Le blog d'un loup pas vraiment solitaire

Catégorie: News
Rédigé par YannG | 10 novembre 2015 | Classé dans: News | Mots clés: engine, player, model, bot, map

November News

I know it can be frustrating for people to follow a game development and can't play with it, so i decided to release an almost playable version and make frequent updates according to the progress of the mod's development.

Initially i wanted to release the Linux version at the beginning of november, and then the Windows version at the beginning of december, but i had to make choices.

At the beginning, the Wolfzone mod was made with the GPL version of Wolfenstein: Enemy Territory engine released in august 2010 by id Software, and i only kept the Linux part because at that time i made this mod only for me.

But as i make a version for everybody now, i have to give a Windows version available too, and as i make that mod on my spare time, i don't have time and prefer to focus on the mod development rather than on the game engine, so i decided to modify the mod so that it will works with the ET:Legacy engine as the ET:Legacy team have done a great work to correct and improve the original Wolfenstein: Enemy Territory engine, moreover both projects are compatibles as they use GPL v3 license.

And thus, i'm working at present to adapt the mod and i will do my best so that it will be available by the end of the month, so stay tuned.

Player models:

I have got permission from marze3d to use these amazing player models he made for the True Combat: Elite mod, so i will append these models to the Wolfzone mod as soon as Linux and Windows versions will be available.

Bobot IA:

The Bobot mod artificial intelligence is based on a neural network which works rather well to simulate human behaviors, and the decision-making is made among a selection of predefined actions each having a percentage of concurrent priorities.

I have found a way in the bot's thinking loop function to redirect to another function who can watch and change these priorities levels in such a way that they can achieve a group of even more structured actions from the already implemented simple actions, for example:

  • engage enemy,
  • withdraw if too much damage,
  • take cover,
  • wait to recover health,
  • counter attack,
  • engage enemy,
  • and so on...

Crossroad map:

As you may have noticed with the last released screenshots, i edited the Crossroad map so that it becomes integrated into an urban environment instead of the countryside. I have to settle some details, but i think this will be the final version, and i could begin to make the next map.

Urban Crossroad #3 Urban Crossroad #2 Urban Crossroad #1

Voilà, that's it for now. Feel free to ask questions if you have it.

Rédigé par YannG | 04 octobre 2015 | Classé dans: News | Mots clés: video, weapons

Weapon Replacement: RPG-7 and Flamethrower

Like all weapons in Wolf:ET, Panzerfaust is really close from today weapons, so it's easy to replace it with a more up to date weapon.

RPG-7 is using almost the same external grenade plugged into a tube as the Panzerfaust so, swapping it with the RPG-7 is just like changing the model's skin.

RPG-7 Rocket Launcher Test - Mod DB

however, there is no reloading animation for the Panzerfaust, so the needed animation is just a statical model. When the grenade is fired and launched, the animation is just the progress of the missile handled automatically by the engine.

Considering the speed at which the rocket is progressing, it has been necessary to slow down the rocket a little to see how it behaves.

Rocket Launch And Progression Test - Mod DB

For the flamethrower, the animation is just a static pose, so, in this case too, a simple skin swap allows to replace the Wolf:ET flamethrower weapon and we can also reuse the original sounds as they are really close.

Flamethrower Test - Mod DB

Rédigé par YannG | 09 septembre 2015 | Classé dans: News | Mots clés: inventory

The Magical Backpack

Instead of spending an infinite time to wander around maps for collecting all kinds of objects to get useful stuff and to straight start to blow up the bad guys, i decided to add a magical backpack for the player.

Into this magical bag are contained all objects a player can use, and these objects can be used at any time and with no limit (except those of the object himself). To get them ready to use, you just have to assign them from the backpack to 8 availables slots.

To access the magical backpack inventory, it's quite simple, just use the "L" key to show the Limbo menu:

On the upper left you can see the 8 available slots with 3 primary slots who can be activated with "1" to "3" keys and just below, the 5 secondary slots who can be activated with "4" to "8" keys.

The lower left area is displaying the content of the magical backpack, just scroll down the list to see weapon or accessory you want to use and just drag and drop it on the slot to which you want to allocate him. Click "OK" at center bottom and use the key corresponding to the slot you just allocated the object to activate it.

You can assign any weapon to any slot to suit your needs, for example pistol can be assigned to any kind of slot either primary or secondary.

On the very lower left you can see the remaining time for the current game, this time can be set from 5 to 90 minutes at the very beginning of the game.

On the upper right you will see soon the avatar you can choose when you play the game.

And the lower right part allow you to select the team in which you want to play, either blue or green team or spectator if you just want to see bots fighting against each other.

Rédigé par YannG | 30 août 2015 | Classé dans: News | Mots clés: video, weapons

M590 Shotgun Test

There is no shotgun in Wolf:ET. This kind of weapons was first added by NoQuarter and Jaymod mods with the Winchester M97.

As NoQuarter and Jaymod mods, Wolfzone mod re-use almost the same settings but with a few differences. Shotgun on Wolfzone mod fire 11 pellets round who give 10 percent damage each but with a fast growing dispersion based on distance, so this weapon can be deadly at short range, but it's possible to survive if you are far enough and moving fast.

The M590 used in Wolfzone mod is not like the real Mossberg 590, in fact, the model in the game is a mixture of several components. It is based on Mossberg 500 cruiser with a custom buttstock and the ghost ring sights of the M590.

But as a game is not reality and Wolfzone mod will try at most to be only a fun arcade like game and not a simulation, the modeled gun have 8 rounds like the M590 instead of the 5 rounds underbarrel tube magazine like for the real M500 Cruiser shotgun.

M590 Shotgun Test - Mod DB

Furthermore all weapons into the game will have a different name from those by whom they are inspired to avoid copyright issues.

Rédigé par YannG | 20 août 2015 | Classé dans: News | Mots clés: video, weapons

Weapon Replacement: M4 and AK-47

As similarities between weapons from world war 2 and nowadays ones are very close, it is quite easy to replace originals weapons by the new ones I want to add.

So I will gradually replace weapons from the original game with those I want to use with Wolfzone mod.

Thompson to M4 carbine:

The Thompson submachine gun used during world war 2 use 11.43x23mm (.45 ACP) cartridges with a rate of fire from 600 to 700 RPM and a 30 rounds magazine.

The Colt M4 carbine and derivatives use 5.56x45mm NATO (.223) cartridges with a rate of fire from 700 to 950 RPM and a 30 rounds magazine.

So except for the caliber and the rate of fire, similarities into the game between these weapons are close enough to re-use almost all settings as is so I just increased the rate of fire and replaced Thompson animations with the M4 one I have made.

M4 Carbine At Shooting Range - Mod DB

MP40 to AK-47:

The Maschinenpistole 40 used during world war 2 use 9x19mm Parabellum cartidges derived from 7.65×21mm which itself was derived from the original 7.65×25mm Borchardt cartridges, with a rate of fire from 500 to 550 RPM and a 32 rounds magazine.

The Avtomat Kalashnikova model 47 well knows as AK-47 use 7.62×39mm cartridges with a rate of fire of 600 RPM and a 30 rounds magazine.

This time too, similarities into the game are also close enough to re-use all settings with just few changes and replacing animations with those I have made.

AK47 At Shooting Range - Mod DB