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Messages - Ar1z

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1
Feature Requests / Re: TOTAL CONVERSION
« on: September 16, 2007, 03:35:55 pm »
Thanks for the info Czert :)

2
Feature Requests / Re: TOTAL CONVERSION
« on: August 23, 2007, 02:25:44 pm »
Still no reply from that other fellow...

After modding the latest development version of ufo:ai (started from scratch because even though I found what was changed in scripting syntax and made appropriate mods, the game still exited to desktop with no error!) same problems remain, cannot create new enemies (only modify alien models) and weapons system hasn't change at all. It's still possible to mod it however but weapons cannot exchange ammo even though they use the same kind. I'll try to create an alpha version using existing models from the game.
@ inquisiteur2
If you have any more weapons models please send to my email (I 've send it with pm)

3
Feature Requests / Re: TOTAL CONVERSION
« on: August 16, 2007, 09:51:39 am »
This is very interesting, the search I made didn't return any results  ??? maybe because the post is old... Anyway that person has his email hidden so I can't contact him... I doubt that he reads his PMs considering he is inactive for over a year. Maybe someone of you admins can read his profile and either send me his e-mail address or contact him directly... I hate rediscovering the wheel ;).

4
Feature Requests / TOTAL CONVERSION
« on: August 13, 2007, 10:22:56 am »
Thanks again inquisiteur2 for the ak47 model. :)

@Czert

About research: Research will be done at the workshop and it will be called something like "modding" ;) basically it will create a new weapon (like in research from ufo:ai) with the same model of the original with improved characteristics ( like bigger ammo clips, better accuracy,  less TU usage... etc). If the developers have some spare time they could modify weapons code to include weapon attachments slots (now weapons have only one attachment, the ammo clip) where you could attach scopes, bipodes and other mods (from research) ;)

5
Artwork / Klachin
« on: August 13, 2007, 10:06:10 am »
Hello all,


Great work inquisiteur2. Excellent modelling skills! :) I'm definitelly gonna use this ak47 with the TC mod. As for copyright issues I don't think it's a problem since it's mostly advertisement for the weapons manufacturers. Besides it's not like we make the actual weapon, just a model of it. ;)  If you want a more modernized version of ak47 you can just texture it all black and make the barrel slightly smaller. This way the model is an ak100 or 101 which is the current generation of AKs. ;)

6
Feature Requests / TOTAL CONVERSION
« on: August 07, 2007, 01:50:14 pm »
@Czert

      I was thinking a mod like JA... not an exact replication... Like you create a team of mercenaries and doing missions all over the world against thieves, terrorists and other bad people :P You start with yourself and you hire other mercenaries along the game. Buy better equipment and maybe use the research tree in order to "mod" weapons for better accuracy, damage, clip size etc... It's a little difficult with the way ufo:ai handles weapons but not impossible.
     It's not possible to create your custom character or have mercenaries with predefined stats but I don't think it's difficult to implement it... Maybe with some coding it would also be available npc conversations... My coding skills are a little rusty :P.

@inquisiteur2

    You are welcome to help create the models for the mod... I'm sure I'm worst modeler than you are  ;) Any models from real world weapons will do just fine... Top priorities would be ak47, m4, uzi, mp5 and some common handguns... thanks for offering to help!

7
Feature Requests / TOTAL CONVERSION
« on: July 30, 2007, 03:18:02 pm »
You can d/l the modifications I have made from:

http://ar1z.dnsalias.net/base.zip

next uncompress 0models and remove 0models and 0ufos from base dir...

extract base.zip into base folder overwriting as nessecary... This mod is in a very rough state as I was just playing with the scripts in order to have an idea about the capabilities of the game engine.

P.S. this mod is from 2.1.1 win32 version.

8
Feature Requests / TOTAL CONVERSION
« on: July 30, 2007, 01:33:19 pm »
Hello Everybody!

First of all I'd like to say thank you and nice job for this wonderful game. :)

I'm Trying to create a Total conversion of ufo:ai similar to jagged alliance. So far I'm playing with .ufo files and I've managed to remove all allien and future techs. Replace all aliens with humans and all alien equipment with human weapons. (BTW This is done on the latest released version 2.1.1 win32).  I also removed all references to research and made all techs alredy researched... I found the following problems as I was creating this mod:

1) Ammo system: While the ammo system works, it is a little difficult to modify in order to create more than one ammo type, e.g. I created 2 weapons lets say A and B both of them use the same kind of ammo but with a different clip size while I can see both weapons on equipment screen they are red (no ammo clips available) while there are plenty of ammo clips available... in order to test if they can in fact reload I took the red weapon and 2 clips and went on a mission, there I could in fact reload! So there must be some kind of bug. Maybe the ammo-weapon scripting should be changed...

2) Enemy Teams: I tried to create another enemy team (terrorists) so I removed all references for alliens from .ufo files and created scripts for a new team... This was doable but the new team didn't got any weapons (they had only their fists which they can't use) so they run away from my soldiers! After a lot of trial and error I found out that that in order to replace the aliens with humans the only thing I could do was to replace the models with humans models... I don't know if it's a bug or I made a mistake!

3) Player Team: Is it possible to add predefined soldiers (like jagged alliance) and also a player configuration screen in order to customize a soldier for your own avatar in the game?

P.S. is anyone else here interested in creating a TC like JA? UFO:AI game engine seems versatile enough!
Sorry for my english...  :roll:

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