Author Topic: Dogs of War  (Read 7378 times)

anonymousjim

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Dogs of War
« on: 4 June 2011, 06:36:58 »
Hi all, you may remember me, the 2080 mars guy.  I'm here to announce a project that a friend and I have recently started, we're calling it dogs of war.

Dogs of war is intended to be a complete conversion mod based on GAE and will be set in the modern day, the game is intended to be very much focused on tactics and small scale strategy and as such the number of units is fairly limited.  We're only going to have one faction and possibly a couple of tech trees, this will take a while as we're aiming for a much higher graphical quality than we had with 2080 mars.

Much of the game is inspired by the metal gear solid series and the unit designs and gameplay style reflect that

here are some units:

Code: [Select]
[URL=http://imageshack.us/photo/my-images/607/screen13c.png/][IMG]http://img607.imageshack.us/img607/6159/screen13c.th.png[/img][/URL] [URL=http://imageshack.us/photo/my-images/862/screen14.png/][IMG]http://img862.imageshack.us/img862/9420/screen14.th.png[/img][/URL][URL=http://imageshack.us/photo/my-images/42/screen15ie.png/][IMG]http://img42.imageshack.us/img42/3637/screen15ie.th.png[/img][/URL]
more stuff to come soon...

EDIT: the img tags aren't working for some reason :/
« Last Edit: 16 April 2016, 14:02:32 by filux »

ultifd

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Re: Dogs of War
« Reply #1 on: 4 June 2011, 07:50:23 »
Added the tags, they work fine for me. For taking the G3D Screenshots though, it would probably be better if you zoomed just a bit more, and selecting the transparent option.
Looks awesome! Are all the textures made by your team? And maybe you should make this for MG first, then adding the features. After all there is already Military... Just a thought.  :O

Mr War

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Re: Dogs of War
« Reply #2 on: 4 June 2011, 10:09:02 »
Looks great. Is that an old soviet apc?

anonymousjim

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Re: Dogs of War
« Reply #3 on: 4 June 2011, 10:18:52 »
Thanks for the tags, dunno what happened there...
The textures for the commando and apc were made by our team (well, actually I'm pretty much solodev-ing this :p) the light infantry texture came from mgs4, I may have to change that later though

I was considering mega glest but I was rather hoping to use the pets feature to have the commandos as escorts for the vehicles, like you said though, I could make it on mg first then port it.  I was rather hoping this wouldn't be seen as a rival for military, in truth my tech tree is very small and has no air or water units so it doesn't really come close to the scale of military.

Yeas, the apc is a btr-60 as was used by the soviets

thanks for the feeback :)

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Re: Dogs of War
« Reply #4 on: 4 June 2011, 16:07:20 »
Added the tags, they work fine for me. For taking the G3D Screenshots though, it would probably be better if you zoomed just a bit more, and selecting the transparent option.
Looks awesome! Are all the textures made by your team? And maybe you should make this for MG first, then adding the features. After all there is already Military... Just a thought.  :O

From what I understand I don't think mg will have capeabilities that he will need. This is more of command a single squads instead of an full blown base building rts I believe... thinking of how it cold be done, it would be a bit bland without features that gae would have. I see use of stealth ability in this mod future.

Looks good man keep it up!
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anonymousjim

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Re: Dogs of War
« Reply #5 on: 4 June 2011, 16:18:58 »
ishmaru has pretty much nailed it, I'll show you guys the planned tech tree at some point, you actually only get one building and there is not even a 'worker' type unit.  Mainly infantry based and vehicles are fairly expensive so you don't have very many.

the creator of annex said my mod looks good! :')

ultifd

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Re: Dogs of War
« Reply #6 on: 4 June 2011, 17:33:09 »
Ah, I didn't see it that way. That makes more sense now. Can't wait for more screenies and a techtree map!

Gabbe

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Re: Dogs of War
« Reply #7 on: 4 June 2011, 18:16:35 »
I love the idea, it is splendid!

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Re: Dogs of War
« Reply #8 on: 4 June 2011, 22:10:13 »
the light infantry texture came from mgs4, I may have to change that later though
Please do. :|

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Re: Dogs of War
« Reply #9 on: 5 June 2011, 01:59:09 »
I was rather hoping this wouldn't be seen as a rival for military, in truth my tech tree is very small and has no air or water units so it doesn't really come close to the scale of military.
I, for one, would kind of be interested in seeing this faction competing against UNATF. In all honesty, the gas mask wearing soldier looks rather similar to the image I had in my head for a soldier for the "cult" opposing faction.
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anonymousjim

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Re: Dogs of War
« Reply #10 on: 5 June 2011, 06:37:05 »
the light infantry texture came from mgs4, I may have to change that later though
Please do. :|

I'm guessing there's probably some copyright involved here?  so yeah, I'll probably re-make the texture based off the mgs4 one

anonymousjim

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Re: Dogs of War
« Reply #11 on: 7 June 2011, 06:19:33 »
Hey guys, I have a problem.

Basically, I've never really done much with particles before, especially for things like bullets or RPGs I really have no idea how to get them to look nice.  I've checked out some stuff in military and SST mod and both of these seem to have done it by having 3 bullets at once.  The thing I didn't like was that the bullets move too slow, how possible is it to have a fast moving burst fire?  Also, does anyone know any way of making fully automatic fire (for machine guns etc...)  and any ideas on how to make an RPG or tank shell?

Other than that:  I now have re-textured that infantry and made a couple more models

Here's a tech tree:
 
Code: [Select]
[URL=http://imageshack.us/photo/my-images/714/techtreew.png/][IMG]http://img714.imageshack.us/img714/4456/techtreew.png[/img][/URL]
« Last Edit: 16 April 2016, 14:02:55 by filux »

wyvern

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Re: Dogs of War
« Reply #12 on: 7 June 2011, 18:35:38 »
The tanks could get different upgrades like T-55 to T-62 to T-72 and the BTR could go from the basic model to the one with a turret to fight, also there could be some nice upgrades like tungsten core shells, depleted uranium shells, HEAT shells, APDS shells etc.

anonymousjim

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Re: Dogs of War
« Reply #13 on: 7 June 2011, 18:42:13 »
I like that idea a lot :)  I was also considering stealth and weapon upgrades for different infantry units

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Re: Dogs of War
« Reply #14 on: 7 June 2011, 18:54:05 »
It feels very soviet except:

1) ZSU-23 or similar is the defining anti-aircraft tank

2) stealth SUV is well imaginary and doesn't fit IMO

3) Hind is the defining aircraft

4) Minigun turret?  Can't think how this fits

Omega

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Re: Dogs of War
« Reply #15 on: 8 June 2011, 00:41:34 »
If the speed of particle projectiles is too high, they pretty much always miss...
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Ishmaru

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Re: Dogs of War
« Reply #16 on: 8 June 2011, 02:42:54 »
So you can produce units how would that be limited? Are there any resources? What are "extensions"?

Max speed of projectiles = 25 no faster or problems. -__-  For more rapid fire just have low attack animations with low frames, with hi attack speed / animation speed.
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anonymousjim

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Re: Dogs of War
« Reply #17 on: 8 June 2011, 04:58:52 »
I think you're probably right about the stealth SUV, but I felt it needed a cheaper vehicle for scouting etc... Could replace it with a technical if you think that might fit better?

not too sure about including aircraft, I suppose I could do one or two.  I was going to have a helicopter drop as the landing zone produce animation, what would be the transport chopper that fits in with the theme?
The reason it feels soviet is because it was heavily inspired by mgs peace walker in terms of vehicles
The minigun turret allows you to defend your base easier (so you're not just a sitting duck when your men are away) if you don't think a minigun fits, then what would? just a normal machine gun?

The unit production requires a resource that will increase over time.  I'm still not too sure about it though.  I was considering maybe a sort of indian housing system, maybe you could produce as many men as you like as long as you have enough BTR's (maybe 10 men to a vehicle?)  and the vehicles (except SUVs/Technicals) take yonks to produce and so you can't just have massive population (the SUVs/Technicals being weaponless)

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Re: Dogs of War
« Reply #18 on: 8 June 2011, 05:02:48 »
Actually I've gone up to 40 projectile speed with no problem in Original Glest. In fact I believe the Archmage's fire....thingy has a projectile speed of 40.
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anonymousjim

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Re: Dogs of War
« Reply #19 on: 8 June 2011, 05:29:25 »
oh? serious?   Is that only original glest then or something?

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Re: Dogs of War
« Reply #20 on: 8 June 2011, 05:49:11 »
oh? serious?   Is that only original glest then or something?

I have no idea...
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Mr War

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Re: Dogs of War
« Reply #21 on: 8 June 2011, 06:23:48 »
Technicals would be cool man

Zu-23 or ZPU-4 guns could be used instead of a minigun for soviet flare.

anonymousjim

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Re: Dogs of War
« Reply #22 on: 8 June 2011, 09:35:56 »
cool, I'm thinking that I may add technicals but I'll keep the minigun turrets.  Reason for this being that Idon't actually want this to be a soviet faction lol, they're more like a group of mercenaries or a private army, the whole soviet tech thing only fits up to a point because they don't really produce their own arms so use old russian vehicles but they would likely also have some more up-to-date technology (the commando's carry FAMAS's and the infantry have ACR's)

on a side note, by 'extension' I mean morph.  The FOB morphs into an FOB+LZ and that then can morph into an FOB+LZ+minigun

EDIT: Ohhhhh, when ultifd asked if the textures were made by our team is that because of 2080 mars being made fully with internet textures?
incidentally, does anyone play 2080 mars at all?
« Last Edit: 8 June 2011, 14:05:37 by anonymousjim »

Omega

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Re: Dogs of War
« Reply #23 on: 9 June 2011, 00:06:40 »
Code: (From Archmage's Projectile XML) [Select]
<?xml version="1.0" standalone="yes"?>
<projectile-particle-system>
  <texture value="true" path="images/archmage_particle.bmp" luminance="true"/>
  <model value="false"/>
  <primitive value="quad"/>
  <offset x="0" y="0" z="0"/>
  <color red="0.8" green="0.8" blue="1.0" alpha="0.8" />
  <color-no-energy red="0.0" green="0.0" blue="1.0" alpha="0.0" />
  <size value="0.9" />
  <size-no-energy value="0.3" />
  <speed value="10.0" />
  <gravity value="0.01"/>
  <emission-rate value="10" />
  <energy-max value="60" />
  <energy-var value="20" />

  <trajectory type="linear">
    <speed value="7.0"/>
  </trajectory>
</projectile-particle-system>

The part you want is at the bottom: <speed value="7.0"/>. As you see, it is not 40, but 7. I think you were looking at the SKILL speed of the static fire, which is 40. The skill speed is the "rate of fire", how often they fire, not how fast the projectile is, which is where the problems are. I agree with Ishmaru, 25 is the limit really. Military tries to stay under 20 even, for better results. Obviously, if too low, it won't look like a gun, but missing always at too high speeds is even worse. 25 is more than fast enough for a gun anyway.
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Re: Dogs of War
« Reply #24 on: 9 June 2011, 01:32:11 »
Code: [Select]
[img]http://api.ning.com/files/-usxqi*IvYlBXHxh8-YInCd4yPuNrfrSekOwDzKirgal0cPSAhRmePtwnAwe4ZLYr3cUVJQfK0mjaeo1JwKSeNmseuWmJ9dS/PolarFacepalm.jpg%3Fwidth%3D489%26height%3D457[/img]
I specifically said: "In fact I believe the Archmage's fire....thingy has a projectile speed of 40." You quoted the wrong particle dude.

Quote
<?xml version="1.0" standalone="yes"?>
<projectile-particle-system>
       <texture value="true" path="../summoner/images/summoner_particle_proj.bmp" luminance="true"/>
       <model value="false"/>
   <primitive value="quad"/>
   <offset x="0" y="0" z="0"/>
   <color red="0.8" green="0.4" blue="0.0" alpha="0.8" />
   <color-no-energy red="0.8" green="0.4" blue="0.0" alpha="0.0" />
       <size value="0.6" />
       <size-no-energy value="0.3" />
       <speed value="0.0" />
   <gravity value="0"/>
       <emission-rate value="10" />
       <energy-max value="30" />
       <energy-var value="0" />
   
   <trajectory type="spiral">
      <speed value="40.0"/>
      <scale value="0.3"/>
      <frequency value="4"/>
   </trajectory>
</projectile-particle-system>

« Last Edit: 16 April 2016, 14:03:14 by filux »
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