ScorchWars Mod (StarWars Conversion)

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 Post subject: ScorchWars Mod (StarWars Conversion)
PostPosted: Wed Dec 07, 2005 2:08 pm 
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As some of you may know I have been wanting to make
a starwars theme Mod for some time now.

Myself and BOY are underway In Developing it in hopes that
Scorch Wars V1.0 will be ready some time after the release
of Scorched v40.

Note: This mod Is going to be HUGE at an estimated 40 MB
due to the ambient star wars sounds that have no MP3 file
support yet.

so the starwars music playing in the back ground is the cause
because it all has to be in .WAV format atleast until mp3 is
worked in.

here are some preview screenshots of the death star surface
map *not completed* as there is no trench run as of yet.

and for all those graphics card worry contious people out there..
dont worry about all the models flying arround,..

At average
the models are running at a skinny 800 polys per model.
and with no trees or water wich the death star does'nt have!
the game runs lower fps then you would with 6000 trees.


Attachments:
2cool.JPG
2cool.JPG [ 45.19 KiB | Viewed 4957 times ]
DeathStar Surface.JPG
DeathStar Surface.JPG [ 44.77 KiB | Viewed 4972 times ]
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Last edited by Thrax on Fri Jan 08, 2010 4:54 am, edited 2 times in total.
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 Post subject: more pictures
PostPosted: Wed Dec 07, 2005 2:09 pm 
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more pictures of the death star map


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lmao.JPG
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underattack.JPG
underattack.JPG [ 62.12 KiB | Viewed 4971 times ]
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 Post subject: almost forgot
PostPosted: Wed Dec 07, 2005 2:20 pm 
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...and NO the death star wont have any hills that you see in those pictures
just have not figured out a way to add landscape objects into the surround
distance yet.

I was thinking towers & trench guns all over the place as far as the eye could see.. but I dunno if thats possible yet.

also it would be nice if boid tie fighters could shoot a mini laser in the direction they where flying every once in a whil.

MR GAVIN! ooooOO DADDY!

LOL J/K not right now ... finish our v40! :D
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 Post subject:
PostPosted: Wed Dec 07, 2005 2:35 pm 
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I'm not much into Star Wars, but this looks very cool. :D
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 Post subject:
PostPosted: Wed Dec 07, 2005 2:35 pm 
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Wow! nice landscapes there. I assume that there will be some Star Wars themed weaponry, right?
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 Post subject:
PostPosted: Wed Dec 07, 2005 2:49 pm 
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Blasterman wrote:
Wow! nice landscapes there. I assume that there will be some Star Wars themed weaponry, right?


yes eventually.. ofcourse

this is'nt shockmod its a new mod with new weapons

Im just working on the foundation right now though
maps,models,pulling ideas together


then on to weaponry! :twisted:
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 Post subject:
PostPosted: Wed Dec 07, 2005 3:09 pm 
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really nice work :shock:; what about to add the ion cannon as weapon? (the death star's laser weapon), i'd like to help, but i suck at grafics and my skills at scorched's code aren't good :x

edited: tons of typos


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 Post subject: an idea
PostPosted: Wed Dec 07, 2005 3:17 pm 
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Just for the sake of planning ahead

Im hoping to make this a community mod

so if any1 wants to contribute ideas, models, sounds,maps, weaponry

it has to be star wars related as the entire mod is a starwars theme

and the weapons cant be too damaging or destructive.

shockmod was a learning stage and I have learned that
big weapon= bad the majority likes small & effective.

but any1 is welcome to contribute as long as they know
whatever they submit ..

1) may or may not be used
2) it may be edited to work with the mod.

deathstryker, bobirov and cambo HELP!! LOL

cheers
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 Post subject:
PostPosted: Wed Dec 07, 2005 3:28 pm 
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I come for killing you wrote:
really nice work :shock:; what about to add the ion cannon as weapon? (the death star's laser weapon), i'd like to help, but i suck at grafics and my skills at scorched's code aren't good :x

edited: tons of typos


ion cannon .. if you mean cambos tank yes

all of the star wars tanks in this mod are selected to be used

abrams tanks & world ware 2 related (or) kenny etc.
wont be available to use.. only star wars.

if you meant a weapon that you have made ...
just write the code on a plain notepad and include all of
the models & textures for it into a zip.
and I would be glad to check it out.
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 Post subject:
PostPosted: Wed Dec 07, 2005 3:29 pm 
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That looks totally sweet! :!: :!: :!:

with just a handful of models from each of those modeler guys to combine with the ones already in development, we could get a nearly complete set of key Star Wars ships and tanks. You guys know I have not tried my hand at modeling, but if you need ideas (not that you do), i am your guy :P
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 Post subject:
PostPosted: Wed Dec 07, 2005 3:50 pm 
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Man, that is freaking sweet looking.. :shock:

I remember you talking about this ages ago when you first started working on Shock Mod. Glad to see it finally coming to fruition.. :)

One thing I would really like to see is the ability to set teams up in a way that one team can only select Rebel tanks and the other could select empire ships. Its still not possible at the moment but man that would go a long way to making theme mods more appropriate.. :)
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 Post subject: yes ... yes it is
PostPosted: Wed Dec 07, 2005 4:47 pm 
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Bobirov wrote:
Man, that is freaking sweet looking.. :shock:

I remember you talking about this ages ago when you first started working on Shock Mod. Glad to see it finally coming to fruition.. :)

One thing I would really like to see is the ability to set teams up in a way that one team can only select Rebel tanks and the other could select empire ships. Its still not possible at the moment but man that would go a long way to making theme mods more appropriate.. :)


yes I hear you.. and yes I finally started working on it.

I have a list of requests but I really
dont want to delay him when he is in
developement mode for the v40 release.

when he does have time I will be needing *desperately*
the following tags that I would feel would put this game in

OMG !!.. this game is frEE? It cant be lol.
_________________________________________________________

Tag Requests Prioritised
_________________________________________________________

scorched 3d will support .mp3 sound to rid half the size &
over all weight of everything... the game & mods.

boids that can shoot weapons on a timer

landscape objects in the surround distance *not ships* not boids*
objects similar to apoc buildings defined within a mask & distance.

animated models that can move a specified distance
on the map after each turn in animated model support such as birds
fly. <---- for the ATAT walkers

allowing fuel in a *defined* amount to be given freely
to be used per turn if given free ..not always
the full amount.
so you can only move so far per turn.

clouds that can be turned off and a new still or slow moving
texture can be seen such as stars & planets that look realistic.

new lasers that appear choppy like this=> ----- ----- -----
not like this => ------------------

landscape objects that when* the defined* amount are destroyed
wins the round for that team who destroyed the other teams bases
first. so we can add objectives & goals in team play.

yes I like your idea too Robert ,

only being able to select rebel/imperial sides
wich then shows you what tanks of that team yo can select.

when choosing team rebels you can only choose the rebel tanks
so they are the only tanks that appear for you to select & vise versa.
I suppose you would have to have a window drop down added that
when you choose the name of the team it pre defines & selects only those
visable tanks to select from.
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 Post subject:
PostPosted: Wed Dec 07, 2005 5:22 pm 
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What if there was an <impervious></impervious> tag in the terrain files?

The idea is if this tag was present (or if it had a 1 [1 = on, 0=off]) then weapons preform no damaging effects to terrain - neither up or down.
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Last edited by Willis on Wed Dec 07, 2005 5:22 pm, edited 1 time in total.

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 Post subject:
PostPosted: Wed Dec 07, 2005 5:22 pm 
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I think you can implement a form of choppy lasers using existing code. Use weaponvelocity to increase the speed, and spawn multiple "laser blast" projectiles.

There is the issue of gravity theoretically effecting them, but you could have them disappear at apex or something so you don't get people shooting straight up and arcing shots ridiculously.
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 Post subject:
PostPosted: Wed Dec 07, 2005 5:25 pm 
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And since the concept of ion / laser blasts came up, I've been trying to implement direct fire under 0 degrees elevation using weaponredirects...

And by the way, nice maps.
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