Wolfzone

A S.T.A.L.K.E.R.: Call of Pripyat Total Conversion

Tags: video
Written by YannG | 04 october 2015 | Classified in: News | Tags: 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


Written by YannG | 30 august 2015 | Classified in: News | Tags: 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.


Written by YannG | 20 august 2015 | Classified in: News | Tags: 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


Written by YannG | 09 july 2015 | Classified in: News | Tags: video, bot

Testing Bots Behaviors

Now Wolfzone mod become more and more playable, I'm starting to check how bots behave, and it could be said that first tries are terrible.


Bots test - Mod DB

If the map doesn't have any waypoint, bots are staying at the same place in a static way or by madly going round in circles, and only when they saw an enemy, they move to attack it in a frontal way without any strategy, remaining in the line of sight.

And even when there is a minimalistic waypoint net, results are not much more convincing.

So the current task I'm working on from now is to try to improve as much as possible bots behaviors.

Written by YannG | 26 may 2015 | Classified in: News | Tags: video

Ingame Videos Available

Tired of that bunch of screenshots? Here is a little improvement; ingame video recording.

The process to record a video is quite simple:

  • Run the game and spawn in your favorite map,
  • Type /record from ingame console to start recording a game session,
  • Play,
  • Type /stoprecord from ingame console,
  • Go back to main game menu and adjust screen resolution settings,
  • Type /demo "demoname" from the console where "demoname" is the recorded game session name you want to be replayed,
  • Type /video from ingame console to start recording,
  • Type /stopvideo from ingame console to stop recording,
  • Edit the resulting video with your favorite video editor software,
  • You're done, share video with your friends.
  • Don't forget to adjust back your screen resolution settings to play at the best...

This option is based on ioquake3 and ETLegacy code. All of this belong to their rightful owners, I only adapted and coded that stuff for the Wolfzone mod.

If any of the original authors have a problem, complaints or issues, please feel free to contact me and I will make the appropriate changes. Aside from that, thanks to the original authors for that great function. Thank you.