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Upcoming Mod - RPGmod


General_Heat

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woo hoo i have been waiting for an rpg mod to develope in jk2 for a long time now. the features you have now sound good but also sound more like the things you add to the mod after the basics of the mod have been set up (lvling or skill system).

 

after the lvling/skill system is in place would it be possible to include npc's, of various skill and types,that give exp/skill. this would alter the gameplay in some respects to be more of a coop but still keep the possibility to pk the other actual players.

 

i know there is a playeronly spawn point, but is there an npc only type spawn point? is so possible quest maps could be made with missions and goals for the server's participants to achieve while fighting against the npc's to achieve it. ontop of that at the end of these quest maps could be a map change entity linking to the next map. this opens up the possiblities for making large almost singleplayer-like adventures for the players. but would take some work.

 

much work can be done to achieve different paths of the infinite possiblities of RPG games but i encourage you to take it slow and not get overwhelmed.

 

i am very much so interested in this and would really liek to see it a little open so that it coudl be converted with out to much trouble to a more medieval theme :) im a sucker for armor and swords :p

 

Thank you!

-keto

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Originally posted by Mero Vilul

 

Yes, submit it to a DL site... I don't know any free email services that let you send 5Mb mails... sorry...

 

Been doing any of the ideas I requested? :)

I think it's hard to implement a level system though....

but you probably are a good coder, unlike me :)

 

I don't want to hijack poor General_Heat's thread so I'll make this quick.

 

Yes, my Mod will eventually have a experience based leveling up system. I'm more of a believer in skills-based leveling (not class-based) but it will be a leveling system none the less. The Mod is called Masters of the Force and I'll take whatever help (design, coding, animations, etc), at whatever skill level, that is offered. If you're interested, the main thread for the Mod is here.

 

I'm currently working on the Stage One Design Doc which is for implimenting a MUCH more realistic combat model to the game. Stage Two will involve putting in a skills-based leveling system.

 

Ok, I'm done hijacking the thread. :)

 

Razor Ace

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dont hijack again.

 

d/l sites? herm.... give me links, i havnt come across them yet.

 

and yes, in version 1.2 (the next version) im going to add swords and hammers.

 

i have another lousy delay that im sure youve all heard of. school starts in four days :'(((((((((((

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Having "quests" on specialmade maps is a great idea.

One easy function would be to go to a NPC, press activate and you get a missionbox saying "My name is blablabla and I can reinforce your saber to do more damage. Go to the temple over there and get me a blablablacrystal."... and the temple is maybe guarded by a big mean rancor or something ... something big and cool =) Although the missions can be different (like kill a npc, reach a minimum level before teaching skill and more) there are to much work to make this work I think... But sure is a nice idea of a "mini mmorpg"...

 

and another downside is that maps can't be incredible big, but if you build it using several levels they can be quite big...

 

But the focus should still be on player vs player combat...

One map idea is that the map is layed out as a CTF map, both teams has a flag and a "mini town" very the npc's are (and maybe some defense like turrets). Forces can't be used in town, like a gravity field around the town that disables all force powers. That way people who played for a while can't force run to grab the flag all the time and outrun the players who just joined... until they reach the end of the town, where force powers gets enabled again... But a objective mode would be cooler, were you can blow up a generator or whatever...

 

the bases would be put like 3 force runs away... and there can be npc enemies for experience along the road... or sideroads you can take... for example the quest with the temple can be located on a sideroad in the middle of the map...

 

But I think this is too much for someone to make, and I don't think someone will do it before SW:Galaxies gets released, and then everyone will play galaxies...

 

But the levelup system is probably very do-able...

these ideas sure sounds cool :)

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I want a map project... What are you looking for in a RPG map?

What's important to have? the layout? what to think of?

I want to make a map, but I'm not motivated doing just normal levels... so tell me something you think is important and I try to create a map... :)

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i was thinking about getting a mapping crew etc to help work on some good rpg maps :) heres what interests me and what i need :

 

3 towns (one is on hoth, one is a section of coruscant, and another is on a section of kamino)

 

1 camp (i would like a military camp because im later gonna model Sarge and his crew and some grunts [from army men rts etc] and model a gun for him out of the repeater for rpgmod)

 

1 space station (make sure people will have enough room to fly in because in the second release we will merge with FLYmod)

 

1 forest (make sure its something like what you would see in Meridian 59 Remix)

 

1 war place on hoth (make sure its on hoth, and make sure there are 2 bases and its big enough for atst fighting)

 

thats about it. some of this might sound like bs but its all gonna be in RPGmod and FLYmod. oh yeah, and Sarge and his crew and a grunt, those are all future modeling releases so please dont e-mail me 10000 times asking for the model, it will come when it comes.

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Originally posted by keto

im a sucker for armor and swords :p

 

oh yes, swords, etc are coming in the second release. its not going to be difficult to put them among the selectable hilts because ive known how to do it for ages, altho it will only work on specific players such as maybe a sandperson (whenever he is ever released). if there are any models etc that you think should use weapons only and no sabers just post them up here and ill look into it, but remember they wont be able to use sabers.

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One question:

will the maps be capture the flag style?

Or create a objective style?

Will there be two teams planned on each map, or FFA only, then people can roleplay their own teams by gathering in one base?

 

I hope at least it will be CTF, or script a objective style...

example: One objective to blow some generators on hoth, and the defending team will defend... AT-ST (maybe even AT-AT's) coming through the snow... and snowtroopers... stationary turrets on the rebelsside... Only troopers though... maybe with a flymod even some snowspeeders... sounds cool =)

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i have built a more medieval fantasy map, it is still in progress, but i dont work on it anymore becuase it got too big/detailed. i woudl get like 4fps when looking at town. it included a small fortified town/bazaar, 3 windmills on a hill to the east with a large church. a graveyard with a crypt entrance on the other side. a cave entrance to the south east with the mountains. foliage everywhere a coast of water and various elevation. i might break it into parts but then i dont think it woudl be as playable. so i have started work on another much smaller more"scene" type map.

 

the thing about different weapons such as swords and hammer and axes, using the saberhilt change feature of JediMod1.2 is that they are all still essentially the same saber. sure a polearm would work differently because the saber woudl be higher up but it woudl still inflict the same amount of damage and use the same animations. the dream list woudl be if each saber could restrict certain styles and have its own amount of damage. such as a large hammer weapon can only use heavy stance but does quite a bit of damage, where as a kryss can use med and light but does less damage. on top of this if the different sabers woudl have to be picked up to use rather than just havig them all available. if a skill system in place possibly having skills that only give bonuses to the use of a certain type of saber. ie fencing, swordsmanship, axeweilding, and macefighting? so they coudl advance their skill in macefighting by using the heavy hammer?

 

again all of this is advanced stuff and there is no need to be thining of it now. but since im all excited i'll continue :p

everyhtng that i am saying i am thinking in terms of a medieval rpg game but a lot of it is still applicable. such as replaceing regualr axes with vibro -axes to be a worthy opponent of the lightsaber. but if it was purely medieval then there would not be much need for the other weapons other than as cross bows, bows, and the possibility of spell casting. such as having a certain weapo be the fireball spell. mana could be the universal ammo type for these spells such as using the fireball weapon woudl take 25mana and the greaterfireball weapon woudl take 75 etc.

 

keep up the good work!

-keto

 

ps. i have been involved with other such mods for different games in the past so i do have some medieval weapon models on hand. once i finish the map i will begin to compile them to work with the JediMod1.2

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im glad that everyone is interested in RPGmod and FLYmod.

 

 

eck i got the official CHINESE METAL-BOXED neverwinter nights from Hong Kong in the mail today and couldnt even run it because my video card sucks (which is an SiS 630/730) :( just thought i would tell the world about my failure :'(

 

i need the links to those submission sites or whatever becasuse im almost ready to release version 0.5 because im like 90% done.

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Has anyone heard of Starsige: Tribes? well, there is a mod on that game (its an allout MP game), call TRpg, Tribes RPG,the skill system works like this...

 

u have to get 1000 EXP to get to the next level, which is not a hard thing to do if u fight and kill an nme thats more powerful than u, so what u could do, is, if ur a jedi... to get another FP, Force Point,

u would need 1000 exp, and if u killed like a stormtrooper, u wouldnt get much...say like....50 exp, but if u killed another jedi, u would get another lvl outright, especially if ur just a merc, stormie, whatever.

 

And the FP's could work like they do in that mod, there are skills u can spend them on, depending on TRpg serv ur at, u get a certain amount each lvl, like the one i goto u get 12 SP, which are skill points, or in this case FP,u could spend them on certain skills, like..... Slashing, for your saber, the higher it gets, the more damage u do, and like, u start out with the defensive lightsaber skill, the blue one, then at like slashing 50 u get the yellow one, then at like 350 u get the red one.

 

Then u can spend them on things like dexterity, for health or something like that, and agility for speed, and maybe even just the seperate force powers, like u spend alot on Force Light ning, and it will egt to lvl 3 eventually, also, force capacity, so u have more force.

 

there are also "zones" in that mod, thhe maps are huge, but only a fraction of them encompass the game itself, like there are cities, one of which being Ethren, which are safe zones where u cant be hurt, excet by falling. Then there are nme zones, where u fight nmes and gain EXP, and there is also a place called the "Uber Zone", which is a place where only ppl who have "remorted" can go, remoroting gives u bonuses in defense, damage, and the like.

 

:atat: Helkara

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im still adding some extra stuff to the first release of rpgmod, most of it is saber stuff. Young Obi-Wan (the creator of coolsabersounds [which will be included in rpgmod]) and I have ties and so he is making us an rpgmod "coolsaberblades" file for us and you to use at your benefit. all credit goes to him.

 

to all whom are wondering the release date of rpgmod and other misc info, heres all there is to know about the first release.

 

 

MODcodename - RPGmod v0.5 / v0.6 (i havnt decided LoL)

Setup - Multiplayer

Designed For - Star Wars Jedi Knight 2 Jedi Outcast

Includes -| coolsabersounds

 

coolsaberblades

 

scaling (we made ACiDuS our substitute jawa LOL)

 

all of jedimod's script

 

special scaling for droids and the mandalorians

 

server creation instructions for you server newbies

who want to start a server but dont know how

 

Release Date - Within Two Weeks (Unless Delayed). Delays will

often occur, such as if I get detention in school

etc, this will be delayed a month because thats

how long I have to be grounded.

 

Credit - Dest, Tchoucky, Young Obi-Wan

Misc Credit - Mero Veril (for ideas) Razorace (for some help when

I was in need)

 

 

I have not mentioned a lot of things that will probably be in the first release. Im going to try to get Young Obi-Wan as part of the team because he could be a great help in all of our weapon, model, etc needs. So please note: WE DID NOT MENTION EVERYTHING THAT WILL BE IN THE FIRST RELEASE. If I get PMs asking why or what I will delay the first release for a day because I dont want spam and I refuse to answer those questions.

 

Ahem, now that thats that lets talk about what ive been doing lately :)

 

First my failures :

 

Neverwinter Nights still doesnt work (I know this is the wrong forum and the wrong site to post this on, but hey this is a failure lol) even though I did the """"successful"""" "we garantee your game will work if your using GLDirect and this No-CD Crack and have an SiS Chipset Video Card" which did not work.

 

Second My New Hardware Stuff that you probably dont care about that im just listing here for no reason whatsoever :

 

Im thinking about getting a new motherboard that actually has an AGP port (FOR ONCE) and buying a new GeForce 2 Ti200.

 

Third my successes on RPGmod :

 

I am working on a couple things like plans etc for the next release. I am thinking about getting a good website up for my right now as I havnt mentioned before 2 Man Team, consisting of my and my imaginary friend who seems to never talk back whenever I ask him a question or just open up a conversation (i hope to get young obi wan on our team) The team which I also havnt mentioned is called MODdev0.

 

Third on some delay status and maybe bad news on RPGmod :

 

There might be a delay on the second release (which you guys dont really care about right now but you will soon enuff). I have not seen or spoken with the main leader of the FLYmod Project in a week. This could be just a false alarm, but if not I would have to design a new type of FLYmod personally which would take time.

 

 

Thats it for all the info right now.

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