I think those sorts of small ranged weapons could fit the hi-tech espionage context rather well.

 

What sort of tools, gadgets and devices will you have in the mod, besides weapons ? Will you keep some form of lockpicks and stun bombs, maybe introduce a jammer or something ? I think having a few well-defined gadgets that help with infiltration, stealing data, etc., would be rather important when you'll have more time to focus on what the style of missions will be like.



#60 chakkman

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Posted 26 March 2018 - 11:48 AM

Is this different to the thing freyk is working on?



#61 MirceaKitsune

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Posted 26 March 2018 - 08:56 PM

Daunting, but sounds like you have a real plan.

Will there be a stun pistol (perhaps like an advanced taser, maybe even with secondary melee) or a fletchette/dart pistol, in addition to the bow ? I think those sorts of small ranged weapons could fit the hi-tech espionage context rather well.

 

What sort of tools, gadgets and devices will you have in the mod, besides weapons ? Will you keep some form of lockpicks and stun bombs, maybe introduce a jammer or something ? I think having a few well-defined gadgets that help with infiltration, stealing data, etc., would be rather important when you'll have more time to focus on what the style of missions will be like.

 

In a first phase, I'm re-implementing the original TDM tools in modern variants. This is almost ready as is shown in the screenshots above.

 

Later I hope to have a system where weapons can be defined with multiple ammo types, as well as upgraded from terminals. I'll then port the TDM arrows (water, fire, moss, etc) as bullet types for various weapons (pistol, shotgun, machine gun, etc). This will be quite the trick to achieve, but that's the model I intended since a few years ago when I first planned the project.

 

The goal is to have a cyberpunk version of TDM. Gameplay wise, the main differences will be that it may focus a little more on hacking, items and inventory, as well as being designed for slightly longer campaigns rather than short one-time missions (though both will be welcome).

 

Is this different to the thing freyk is working on?

 

My mod is currently separate, yes. I might take inspiration from some of the ideas in his version of the mod, but for now I'm going with my own assets and approach. We are discussing how to collaborate on the common goal of a futuristic TDM mod, but for now I myself need to be clear of where my version is going and what I'm going to get done on my own first.


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#62 freyk

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Posted 27 March 2018 - 03:49 AM

Its a discussion about using tdm's noncommercial license vs gpl license (for the assets and code).

And about the name, i dont care.


Edited by freyk, 27 March 2018 - 03:53 AM.


#63 MirceaKitsune

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Posted 02 October 2018 - 12:41 PM

I've been away, but now I'm back to work on this mod yet again. Before continuing to add new things, there's one final correction I wanted to make; Replacing the Compound Bow with a proper badass looking rifle. The bow was a more temporary solution, which I mainly went with thinking I wouldn't have to make new animations for the AI... it was naive to think I could avoid that and get away with taking the lazy route, so now I went back and did things right.

 

The new rifle is based on the Nex gun from Xonotic. There will be 8 different models and colors for each plasma type (normal, water, fire, moss, gas, shock, noise, rope). Each uses a different variation of the weapon, consisting of different colors as well as a different pads on the tip of the gun model (more on that in the upcoming posts). For now I'll post a few screenshots of the base rifle... the fun stuff comes once the others will be implemented as well :)

 

LNSGL2v.jpg

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ToJV91i.jpg


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#64 MirceaKitsune

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Posted 02 October 2018 - 05:33 PM

Just finished implementing the base definitions for all 8 rifle types. At the moment they still shoot simple plasma (the TDMU replacement for arrows); The next step is to implement the actual arrow effects from each bow in vanilla TDM, which later down the road will be customized with its own models and sounds and particle effects.

 

First a look at the ammo containers, themselves taken from Xonotic using the new cell model by Morphed. Each color and size represents the ammo type.

 

DuOTWLt.jpg

hVZHd2v.jpg


Edited by MirceaKitsune, 02 October 2018 - 05:33 PM.

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#65 MirceaKitsune

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Posted 02 October 2018 - 05:48 PM

The weapon design I chose to go with is an universal plasma rifle, which can be customize with modification packs (the ammo boxes) to have various properties. When no modifications are used, a simple plasma stalagmite gets fired by the weapon... once you attach the blades and plug in the proper ammo type, the plasma will have different properties on impact. Both the shape and color of each rifle customization reflects what mode it's configured in. The colors and pallet configurations are:

 

1. Simple Rifle: White - N/A

2. Water Rifle: Cerulean - Left, Right

3. Fire Rifle: Red - Left, Right, Bottom

4. Moss Rifle: Green - Left, Right, Top

5. Gas Rifle: Purple - Left, Right, Top, Bottom

6. Shock Rifle: Blue - Top, Bottom

7. Noise Rifle: Cyan - Top

8. Rope Rifle: Gold - Bottom

 

Here are screenshots of each rifle with its intended final appearance. I'm really happy with how this came out, and can't wait to see them firing the actual projectiles ^_^

 

ZZqSyc5.jpg

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#66 RPGista

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Posted 02 October 2018 - 11:18 PM

Great to see work continues on this front, and its actually very impressive, the amount and quality of things you are bringing in. I think I said it before, but I quite like the idea of a single main weapon that adapts itself, changes, and provides you with most of the gameplay mechanics you need. You will have a trusty "tool" and it will cut back considerably on having to model and animate several random guns you might come across in a setting like the one you are aiming for. It has much more of a megaman feel to it, of a hero that relies on something, rather than a faceless marine that will pick up any gun he comes accross and fire away. Im really impressed by your work and would love to be able to bring in new enemy characters and player weapons with the ease you show here. The rifle itself looks real good, reminds me of the pulse rifle in Aliens, whats not to like about that. Loving those gui screens on it.
 
As for the aesthetics in general, I wanna insist a bit on what we were talking about the other week. Even though its tempting to try and recriate a bit of a Deus-ex feel, with the high tech stuff and shiny metal world, I still believe that TDM's engine, with the tools we have today, would be much more of a fit with a "low key", future-gone-bad kind of scenario. Something that goes for a Escape from New York, Johnny Mnemonic, Shadowrun, or a Blade Runner look and feel, with rund down, post-capitalism hellish urban-landscapes and that 80s scifi vibe. Why? Because its a much more believeable environment in terms of sneaking gameplay and the minimalistic aproach to design and features we have here. Even though its the future, things have decayed so much that it becomes reasonable that this is a place you can hide in the shadows and disappear. A place where its always night and dark, most of the streets are abandoned, its dangerous to walk around. Its not this ultra high tech world where we would expect to face a cctv camera on every corner that can instantly scan your dna and electric signature, and big brother is everywhere and no one can go unnoticed because the tech makes it impossible. But again, this is your mod, you go nuts, will be interesting to see what you come up with.


Edited by RPGista, 02 October 2018 - 11:35 PM.

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#67 MirceaKitsune

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Posted 03 October 2018 - 08:07 AM

Great to see work continues on this front, and its actually very impressive, the amount and quality of things you are bringing in. I think I said it before, but I quite like the idea of a single main weapon that adapts itself, changes, and provides you with most of the gameplay mechanics you need. You will have a trusty "tool" and it will cut back considerably on having to model and animate several random guns you might come across in a setting like the one you are aiming for. It has much more of a megaman feel to it, of a hero that relies on something, rather than a faceless marine that will pick up any gun he comes accross and fire away. Im really impressed by your work and would love to be able to bring in new enemy characters and player weapons with the ease you show here. The rifle itself looks real good, reminds me of the pulse rifle in Aliens, whats not to like about that. Loving those gui screens on it.
 
As for the aesthetics in general, I wanna insist a bit on what we were talking about the other week. Even though its tempting to try and recriate a bit of a Deus-ex feel, with the high tech stuff and shiny metal world, I still believe that TDM's engine, with the tools we have today, would be much more of a fit with a "low key", future-gone-bad kind of scenario. Something that goes for a Escape from New York, Johnny Mnemonic, Shadowrun, or a Blade Runner look and feel, with rund down, post-capitalism hellish urban-landscapes and that 80s scifi vibe. Why? Because its a much more believeable environment in terms of sneaking gameplay and the minimalistic aproach to design and features we have here. Even though its the future, things have decayed so much that it becomes reasonable that this is a place you can hide in the shadows and disappear. A place where its always night and dark, most of the streets are abandoned, its dangerous to walk around. Its not this ultra high tech world where we would expect to face a cctv camera on every corner that can instantly scan your dna and electric signature, and big brother is everywhere and no one can go unnoticed because the tech makes it impossible. But again, this is your mod, you go nuts, will be interesting to see what you come up with.

 

Thank you very much and I'm glad you like it so far! The model is of course taken from Xonotic, but I did the porting plus animations and all design variations. It perfectly encompasses the design I want: One base weapon which can be configured to shoot different types of projectiles... which aren't all aimed at dealing damage, but can have various effects on the world. I probably wouldn't have went for this model if vanilla TDM didn't already have all those different arrow types, to which I am simply adapting new assets (for now).

 

The direction you're describing is exactly what I plan to do. The first DeusEx game wasn't a highly futuristic world either: There is advanced technology like robots and hologram screens, but the place is rather desolate with mixes between new and old technology. I wish to capture this environment too: A world where technology has moved on, but at the same time has this 1970's feel to it.

 

The implied backstory aims to emphasize on one aspect found in both DeusEx and sadly real life today: The risks and effects of rising government oppression, in a world torn by conflict from which powerful groups aim to profit. Obviously it won't be based on the same idea as DX where the government released a virus only they had the cure for, since there are far more realistic and palpable ways in which the same outcome is being reached. I want mine to be more at home, based on things like fear of extremism or the whole "I'm offended, something must be done" trend in society.

 

The player is put in the position of a hero hunted down by authority (or soon to be). They're based on the Umbra class, which in the default character set are a present or former government organization (depending on which point in time the FM is based). The base plot is that the Umbra betray the government upon discovering its corruption and join the people.



#68 RPGista

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Posted 04 October 2018 - 02:43 PM

I like the tone of the story. I think there are possibilities for some creativity as well. High tech armor is probably gonna be immune to gas (breathing system). Certainly impossible to KO with a club. They would probably pick up sound much better with their helmet sensors and whatnot, and would be able to see in the dark with infra-red. So, future Garrett would need to loose the wooden shoes, wear special gear, so maybe sound is not as much of a problem as it is visual clues, in terms of sneaking. He cant really rely solely on shadows (sensors can see in the dark, pick up heat signatures, etc), so maybe the player would need a cloak like the Predator's or Ghost in the Shell or something (theres a working one for a AvP doom3 mod (though I think its just the visuals, it doenst actually have an impact on AI)). Anyway, things that technology would change in the gameplay as we know it from thief/tdm. 



#69 MirceaKitsune

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Posted 04 October 2018 - 07:39 PM

I like the tone of the story. I think there are possibilities for some creativity as well. High tech armor is probably gonna be immune to gas (breathing system). Certainly impossible to KO with a club. They would probably pick up sound much better with their helmet sensors and whatnot, and would be able to see in the dark with infra-red. So, future Garrett would need to loose the wooden shoes, wear special gear, so maybe sound is not as much of a problem as it is visual clues, in terms of sneaking. He cant really rely solely on shadows (sensors can see in the dark, pick up heat signatures, etc), so maybe the player would need a cloak like the Predator's or Ghost in the Shell or something (theres a working one for a AvP doom3 mod (though I think its just the visuals, it doenst actually have an impact on AI)). Anyway, things that technology would change in the gameplay as we know it from thief/tdm. 

 

I might attempt some of those ideas using special items, but that's for much later in any case. I also plan to have terminals where you can upgrade the rifles as well as the character, since TDMU will be aimed slightly more at longer campaigns than single missions. One thing I'll definitely want are robots who can spot you in the dark, so your lightgem doesn't reduce your visibility to them... they would of course be a tougher enemy who's placement shouldn't be abused.



#70 MirceaKitsune

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Posted 05 October 2018 - 07:14 PM

New HUD design based on the Luma / Luminos panels and icons from Xonotic. It's far from perfect but it will do for a while. The icon at the top is my replacement of choice for the lightgem, which uses a more accurate material compared to vanilla (indicates all light-levels)... above it are the health and oxygen indicator bars, they're hidden when unneeded (0% / 100%) and only shown here as a test.

 

9Fvhh0J.jpg

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#71 RPGista

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Posted 06 October 2018 - 09:28 AM

Hey, that is cool! From those shots the tdm makeover/TC is visually pretty much complete. Noticed the little icons to symbolize the different projectile types, nice. I think most huds tend to have all the info on the botton, so the lightgem at the top would need some getting used to. Maybe test it at the botton as well, see what works better for you. Again, fantastic work, you are probably the only person today, as far as I know, doing work on so many fronts at the same time with the engine - new characters, new weapons mechanics, new hud GUIs. Thats insanely cool. Hope you are taking this to other forums, like the Xonotic community (do they have one, I wasnt familiar with the game). Its been very quiet around here, a lot of crickets. Just the usual suspects posting. So it would be nice to spread the word a little bit.

Edited by RPGista, 06 October 2018 - 09:34 AM.


#72 RPGista

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Posted 06 October 2018 - 09:45 AM

Also, and Im sure youve thought about that, but what about other Doom3 open mods? I bet theres a lot of stuff out there that would be interesting for you to bring in from mods like Arx, Blade of yatuja, Prometheus, etc. Like Gui tricks, or some AI behaviour, or a weapon script.... Do you think that would be possible, to get some collaboration going with a few of them? That would be pretty nice too.

#73 MirceaKitsune

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Posted 06 October 2018 - 02:36 PM

Hey, that is cool! From those shots the tdm makeover/TC is visually pretty much complete. Noticed the little icons to symbolize the different projectile types, nice. I think most huds tend to have all the info on the botton, so the lightgem at the top would need some getting used to. Maybe test it at the botton as well, see what works better for you. Again, fantastic work, you are probably the only person today, as far as I know, doing work on so many fronts at the same time with the engine - new characters, new weapons mechanics, new hud GUIs. Thats insanely cool. Hope you are taking this to other forums, like the Xonotic community (do they have one, I wasnt familiar with the game). Its been very quiet around here, a lot of crickets. Just the usual suspects posting. So it would be nice to spread the word a little bit.

 

I tried keeping the lightgem at the bottom, didn't like how it looked... thought it would be fun to actually change something and move it at the top, such that it feels a bit like looking in a car's rear-view mirror. The weapon icons are from the Luma / Luminos HUD designs in Xonotic, same as the backgrounds... I figured using those symbols would look nice too and I was right.

 

Even if I'm very much porting existing assets, it's a lot of work. I've been at this for at least 5 days non-stop. I'm pushing hard now to finish what I had planned for the near future, as I do have other projects to get back to working on. My goal was to be prepare the mod for porting one of my maps from Xonotic and eventually turning it into its showcase mission... more on that at the right time :)

 

Also, and Im sure youve thought about that, but what about other Doom3 open mods? I bet theres a lot of stuff out there that would be interesting for you to bring in from mods like Arx, Blade of yatuja, Prometheus, etc. Like Gui tricks, or some AI behaviour, or a weapon script.... Do you think that would be possible, to get some collaboration going with a few of them? That would be pretty nice too.

 

I do believe a few other Doom 3 mods were suggested. I haven't looked at those yet but might later. For now I'm porting stuff from Xonotic or OpenGameArt which I find easier overall.







Also tagged with one or more of these keywords: mod, conversion, scifi, futuristic, deusex, art, assets, help, project, cyberpunk

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