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View Full Version : Selectable Weapons Format


Azymn
09-11-2002, 02:15 AM
Saber hilts already have a "mod compatible" format to ensure that they work with a variety of mods that use the same system.

This is a proposal is for a universal, "mod compatible" format for guns that will allow the same type of switching used currently for hilts. This format will be the basis for at least two upcoming mods, including Masters of the Force and ForceMod v2.0.

Here's an example of our current proposal for the file structure:


jango_fett.pk3/models/weapons2/weapon_jango_fett/

which contains:

jango_fett.md3
jango_fett_hand.md3
jango_fett_w.glm
jango_fett.shader
jango_fett_skin.jpg
jango_fett.weapon


For simplicity, everything will be in the same directory, including the shader and skin files.
The *.weapon files will be used to specify what special fx components the gun uses, as each gun right now has a limited number of hardcoded fx available, specific to each model. Using *.weapon files should give us more freedom in dictating what properties the weapon has, without confining them to specific model limitations.


Suggestions/Questions/Comments?

Commodus
09-11-2002, 03:22 AM
This sounds like a good idea, however how do you intend to make the game read the .weapon files?

razorace
09-11-2002, 03:34 AM
Ether write your own parser reading functions or cut and paste Raven's....

The Eternal
09-11-2002, 04:12 AM
i'm not completely sure but if you're gonna use .weapon files for efx files isn't really smart (maybe not even possible) because the effects system reads .efx files automatically if i'm correct. so loading effect "blahblah/something" means loading gamebase/modname/effects/blahblah/something.efx afaik
i haven't tried hardcoding in the .efx name behind it so i'm not sure if it works but i doubt it. als it autoloads from the effects directory. which would mean you're stuck there.. i haven't tried ../ before it yet which might work.. but the diffrent name will probably not

hawk_of_war
09-11-2002, 11:32 AM
Ok, I can see sabers being customized, but wouldn't having custom weapons really start to add too much complexity to the choosing system, not to mention that it would take up a LOT more space.

t3rr0r
09-11-2002, 01:31 PM
Originally posted by hawk_of_war
Ok, I can see sabers being customized, but wouldn't having custom weapons really start to add too much complexity to the choosing system, not to mention that it would take up a LOT more space.
how is a command like "/pistol blah" complex?

Covax
09-11-2002, 02:49 PM
:cool: The idea then would be to limit weapons, like Counterstrike/Firearms. You could have:

1 Saber/Blade/Melee Weapon
1 Blaster/Gun/Rifle
1 Explosive/Rocket type

Honestly we wouldn't need more than that in one 'round'. We can choose from, like, 20 Blasters and we all have our favorties. The power balance could be controlled with ammo limts, 3 Seeker rockets, 7 RPG's or 10 Thermal Detonators for example.

The only trick would be to have STRICT guildlines for power-balance (fire/reload/spread/kockback/stun etc) we don't want a one-shot-one-kill slingshot. That would be a trick to enforce, but not impossible. New weapons can be beta-tested on open servers and every month or so your group could release an 'authorized weapons pack'.

razorace
09-11-2002, 03:47 PM
This is only for the appearance of weapons, not dynamic weapons. THAT would be tricky and would A)probably not be supported by the engine and B)unbalance the game. :)

t3rr0r
09-11-2002, 07:26 PM
now here's the question... is it possible to make the projectiles customizable, too?

razorace
09-11-2002, 09:53 PM
Customizable in what way? I imagine could be possible to make the projectiles different colors and such.

Covax
09-12-2002, 02:37 AM
:cool: Ahh... Ok I was confused there. What your saying is that:

- The same 'weapons' would be in the game.
- We'd be able to select different models, skins and visual effects (like projectiles) for the weapons.
- The damage/rate of fire would remain the same.

So, I'd start the game and select my 'weapon 3'. I'd have the choice of an SMG, Pulse Rifle or original SW Blaster Rifle. They would all have the same effect on the game but would be a different experiance.

Still, you've got play-balances to consider. In my Remix mod I made the Boltcaster fire 'arrows'. They are almost invisible and quiet until impact, to give it a bit more use in MP games as a 'stealth' weapon. So sound/visual effects can impact on balance if you're not careful.

razorace
09-12-2002, 02:49 AM
Good point but it's easily fixed. Just don't use the unbalancing weapons on your system. :) Their gun will default to the default model and then no problems.

Darth Osiris
09-12-2002, 04:01 PM
What about custom sounds to blasters? (and maby to sabers too, so u could use ex. those Tusken Raider staffs)

razorace
09-12-2002, 04:20 PM
Yeah, that's already been mentioned.....

Azymn
09-12-2002, 04:33 PM
t3rr0r, i think that customizable projectiles are a definite possibility- some people might not want want Jango's Pistols to shoot like a bryar pistol, for example.

I don't think we have to limit it to just visual fx - Covax's suggestion about having a CS-type configuration is not unreasonable, we want this standard to be ready if someone decides to do that.

And Darth Osiris, that would include custom sounds too.

*edited by Syrup to maintain objectiveness* :)

razorace
09-12-2002, 05:02 PM
We shouldn't talk about internal design decisions. This is just about the syntax for the weapon models / sound / FX customization. We want a standard for several different Mods, not one mod. :)

Razor Ace

Azymn
09-12-2002, 05:19 PM
We shouldn't talk about internal design decisions.
We want a standard for several different Mods, not one mod.

Right, that's why we have to make everything customizable in this standard, even projectiles and weapon attributes, not just fx.
Then it's up to the specific mod creator to determine what parts of the custom gun to use, and how to use them, whether they want to modify just the visual fx and appearance, or also the behavior of the gun itself.

razorace
09-12-2002, 05:46 PM
How do you suggest dynamic weapon atributes be done internally? There's a LOT of hard code that is needed for each weapon. I don't think it's practical to redesign the system to accept truely dynamic weapons.

Azymn
09-12-2002, 06:05 PM
How do you suggest dynamic weapon atributes be done internally? There's a LOT of hard code that is needed for each weapon. I don't think it's practical to redesign the system to accept truely dynamic weapons.


I thought you didn't want to talk about internal design decisions. :)

Nobody is forced to use/code for the dynamic weapon attributes.

But if coders want to make a CS-style game (which is not a stretch of the imagination), they should be able to use this format for the dynamic allocation of weapons.
It is a universal format.
i've looked at the code, and i'm going to try to build it in.

razorace
09-16-2002, 04:04 PM
But does CS even have dynamic weapons like that?

Anyway, another thing that needs to be add....
Damage model support for distructable weapons. One model for the of the destroyed weapon in your hand and another model of sliced off barrel (to be used as a weapon "gib").