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*zeewolf*

Modern War(fare) Crisis

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EDIT: See release thread for download link

First the sales pitch...

This is a WW4 based multiplayer total conversion.

Persistent client side player profile implemented using Sinews of War saving.

In game currency: FlashPoints, earn ten flashpoints per kill in core game modes, earn a match bonus based on how long you play.

Use your FlashPoints to purchase weapons and attachments in the Create-A-Class mode.

Gamble your FlashPoints against other players in wager matches. Several lobby buy-in options available, in-game double down voting supported.

Create-A-Class mode; Try out weapons at the firing range, purchase weapons from an in-game shop that can be saved to one of five customised loadouts. Saved custom class loadouts are available for use in core game modes.

Five base classes available for use until the player replaces them with custom classes (base class loadouts can be tailored to the mission by the mission designer).

Modular Weapon Attachments; purchase custom optics and accessories. Up to 72 possible accessory combinations per weapon, 32 weapons available.

MP weapon balancing; carefully chosen weapons and parameters to ensure no weapon is identical to another, each have their own strengths and weaknesses in terms of damage, recoil, rate of fire, magazine capacity, price and accessory range.

Arcade health system; regenerating health, wounds cause blackouts depending upon severity. Inverse armor, hitting the torso does more damage than hitting arms or legs. Only sniper rifles and explosives are one hit kills.

New gear; including proximity triggered claymores, underslung shotguns, grip-pods, flashbangs, frag-12 ammo and more.

Killstreak system; all core game modes support the following killstreaks; 3 kills=UAV recon, 5 kills=Predator missile, 7 kills=Precision airstrike/JDAM, 10 kills=Reaper UCAV, 15 kills=AC-130 pass

Support for faction dependent multiplayer announcers in all game modes (audio files are not included).

Template mission folders for each game mode to allow rapid creation of new missions. Just add props and vehicles (lots of multiplayer missions for all of the MWC game types have already been written to support beta testing).

Choose the camouflage you want to use from the lobby (each playable role in a free-for-all mission corresponds to a different camo pattern).

Core game modes:

3 Team Capture and Hold (two flag domination), annex the flags to gain points for your team, controlling both flags causes enemy teams to lose points.

Deathmatch (with flag). One point per kill. Get the flag to the destination to get ten points.

Domination; three zones, one point per second per zone for the team that controls it.

Hunter; Each player is assigned to "target" another player and is in turn targetted by one other player. A player's target is tracked on the map so they can always hunt them down. Killing your target gives you five points (50FP), killing a non-targetted player gives you one point (10FP).

Kill Confirmed; Team Deathmatch variant, while players can score normally through kills, their team score is only increased by retrieving "dog-tag" flags from the bodies of enemy players (confirming a kill). Retrieving flags from friendly bodies prevent the enemy team from scoring (denying a kill). Bodies holding dog-tags are clearly designated by a colour coded smoke marker (or chem-light if its dark).

King of the Hill; Gain one point every ten seconds you hold the area uncontested, the area moves to a new location every four minutes.

Oddball; Take the flag from the pole, gain one point for every ten seconds you hold the flag. The flagholder's location is tracked on everyone else's map.

Team Deathmatch (with flag); get the flag back to your team's base to score for your team.

Team Oddball; score points for your team by carrying the flag.

All core game modes support two to eight players, 3 Team Capture and hold supports up to nine players (three teams of three).

Wager Match modes:

Gun Game; Kill enemies with the provided gun to progress through the ranks, each new rank corresponds to a different gun. Melee other players to force them to drop ranks. First player to progress through twenty one ranks wins the match.

Sharpshooter; All players are given the same randomly selected weapon, a new gun is chosen every 45 seconds.

One in the Chamber; Players are given an insta-kill revolver (the "Mk44 Refibrillator" no less) with one bullet. Kill a player, earn a bullet. If you miss you must melee kill a player to get another bullet.

All wager matches support two to six players, the winnings are split accordingly.

Weapons:

In MWC you may carry a primary weapon, secondary weapon, launcher and ancilliary equipment (hand grenades, mines etc). The primary weapon can be of any type except a pistol.

The secondary weapon can only be a pistol, SMG, carbine, assault rifle or shotgun.

Why bother to take a pistol you may ask? In MWC it is much faster to switch to a pistol than either reloading your primary weapon or switching to a secondary long barreled weapon.

Magazines for the primary weapon consume standard ammo slots which must be shared with launcher ammo and ancilliary equipment. You may carry up to four magazines for a secondary weapon (regardless of type), secondary mags don't use up inventory slots.

The weapons of MWC have been carefully selected to provide strengths and weaknesses that match their real life counterparts. A few examples:


  • When you want an assault rifle do you choose the lower damage, low recoil, 30 round clip AK-107 or the high damage, high recoil, 25 round clip ACR 6.8?


  • When you want a carbine do you choose a fast firing but less accurate G36C or the higher damage Groza or the low recoil AKS-74U or the jack of all trades M4?


  • When you want a sniper rifle do you choose a one hit kill L-115A3 or a low damage automatic marksman rifle like the Mk-12?

Whatever your style of play you should be able to find a weapon that suits you and use different attachment sets and customised loadouts to tailor your gun to a wide range of battlefield situations.

Weapons List:

Weapons marked in red are either non-BIS/ww4 weapons and/or placeholder models.

Pistols:

[table=width: 500]

[tr]

[td]
Beretta 93R
[/td]

[td]
SJB_TOSM4\SJB_Beretta93R_proxy
[/td]

[td][/td]

[/tr]

[tr]

[td]
M1911A1
[/td]

[td]
SJB_TOSM4\SJB_M1911A1_proxy
[/td]

[td][/td]

[/tr]

[tr]

[td]
Desert Eagle
[/td]

[td]
SJB_TOSM4\SJB_DesertEagle_proxy
[/td]

[td][/td]

[/tr]

[tr]

[td]
Glock-18
[/td]

[td]
SJB_TOSM4\SJB_Glock18_proxy
[/td]

[td]
Suppressed version using BIS GlockS placeholder model
[/td]

[/tr]

[tr]

[td]
Colt Anaconda
[/td]

[td]
SJB_TOSM4\SJB_Anaconda_proxy
[/td]

[td][/td]

[/tr]

[tr]

[td]Sa61 Skorpion[/td]

[td]O\Guns\SA61Skorpion[/td]

[td][/td]

[/tr]

[tr]

[td]Ingram MAC10[/td]

[td]O_wp\Ingram[/td]

[td][/td]

[/tr]

[/table]

Suppressors available for Beretta, M1911 and Glock, more would be nice (models permitting).

SMGs:

[table=width: 500]

[tr]

[td]MP5[/td]

[td]ww4_wpn\ww4_MP5[/td]

[td][/td]

[/tr]

[tr]

[td]
PP19 Bizon
[/td]

[td]
Bizon\Bizon
[/td]

[td]
Non-suppressed model not available (only flash suppressed or suppressed)
[/td]

[/tr]

[tr]

[td]
UMP45
[/td]

[td]
SJB_TOSM4\SJB_UMP45_proxy
[/td]

[td][/td]

[/tr]

[tr]

[td]
P90
[/td]

[td]
SJB_TOSM4\SJB_P90_proxy
[/td]

[td][/td]

[/tr]

[/table]

SMGs can be fitted with Close combat optics and a barrel attachment. Their dexterity bonus and low recoil make them more than a match at close quarters.

Low prices (except for the P90) make SMGs a popular secondary weapon choice.

Carbines:

[table=width: 500]

[tr]

[td]M4[/td]

[td]ww4_wpn\ww4_m4[/td]

[td][/td]

[/tr]

[tr]

[td]OC-14 Groza[/td]

[td]ww4_wpn\ww4_Groza[/td]

[td]Would like a suppressed model with grenade launcher muzzle[/td]

[/tr]

[tr]

[td]AKS-74U[/td]

[td]ww4_wpn\ww4_aksu[/td]

[td][/td]

[/tr]

[tr]

[td]
G36C
[/td]

[td]
G36Commando\G36_Mag_NoGrenade_Stock
[/td]

[td]
G36Commando\G36_mag_grenade_Stock model does not work!
[/td]

[/tr]

[/table]

Carbines can be fitted with Close combat or tactical optics, a barrel attachment and a handguard/underbarrel attachment simultaneously making them the most versatile platforms.

Assault Rifles:

[table=width: 500]

[tr]

[td]M16A4[/td]

[td]ww4_wpn\ww4_m16[/td]

[td][/td]

[/tr]

[tr]

[td]FAMAS[/td]

[td]ww4_wpn\ww4_famas[/td]

[td][/td]

[/tr]

[tr]

[td]
ACR 6.8
[/td]

[td]
ww4_wpn\ww4_lr300
[/td]

[td]
Using LR300 as a placeholder model!
[/td]

[/tr]

[tr]

[td]
SCAR-H
[/td]

[td]
ww4_wpn\ww4_scar
[/td]

[td]
Using SCAR-L as a placeholder model
[/td]

[/tr]

[tr]

[td]
AK-107
[/td]

[td]
ww4_wpn\ww4_ak74m
[/td]

[td]
Using AK-74M as a placeholder model!
[/td]

[/tr]

[tr]

[td]AK-47[/td]

[td]ww4_wpn\ww4_ak47[/td]

[td][/td]

[/tr]

[tr]

[td]AN-94[/td]

[td]ww4_wpn\ww4_akab[/td]

[td][/td]

[/tr]

[/table]

Assault rifles can be fitted with close combat, tactical or marksman optics, a barrel attachment and a handguard/underbarrel attachment

For balancing reasons and limitations on available models assault rifles cannot mount a suppressor and an underbarrel launcher/shotgun simultaneously (unlike carbines which can).

MGs:

[table=width: 500]

[tr]

[td]M249[/td]

[td]ww4_wpn\ww4_m249[/td]

[td][/td]

[/tr]

[tr]

[td]
PKP Pecheneg
[/td]

[td]
ww4_wpn\ww4_pkm
[/td]

[td]
Using PKM as a placeholder model, a suppressed model would also be nice
[/td]

[/tr]

[tr]

[td]RPK-74[/td]

[td]ww4_wpn\ww4_rpk74 [/td]

[td]A model with a drum mag would be nice (100 round mag necessary for balancing)[/td]

[/tr]

[/table]

All Machine guns can be fitted with close combat or tactical optics and a grip. The M-249 and RPK can be fitted with a flash suppressor

Sniper rifles:

[table=width: 500]

[tr]

[td]
Mk-12 SPR
[/td]

[td]
SJB_TOSM4\SJB_SPR_proxy
[/td]

[td][/td]

[/tr]

[tr]

[td]VSS Vintorez[/td]

[td]ww4_wpn\ww4_VSS[/td]

[td]Integrated suppressor[/td]

[/tr]

[tr]

[td]
M-39 EMR
[/td]

[td]
LSR_uswp\m14\lsr_m14_sopmod_leu
[/td]

[td]
Using Mk14 EBR as a placeholder model!
[/td]

[/tr]

[tr]

[td]
SVDK
[/td]

[td]
ww4_wpn\ww4_SVD
[/td]

[td]
Using SVD as a placeholder model!
[/td]

[/tr]

[tr]

[td]
L115A3 AWSM
[/td]

[td]
ww4_wpn\ww4_M40
[/td]

[td]
Using M40 as a placeholder model!
[/td]

[/tr]

[tr]

[td]Barrett M82[/td]

[td]ww4_wpn\ww4_M82[/td]

[td][/td]

[/tr]

[/table]

Sniper rifles can be fitted with tactical or sniper optics. The M39, Mk12 SPR and VSS can be fitted with suppressors.

Shotguns:

[table=width: 500]

[tr]

[td]
M1014
[/td]

[td]
LSR_uswp\m1014\LSR_m3
[/td]

[td]
Using M3 as a placeholder model! 7 round magazine
[/td]

[/tr]

[/table]

Shotguns can be fitted with close combat optics. User may choose a custom mixture of buckshot, slugs or Frag-12.

The M1014 is significantly more accurate than the masterkey attachment with any ammunition.

AT Launchers:

[table=width: 500]

[tr]

[td]M72 LAW[/td]

[td]law_proxy[/td]

[td]Low power, ammo uses 2 slots per round[/td]

[/tr]

[tr]

[td]M136 AT4[/td]

[td]JAM_Magazines\AT4open[/td]

[td]Medium power, ammo uses 3 slots per round[/td]

[/tr]

[tr]

[td]Mk153 SMAW[/td]

[td]ww4_wpn\ww4_smawload[/td]

[td]High power, ammo uses 4 slots per round, semi-guided (BIS carl gustav style)[/td]

[/tr]

[tr]

[td]FGM-148 Javelin[/td]

[td]ww4_wpn\ww4_javelin [/td]

[td]Extreme power, ammo uses 6 slots per round, ww4 direct and top attack guidance options[/td]

[/tr]

[/table]

Attachments:

Optics:

[table=width: 500]

[tr]

[td]Type[/td]

[td]Name[/td]

[td]Base Model[/td]

[td]Magnification[/td]

[td]Zero[/td]

[td]Notes[/td]

[/tr]

[tr]

[td]Close Combat[/td]

[td]Reflex RX-01[/td]

[td]ww4_wpn\mi\optic_reflex[/td]

[td]1x[/td]

[td]200m[/td]

[td][/td]

[/tr]

[tr]

[td]Close Combat[/td]

[td]Kobra[/td]

[td]ww4_wpn\mi\optic_cobra[/td]

[td]1x[/td]

[td]200m[/td]

[td]Fitted in place of reflex sights on Russian weapons[/td]

[/tr]

[tr]

[td]Close Combat[/td]

[td]Holographic[/td]

[td]ww4_wpn\mi\optic_holo[/td]

[td]1x[/td]

[td]200m[/td]

[td][/td]

[/tr]

[tr]

[td]Close Combat[/td]

[td]Aimpoint[/td]

[td]ww4_wpn\mi\optic_m68[/td]

[td]1x to 3x[/td]

[td]200m[/td]

[td]Adjustable zoom for balancing reasons, zoom is fully variable due to engine limitations[/td]

[/tr]

[tr]

[td]Tactical[/td]

[td]ACOG[/td]

[td]ww4_wpn\mi\optic_acog[/td]

[td]4x[/td]

[td]300m[/td]

[td]Needs an illuminated reticle[/td]

[/tr]

[tr]

[td]Tactical[/td]

[td]PSO-1[/td]

[td]optika_snpiere[/td]

[td]4x[/td]

[td]300m[/td]

[td]Fitted in place of ACOG sights on Russian weapons[/td]

[/tr]

[tr]

[td]
Tactical
[/td]

[td]
Elcan M-145
[/td]

[td]
SJB_optics\optic_elcan
[/td]

[td]
3.4x
[/td]

[td]
300m
[/td]

[td]
Currently the only tactical scope in MWC which has an illuminated reticle
[/td]

[/tr]

[tr]

[td]Marksman[/td]

[td]Marksman Scope[/td]

[td]O_wp\cs_optika[/td]

[td]6x[/td]

[td]400m[/td]

[td]Suppressed version needed![/td]

[/tr]

[tr]

[td]
Sniper
[/td]

[td]
Sniper Scope
[/td]

[td]
LSR_uswp\opt\opt_mildot
[/td]

[td]
8x
[/td]

[td]
400m
[/td]

[td]
Basic sights fitted to unmodified sniper rifles
[/td]

[/tr]

[tr]

[td]Sniper[/td]

[td]ART scope[/td]

[td]optika_snpierw[/td]

[td]3x to 9x[/td]

[td]80 to 400m[/td]

[td]The only sight with an adjustable zero[/td]

[/tr]

[tr]

[td]
Sniper
[/td]

[td]
Ballistic Scope
[/td]

[td]
LSR_uswp\opt\opt_mildot
[/td]

[td]
3x to 12x
[/td]

[td]
400m
[/td]

[td]
Fixed zero variable magnification
[/td]

[/tr]

[/table]

Handguard/Underbarrel attachments:

[table=width: 500]

[tr]

[td]Grenade launcher[/td]

[td]M-203 on Western weapons, GP-30 on Russian weapons, same performance and leaf sight on both models[/td]

[/tr]

[tr]

[td]
Masterkey Shotgun
[/td]

[td]
Uses grenade launcher models! Choice of buckshot, slugs or frag-12 in a 4 round magazine
[/td]

[/tr]

[tr]

[td]Grip-pod[/td]

[td]Causes guns to use a "Grip" version of their respective magazine which has significantly reduced recoil[/td]

[/tr]

[/table]

Barrel attachments:

[table=width: 500]

[tr]

[td]Flash suppressor[/td]

[td]Causes the suppressed model of the gun to be used with normal magazines, slightly reduced muzzle velocity, no muzzle flash[/td]

[/tr]

[tr]

[td]Suppressor[/td]

[td]Causes the suppressed model of the gun to be used with suppressed magazines, reduced sound, significant reduction of muzzle velocity, recoil and damage[/td]

[/tr]

[/table]

Suppressors can be combined with grips which cause the gun to use a "suppressed grip" magazine which has even less recoil

Sales pitch over now the reality check...

MWC cannot be released in its current form due to the large number of weapons that are not part of the open source ww4 mod (these are marked in red above). While the mods in question can be used unmodified with MWC so I believe there wouldn't actually be a breach of their EULAs, I would much prefer the effected weapons to be redone in an open source optimised fashion according to the principles of ww4. Unfortunately for you I do not do modelling or texturing so I'm going to require help if you want this mod to be released either way.

All of the game modes listed have been subject to beta testing in non-dedicated server four player LAN games. While the game modes have been designed to support dedicated servers and up to eight players these configurations have not been tested. Minimum spec of client machine tested so far is Intel Atom N270, 1GB RAM, Intel GMA 950 graphics.

In addition to the non-ww4 models in the weapons and attachments listed above I also need an open source claymore model. Anyone know of one?

So would anyone like to help?

Edited by *Zeewolf*

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Oh and does anyone know how I can contact the makers of SJB Weapons pack and LSR US Weapons? If I can't recruit any modellers I'll need to use the content from these addons. Which means getting permission before releasing any material for MWC to anyone.

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If you can't get hold of Laser or Jackel326 then I could throw together a mk-12 SPR from *cough*spare parts*cough* something like this:

sprmockup.jpg

STGN

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Thanks STGN. Could you give me some rough texture and vertex numbers for that model? While the SJB and Laser models do look very nice they use way more textures and vertices than WW4 models, the SJB Mk12 for example is almost 8000 vertices and 25 textures, compare that to the most detailed WW4 models like the LR300 which is nearly 5500 vertices and 5 textures. It would be nice to get some WW4 style open source low poly count, merged texture weapons.

I've had another idea to get this released without using non-bis/ww4 models which is to go overboard with placeholder models for all of the weapons. For example:

Beretta 93R -> BIS Beretta 92FS

M1911A1 -> BIS CZ75

Desert Eagle -> BIS Tokarev

Glock-18 -> BIS Glock 17

Colt Anaconda -> BIS revolver

All suppressor options for pistols would have to be disabled to maintain balancing.

UMP45 -> WW4 MP5 (obviously already being used for the real MP5!)

P90 -> WW4 AUG A3

G36C -> WW4 SG552

Mk12 SPR -> WW4 M4 (obviously already used as a carbine!)

M39 -> BIS M21 (unrealistic to use an M21 given the choice of optics in MWC)

M1014 -> BIS Kozlice

Claymore -> BIS satchel charge

So I'd be forced to use models for guns that look nothing like the one that it's meant to be but at least I could release the mod. The main reason I can't use BIS models as placeholders for SMGs, carbines and assault rifles is that at a minimum I need suppressed and non-suppressed versions for each weapon of these types.

I've PM'd Jackal326 and Laser for permission to use their material (I'm not too hopeful about Laser since last activity was 4 years ago). Anyone know how to contact the owner of the G36Commando addon? The readme provided isn't very clear who the model itself belongs to and the email addresses are nine years old, so this weapon may be the priority for replacement by any volunteer modellers.

Edited by *Zeewolf*

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As seen here its 2870 vertices 3 textures but I needs muzzle flash so that is 1 or 2 textures more and a few vertices.

STGN

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compare that to the most detailed WW4 models like the LR300 which is nearly 5500 vertices and 5 textures.

5500 sounded a very lot to me so i checked in O2 and the most detailled pilotview lod of the LR300 (the one with grenade launcher) has 2547 vertices.

From where do you get that 5500 vertices count ?

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Nice sales pitch ;)

Thanks Sanc! You can probably see that MWC would never have been possible without WW4 and its wealth of models. MLODs are fine to get me going, obviously if things are going to be kept in the "spirit of ww4" then ODOLs would be nice.

As seen here its 2870 vertices 3 textures but I needs muzzle flash so that is 1 or 2 textures more and a few vertices.

STGN

Great stuff! Clear proof that you don't need 10000 vertices and 50 textures to make an amazing looking model!

Here's some more marketing material, a user manual I produced for my beta testers. It goes into some more detail about how the game modes worked and gives an overview (top trumps style) of how the weapons are balanced.

For those interested in how the underlying config works, it relies on defining each weapon as a series of orthogonal class names depending upon its attachments.

E.g. Just for the Groza the actual classes are:

Base class

GrozaBase:AK74

Magazines

GrozaMag:GrozaBase

GrozaSDMag:GrozaMag

GrozaGrip:GrozaMag

GrozaSDGrip:GrozaGrip

Standard barrel, no launcher/masterkey

Groza:GrozaBase magazines[]={"GrozaMag","GrozaGrip"}; (with/without grip-pod)

GrozaReflex:Groza

GrozaAimpoint:Groza

GrozaHolo:Groza

GrozaAcog:Groza

GrozaElcan:Groza

Suppressed and flash suppressed

GrozaSD:GrozaBase magazines[]={"AN94SDMag","AN94Mag","AN94SDGrip","AN94Grip"}; (suppressed, flash suppressed, suppressed with grip, flash suppressed with grip)

GrozaReflexSD:GrozaSD

GrozaAimpointSD:GrozaSD

GrozaHoloSD:GrozaSD

GrozaAcogSD:GrozaSD

GrozaElcanSD:GrozaSD

Grenade launcher

GrozaGL:AK74GrenadeLauncher

GrozaReflexGL:GrozaGL

GrozaAimpointGL:GrozaGL

GrozaHoloGL:GrozaGL

GrozaAcogGL:GrozaGL

GrozaElcanGL:GrozaGL

Suppressed or flash suppressed with grenade launcher

GrozaGLSD:AK74GrenadeLauncher

GrozaReflexGLSD:GrozaGLSD

GrozaAimpointGLSD:GrozaGLSD

GrozaHoloGLSD:GrozaGLSD

GrozaAcogGLSD:GrozaGLSD

GrozaElcanGLSD:GrozaGLSD

Masterkey

GrozaMK:AK74GrenadeLauncher

GrozaReflexMK:GrozaMK

GrozaAimpointMK:GrozaMK

GrozaHoloMK:GrozaMK

GrozaAcogMK:GrozaMK

GrozaElcanMK:GrozaMK

Suppressed or flash suppressed with Masterkey

GrozaMKSD:AK74Grenadelauncher

GrozaReflexMKSD:GrozaMKSD

GrozaAimpointMKSD:GrozaMKSD

GrozaHoloMKSD:GrozaMKSD

GrozaAcogMKSD:GrozaMKSD

GrozaElcanMKSD:GrozaMKSD

The database scripting can then spawn the required gun by concatenating strings depending on which attachments the player has selected for a given weapon. All class names have to be structured in a similar way (weapon name, optic name, handguard, barrel). Magazines are chosen depending on the handguard and barrel attachments.

---------- Post added at 16:12 ---------- Previous post was at 14:33 ----------

5500 sounded a very lot to me so i checked in O2 and the most detailled pilotview lod of the LR300 (the one with grenade launcher) has 2547 vertices.

From where do you get that 5500 vertices count ?

In ODOL explorer LR300M203.p3d pilot view has 5632 vertices, 2822 faces, 5 textures.

Edited by *Zeewolf*

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I've PM'd Jackal326 and Laser for permission to use their material (I'm not too hopeful about Laser since last activity was 4 years ago). Anyone know how to contact the owner of the G36Commando addon? The readme provided isn't very clear who the model itself belongs to and the email addresses are nine years old, so this weapon may be the priority for replacement by any volunteer modellers.

FYI: M4s & M16s from Jackal's and Laser's packs, just like that G36C (and M14, and AK-47 and MP5, and some pistols...), are based on Inquisitor's ports from Counter Strike (apparently legal). I dunno what kind of "EULA" Inq gave to them (at least M4 was released as open source), but I saw that models in many addons (Wipman, Vilas, WW3, some Vietnam mods, even WW4 uses Inq's AK-47).

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I think the discrepency between vertices numbers is that ODOL explore might have "cut" sharpened edges increasing the vertices number thats at least what blender does when it counts vertices.

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Ah yes, it's possible that it doubles the vertices count at every edges like if you apply an edgesplit modifier in Blender, as after conversion back into MLOD, the real vertice count is the same as the one i saw (+/- 2500 vertices) on the original MLOD.

For Inquisitor models, the ones i used with permission have been modified in WW4 (simplified in polycount and texture count like every models included in WW4), so if you want better visual quality, it's always a better idea to use the original models, not the WW4 versions.

The WW4 versions were made with a large amount of models used in the same time, leading me to lower both the quality of the models i used and the texture quality.

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Well if you look at the numbers you'll see that it's completely impractical to provide a model for every single attachment combination in MWC. So as it stands people are going to have to accept that the gun they'll be holding isn't going to look exactly like the one they have selected. If it were done properly then for example the Groza alone would need 72 models (36 if you combine the two suppressor options, the masterkey with the grenade launcher and don't provide separate models for guns with grips fitted). Currently the Groza is done with just five different models. While it's possible some generous people will help increase the model count substantially, the priority is currently to replace non-bis/ww4 content.

So I would say that 90% of the time the gun model you hold won't have the optic on it that you see when you aim down the sights or appear to mount all of the attachments you selected. If people don't like that then I'm afraid this mod is not for them. I would say the innovations this mod brings to multiplayer gameplay outweigh the purely cosmetic limitations imposed by the restricted model count.

The only reason I brought up the vertex and texture count issue is to provide some target numbers for volunteer modellers to aim for.

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72? I manage 5 optics options(Iron,Aimpoint,Reflex,Eotech,ACOG), 3 under barrel(VFG,M203,MK) options, 2 muzzle(Flashhider, Suppressor) options in 30 models for my M4's(no surprise 5x3x2 is 30) what am I missing?

STGN

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72? I manage 5 optics options(Iron,Aimpoint,Reflex,Eotech,ACOG), 3 under barrel(VFG,M203,MK) options, 2 muzzle(Flashhider, Suppressor) options in 30 models for my M4's(no surprise 5x3x2 is 30) what am I missing?

STGN

The 72 attachment combinations for any of the carbine type weapons:

[table=width: 500]

[tr]

[td]Iron sights, standard handguard, standard barrel[/td]

[td]Iron sights, M203/GP30, standard barrel[/td]

[td]Iron sights, Masterkey, standard barrel[/td]

[td]Iron sights, Grip, standard barrel[/td]

[td]Iron sights, standard handguard, flash suppressed[/td]

[td]Iron sights, M203/GP30, flash suppressed[/td]

[td]Iron sights, Masterkey, flash suppressed[/td]

[td]Iron sights, Grip, flash suppressed[/td]

[td]Iron sights, standard handguard, suppressed[/td]

[td]Iron sights, M203/GP30, suppressed[/td]

[td]Iron sights, Masterkey, suppressed[/td]

[td]Iron sights, grip, suppressed[/td]

[/tr]

[tr]

[td]Reflex/Kobra sights, standard handguard, standard barrel[/td]

[td]Reflex/Kobra sights, M203/GP30, standard barrel[/td]

[td]Reflex/Kobra sights, Masterkey, standard barrel[/td]

[td]Reflex/Kobra sights, Grip, standard barrel[/td]

[td]Reflex/Kobra sights, standard handguard, flash suppressed[/td]

[td]Reflex/Kobra sights, M203/GP30, flash suppressed[/td]

[td]Reflex/Kobra sights, Masterkey, flash suppressed[/td]

[td]Reflex/Kobra sights, Grip, flash suppressed[/td]

[td]Reflex sights, standard handguard, suppressed[/td]

[td]Reflex/Kobra sights, M203/GP30, suppressed[/td]

[td]Reflex/Kobra sights, Masterkey, suppressed[/td]

[td]Reflex/Kobra sights, grip, suppressed[/td]

[/tr]

[tr]

[td]Aimpoint sights, standard handguard, standard barrel[/td]

[td]Aimpoint sights, M203/GP30, standard barrel[/td]

[td]Aimpoint sights, Masterkey, standard barrel[/td]

[td]Aimpoint sights, Grip, standard barrel[/td]

[td]Aimpoint sights, standard handguard, flash suppressed[/td]

[td]Aimpoint sights, M203/GP30, flash suppressed[/td]

[td]Aimpoint sights, Masterkey, flash suppressed[/td]

[td]Aimpoint sights, Grip, flash suppressed[/td]

[td]Aimpoint sights, standard handguard, suppressed[/td]

[td]Aimpoint sights, M203/GP30, suppressed[/td]

[td]Aimpoint sights, Masterkey, suppressed[/td]

[td]Aimpoint sights, grip, suppressed[/td]

[/tr]

[tr]

[td]Holo sights, standard handguard, standard barrel[/td]

[td]Holo sights, M203/GP30, standard barrel[/td]

[td]Holo sights, Masterkey, standard barrel[/td]

[td]Holo sights, Grip, standard barrel[/td]

[td]Holo sights, standard handguard, flash suppressed[/td]

[td]Holo sights, M203/GP30, flash suppressed[/td]

[td]Holo sights, Masterkey, flash suppressed[/td]

[td]Holo sights, Grip, flash suppressed[/td]

[td]Holo sights, standard handguard, suppressed[/td]

[td]Holo sights, M203/GP30, suppressed[/td]

[td]Holo sights, Masterkey, suppressed[/td]

[td]Holo sights, grip, suppressed[/td]

[/tr]

[tr]

[td]ACOG/PSO-1 sights, standard handguard, standard barrel[/td]

[td]ACOG/PSO-1 sights, M203/GP30, standard barrel[/td]

[td]ACOG/PSO-1 sights, Masterkey, standard barrel[/td]

[td]ACOG/PSO-1 sights, Grip, standard barrel[/td]

[td]ACOG/PSO-1 sights, standard handguard, flash suppressed[/td]

[td]ACOG/PSO-1 sights, M203/GP30, flash suppressed[/td]

[td]ACOG/PSO-1 sights, Masterkey, flash suppressed[/td]

[td]ACOG/PSO-1 sights, Grip, flash suppressed[/td]

[td]ACOG/PSO-1 sights, standard handguard, suppressed[/td]

[td]ACOG/PSO-1 sights, M203/GP30, suppressed[/td]

[td]ACOG/PSO-1 sights, Masterkey, suppressed[/td]

[td]ACOG/PSO-1 sights, grip, suppressed[/td]

[/tr]

[tr]

[td]Elcan sights, standard handguard, standard barrel[/td]

[td]Elcan sights, M203/GP30, standard barrel[/td]

[td]Elcan sights, Masterkey, standard barrel[/td]

[td]Elcan sights, Grip, standard barrel[/td]

[td]Elcan sights, standard handguard, flash suppressed[/td]

[td]Elcan sights, M203/GP30, flash suppressed[/td]

[td]Elcan sights, Masterkey, flash suppressed[/td]

[td]Elcan sights, Grip, flash suppressed[/td]

[td]Elcan sights, standard handguard, suppressed[/td]

[td]Elcan sights, M203, suppressed[/td]

[td]Elcan sights, Masterkey, suppressed[/td]

[td]Elcan sights, grip, suppressed[/td]

[/tr]

[/table]

No other weapon type has that many combinations, I can provide a similar grid for the other types if you want.

The blue text above indicate the WW4 models available for the M4 (which has the most models available compared to any other weapon, see the spoiler below for an example of the most common situation). The red text indicate attachment combos that are not allocated a separate class in the config because they are currently implemented using an alternate magazine rather than a weapon to achieve the desired stats. I could change how the database coding works to implement these as actual separate weapons but there's no point in me doing that unless the models were actually available. The remaining items in black text are defined weapon classes that use the closest model in appearance (so it would use a model from one of the weapons in blue text).

Jackal326 has given permission to use material from his SJB weapons pack which is good news. That leaves the G36C, M39 EMR, M1014, claymore and the mildot scope requiring replacement or permissions to use. Assuming a 1:1 replacement for a release to take place of the currently used models the list of required replacements is:

[table=width: 1000]

[tr]

[td]Used for[/td]

[td]Actual weapon model being used[/td]

[td]Model path[/td]

[/tr]

[tr]

[td]M39 Acog/Elcan[/td]

[td]Mk14 EBR aimpoint[/td]

[td]\LSR_uswp\m14\lsr_m14_sopmod_aim.p3d[/td]

[/tr]

[tr]

[td]M39 Acog/Elcan flash suppressed[/td]

[td]Mk14 EBR aimpoint suppressed[/td]

[td]\LSR_uswp\m14\lsr_m14_sopmod_sd_aim.p3d[/td]

[/tr]

[tr]

[td]M39/Sniper Scope/ART/Ballistic Scope[/td]

[td]Mk14 EBR leupold scope[/td]

[td]\LSR_uswp\m14\lsr_m14_sopmod_leu.p3d[/td]

[/tr]

[tr]

[td]M39/Sniper/ART/Ballistic Scope Suppressed[/td]

[td]Mk14 EBR leupold scope suppressed[/td]

[td]\LSR_uswp\m14\lsr_m14_sopmod_sd_leu.p3d[/td]

[/tr]

[tr]

[td]G36C, any optic, standard barrel, standard handguard or grip[/td]

[td]G36C aimpoint, standard barrel with grip[/td]

[td]\G36Commando\G36_Mag_NoGrenade_Stock.p3d[/td]

[/tr]

[tr]

[td]G36C, any optic, suppressed, standard handguard or grip[/td]

[td]G36C aimpoint, suppressed with grip[/td]

[td]\G36Commando\G36_Mag_NoGrenade_Stock_Suppr.p3d[/td]

[/tr]

[tr]

[td]G36C, any optic, standard barrel, M-203 or masterkey[/td]

[td]G36C aimpoint, standard barrel with AG36, no stock (version of model with stock doesn't work!)[/td]

[td]\G36Commando\G36_mag_grenade.p3d[/td]

[/tr]

[tr]

[td]G36C, any optic, suppressed, M-203 or masterkey[/td]

[td]G36C aimpoint, suppressed with AG36[/td]

[td]\G36Commando\G36_mag_grenade_stock_suppr.p3d[/td]

[/tr]

[tr]

[td]M1014 iron sights or reflex[/td]

[td]Benelli M3 iron sights[/td]

[td]\LSR_USWP\m1014\LSR_m3.p3d[/td]

[/tr]

[tr]

[td]M1014 aimpoint or holo[/td]

[td]Benelli M3 aimpoint[/td]

[td]\LSR_USWP\m1014\LSR_m1014_aim.p3d[/td]

[/tr]

[tr]

[td]Claymore[/td]

[td]BIS Satchel charge[/td]

[td]satchel.p3d[/td]

[/tr]

[tr]

[td]Sniper score or Ballistic scope standard barrel[/td]

[td]Mildot reticle[/td]

[td]\LSR_uswp\opt\opt_mildot.p3d[/td]

[/tr]

[tr]

[td]Sniper score or Ballistic scope flash suppressed[/td]

[td]Mildot reticle with no muzzle flash[/td]

[td]\LSR_uswp\opt\opt_mildot_sd.p3d[/td]

[/tr]

[/table]

Which is actually quite short! So er... any volunteers yet?

Edited by *Zeewolf*

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With the exception of ELCAN sight, No flashhider and suppressors for standard handguard all those are covered in my latest released M4 pack.

STGN

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With the exception of ELCAN sight, No flashhider and suppressors for standard handguard all those are covered in my latest released M4 pack.

STGN

Ok, I'll use the ww4 M4s to make up the difference (assuming you're giving me permission to use your models which is what you seem to be implying, in which case thanks!). Given the incredible number of classes needed in MWC I've been worrying about the impact of leaving all the configs in the non-ww4 addon pbos. MWC uses the main bin\config.cpp for pretty much everything (it also provides unit and weapon replacement for stock BIS classes).

All the configs in the addon folder will be concatenated and compiled into one class hierarchy so when the game starts the mod is going to be using memory to store effectively redundant class definitions (since they won't be used in MWC missions). For WW4 it's not really a problem since I can remove all of the configs for ww4 units and weapons (most of them are handily packaged separately from the textures/models they use). My thought being that people would just use the MWC mod folder to run MWC multiplayer missions and another mod folder for the proper addon .pbo.

Assuming I can use it would it be ok for me to remove the config.cpp from your M4 addon and repack it with the same name (which saves me repathing all of the textures)? Or do you think I'm just being paranoid about memory usage?

Edited by *Zeewolf*

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Well you can use my models if you want but if you are not gonna include whole addon I will prefer it if you do not use the same .pbo name. Not sure if it will make a noticeably difference anyway whether or not .cpp is included?

STGN

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Well I'll tell you what I've observed from years of butchering addons in that manner. If you have a PC that requires -nomap to run OFP with a large collection of addons, if you cut out redundant models and textures you can drop below the -nomap threshold, so obviously the size of the addon affects memory usage even if its contents are not instantiated. I think certain class definitions can have an affect on memory usage as well (I seem to remember having a big problem when I was making the config for a 210MB voice pack, it was ok up until a certain number of classes then it required nomap).

Anyway, I digress. I appreciate your point of view on the matter of reusing models without repathing them. So I will defer the decision on whether to use your M4s until the high priority items (G36C, M39, claymores, M1014 and mildot) are sorted out. I still haven't had any replies to my emails and PMs from Laser or Nicholas Vinen (guy who made G36Commando.pbo no evidence he was ever a member of these forums so I'm relying on a 9 year old email address!), however Macser has kindly offered to have a look at the G36C which helps keep the mod moving. I'll start working on an editor guide that will describe the few steps necessary to customise the template missions and delve into the guts of how all the mission scripts work for people who want to expand upon any part of this mod (I'm intending all of my scripts to be completely permission free, attribution only, I've never released stuff with anything more stringent than a modified BSD license and I'm not going to start now).

P.S. I'm still missing a claymore model of any kind, I can't imagine it would be hard to make a little green box on legs with some widgets on top (but who am I to say). Any one care to help with that one?

Edited by *Zeewolf*

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hi,

P.S. I'm still missing a claymore model of any kind, I can't imagine it would be hard to make a little green box on legs with some widgets on top (but who am I to say). Any one care to help with that one?

I think you have a good claymore model in one of the mapfact addons. Maybe military objects or barracks I don't remember. I also made an AP mine script very performance friendly in MP I can send it to you if you want.

EDIT: Claymore model is in JOF_Objects

LINK

JOF_Objects_4.jpg

cya.

Nikiller.

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Well reg editing(I think its called) my models is a 10min. boring job of opening them in notepad++ and pressing replace all "stgnsopmod" with "thenameyouwant".

Hell I will do it for you if you want, though you will have to tell me which models you want and the .pbo name.

STGN

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Claymore model is in JOF_Objects

Thanks, the model is slightly over the top but it will do the job (aren't you glad I'm not making the models for this mod, they'd all be blocks or sticks with matte textures on the grounds of saving resources, "M4 in just 8 vertices and 1 texture! Now that's efficient. What do you mean it's just a black stick?" etc).

I don't need scripts for it, I already have one that does the job, more importantly it doesn't rely on spawning oodles of "shrapnel" and throwing it at people to kill them (which strikes me as a nice way to waste bandwidth). Since MapFact is now disbanded are they still knocking around the forums? I can't find any EULA for these either. Is there a single point of contact for permissions for mapfact addons?

---------- Post added at 22:52 ---------- Previous post was at 21:27 ----------

Well reg editing(I think its called) my models is a 10min. boring job of opening them in notepad++ and pressing replace all "stgnsopmod" with "thenameyouwant".

Hell I will do it for you if you want, though you will have to tell me which models you want and the .pbo name.

STGN

I know how to "reg-edit" an ODOL but notepad++? Arrggh the unprintable characters hurt my eyes! HxD is my weapon of choice.

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A little progress report for everyone. I'm currently working on a spiffy looking main menu intro mission (or at least as good as it can look on desert island). I won't spoil the surprise but it's inspired by the intro used for Southern Sahrani in Arma. Beta testers are still finding the odd bug associated with obscure loadout combinations but there have been no major problems that I haven't been able to resolve.

Models wise, Macser is looking at replacing the G36C and claymores with new versions so that the only addon left still requiring permissions is LSR US Weapons pack v2.00 (LSR_uswp.pbo). I've had no response to any PMs to Laser or emails to the contact details listed in his readme. So at present it's looking like the mod will have to be released with a "permission asked for, no reply" disclaimer for this addon given the time period since the addon's release and last activity on the forums by the author (I'd appreciate the input of a moderator on this issue).

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This looks like a very interesting Mod concept, i will have to keep an eye on this :) Although i don't have OFP installed anymore, i do have some OFP weapons you may want if your interested, particularly i have a whole set of FnFals and G3s with attachments. :)

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This looks like a very interesting Mod concept, i will have to keep an eye on this :) Although i don't have OFP installed anymore, i do have some OFP weapons you may want if your interested, particularly i have a whole set of FnFals and G3s with attachments. :)

Thanks for your interest. The weapons in MWC have been carefully selected based on dissimilarity of calibre, accuracy and handling ability. While the G3 is a classic COD weapon, it doesn't really offer anything over the existing selection of weapons. If either the FAL or G3 were included they would be too similar to the SCAR-H that is already provided, being all the same calibre and magazine capacity. The current modelling efforts are focussed on replacing models from addons whose authors cannot be contacted for permission.

On an entirely different subject, what are people's thoughts on swimming animations/scripts? My testers have checked out combining MWC with Itweas' swimming animations and they seem to work ok in MP (although I had to tweak the swimming script to fix a very irritating bug). Unfortunately he hasn't included a license agreement in his readme and I'm really not in the mood to start another permissions wild goose chase relying on seven year old contact details. But if people feel strongly that it should be included in the release I'll consider if anything can be done.

EDIT: Itwea's email address doesn't work and he doesn't appear to have been a member of these forums (correct me if I'm wrong). I've contacted a moderator to sort out what to with permissions for this this and LSR weapons.

Edited by *Zeewolf*

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