For my first RTS I've been thinking about what it should be about. Since I've coded BFME for a while now, LotR sounds good. This is gonna be a completely new game engine, based off BFME and the hobbit, as well as LotR. EA finally seem to have got the idea of what we want, but this game's gonna show EXACTLY what we want. Post ideas for structures, units, heroes, races etc. I'm also recruiting a team of people to do modelling and skinning. I can do animation. So far the races are neutral, rohan, gondor, mordor, isengard, elves, dwarves,hobbits & rangers, goblins.
Edited from here: OK. Instead of an RTS I'll do an AIRPG. I call it AI because it's an MORPG but the other players are AI. Updates will be place under the WIP section on the www.darkbasic.com forums.
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twiceover
Member Since 05 Jun 2005Offline Last Active Mar 20 2006 04:40 PM
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'Name undecided'
02 October 2005 - 08:35 AM
Modellers, skinners, animators needed etc.
14 September 2005 - 05:18 PM
I've been coding BFME for a while now, but some of the restrictions are slightly annoying so behold.
Warhammer: Campaign of Khemri
OK. It's not very original but it'll do. Getting a website up soon. Currently looking for people who can do both modelling, animating and skinning. Once you finish a skinned model then post it here and I'll tell you which animations you will need to do. You can then make those animations do what you want and even add extra ones if you want.
If you collect warhammer (which you should do if you want to take part)you know what the armies are, what models they consist of and what they look like. Everyone taking part will get to BETA test. If you would like to join please post here. The final release should come with a mod compiler for the game. More info soon. Don't forget to post if you want to join.
P.S. All models must be in 3ds format.
Warhammer: Campaign of Khemri
OK. It's not very original but it'll do. Getting a website up soon. Currently looking for people who can do both modelling, animating and skinning. Once you finish a skinned model then post it here and I'll tell you which animations you will need to do. You can then make those animations do what you want and even add extra ones if you want.
If you collect warhammer (which you should do if you want to take part)you know what the armies are, what models they consist of and what they look like. Everyone taking part will get to BETA test. If you would like to join please post here. The final release should come with a mod compiler for the game. More info soon. Don't forget to post if you want to join.
P.S. All models must be in 3ds format.
LEGO LotR RPG/FPS
04 September 2005 - 07:44 AM
I've been thinking about doing a LEGO game for a while now so I thought I might try a Lord of the Rings version. This is not a mod, it'll be made with darkBASIC pro. Does anyone think this is a good idea?
If anyone has some .3ds minifig pieces I could have (e.g. head, torso)that'd be brilliant - thanks.
If anyone has some .3ds minifig pieces I could have (e.g. head, torso)that'd be brilliant - thanks.
Cave Troll Economy Plot
23 August 2005 - 05:12 PM
For the Twiceove mod the forces of Evil and Angband will hopefully be able to create all lairs on economy plots. I have mannaged this, complete with complimentary troll. For some reason, it never gets out of build mode and fades five seconds after you start building the cave troll lair. You do keep the troll though. The only things I changed to do this were commandset.ini
CommandSet MordorEconomyPlotCommandSet 1 = Command_UnpackExplicitLumbermill 2 = Command_UnpackExplicitSlaughterhouse 3 = Command_UnpackExplicitCaveTrollLair Endcommandbutton.ini
CommandButton Command_UnpackExplicitLumbermill Command = CASTLE_UNPACK_EXPLICIT_OBJECT TextLabel = CONTROLBAR:UnpackLumbermill Object = LumberMill ButtonImage = BCLumberMill ButtonBorderType = BUILD; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipLumbermillUnpack Radial = Yes End CommandButton Command_UnpackExplicitCaveTrollLair Command = CASTLE_UNPACK_EXPLICIT_OBJECT TextLabel = CONTROLBAR:UnpackCaveTrollLair Object = CaveTrollLair ButtonImage = BMTrollCages_DrummerTroll ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipCaveTrollLairUnpack Radial = Yes End CommandButton Command_SplitHorde Command = SPECIAL_POWER SpecialPower = SpecialAbilitySplitHorde Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:SplitHorde ButtonImage = UCFormation_Split DescriptLabel = CONTROLBAR:TooltipSplitHorde InPalantir = Yes Endand cavetrolllair.ini (first part is regular cave troll lair, second is buildable)
;------------------------------------------------------------------------------ ; Object CaveTrollLair SelectPortrait = BPMOrcPit ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = NBTrollLair End ModelConditionState = DAMAGED Model = NBTrollLair_D1 ParticleSysBone NONE SmokeBuildingLarge ParticleSysBone FXbone02 BuildingDamaged End ModelConditionState = REALLYDAMAGED Model = NBTrollLair_D2 ParticleSysBone FXbone01 FireBuildingLarge ParticleSysBone FXbone02 SmokeBuildingLarge ParticleSysBone FXbone02 BuildingDamaged End ModelConditionState = RUBBLE Model = NBTrollLair_R ParticleSysBone FXbone01 FireBuildingLarge ParticleSysBone FXbone02 SmokeBuildingLarge ParticleSysBone FXbone02 PCTMediumDust End ; IdleAnimationState ; StateName = STATE_Idle ; Flags = RESTART_ANIM_WHEN_COMPLETE ; Animation = IdleA ; AnimationName = MBOrcpit_SKL.MBOrcpit_STRA ; AnimationMode = ONCE ; End ; End End PlacementViewAngle = 0 ; ***DESIGN parameters *** DisplayName = OBJECT:CaveTrollLair Side = Mordor IsTrainable = No EditorSorting = STRUCTURE ThreatLevel = 1.0 PlacementViewAngle = 90 VisionRange = MORDOR_ORCPIT_VISION_RANGE ShroudClearingRange = MORDOR_ORCPIT_SHROUD_CLEAR ArmorSet Conditions = None Armor = MonsterLair End ; *** AUDIO Parameters *** VoiceSelect = MordorTrollCageSelect ;MordorOrcPitSelect ;SoundAmbient = MordorOrcPitAmbience SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE IMMOBILE SELECTABLE SCORE Body = ActiveBody ModuleTag_Body MaxHealth = 2000 MaxHealthDamaged = 1000 MaxHealthReallyDamaged = 500 End ; Behavior = CreateObjectDie ModuleTag_MakeAHugeTroll ; CreationList = OCL_SpawnHugeTroll ; End Behavior = CreateObjectDie ModuleTag_MakeLoadsOfTreasure CreationList = OCL_SpawnLairTreasure End Behavior = QueueProductionExitUpdate ModuleTag_11 UnitCreatePoint = X:0.0 Y:-20.0 Z:0.0 NaturalRallyPoint = X:0 Y:0 Z:0.0 ExitDelay = 300; Mainly for the multiple produced Red Guard. Make them come out one at a time. End Behavior = SpawnBehavior ModuleTag_Spawn SpawnNumber = 1 InitialBurst = 1 SpawnTemplateName = CaveTroll_Slaved SpawnReplaceDelay = 120000 End Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate MinCollapseDelay = 0 MaxCollapseDelay = 0 CollapseDamping = 0.5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse FXList = ALMOST_FINAL FX_StructureAlmostCollapse DestroyObjectWhenDone = Yes CollapseHeight = 89 End Geometry = BOX GeometryMajorRadius = 45.6 GeometryMinorRadius = 37.6 GeometryHeight = 20.8 GeometryIsSmall = No GeometryContactPoint = X: 15 Y: 15 Z:20 Swoop GeometryContactPoint = X:-15 Y:-15 Z:20 Swoop GeometryContactPoint = X:-15 Y: 15 Z:20 Swoop GeometryContactPoint = X: 15 Y:-15 Z:20 Swoop Shadow = SHADOW_DECAL BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ; Object CaveTrollLairBuild SelectPortrait = BPMOrcPit ; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = NBTrollLair End ModelConditionState = DAMAGED Model = NBTrollLair_D1 ParticleSysBone NONE SmokeBuildingLarge ParticleSysBone FXbone02 BuildingDamaged End ModelConditionState = REALLYDAMAGED Model = NBTrollLair_D2 ParticleSysBone FXbone01 FireBuildingLarge ParticleSysBone FXbone02 SmokeBuildingLarge ParticleSysBone FXbone02 BuildingDamaged End ModelConditionState = RUBBLE Model = NBTrollLair_R ParticleSysBone FXbone01 FireBuildingLarge ParticleSysBone FXbone02 SmokeBuildingLarge ParticleSysBone FXbone02 PCTMediumDust End ; IdleAnimationState ; StateName = STATE_Idle ; Flags = RESTART_ANIM_WHEN_COMPLETE ; Animation = IdleA ; AnimationName = MBOrcpit_SKL.MBOrcpit_STRA ; AnimationMode = ONCE ; End ; End End PlacementViewAngle = 0 ; ***DESIGN parameters *** DisplayName = OBJECT:PlayableCaveTrollLair Description = OBJECT:CaveTrollDescription Side = Mordor; IsTrainable = No; will be changed later EditorSorting = STRUCTURE ThreatLevel = 1.0 BuildCost = 1;change this later RefundValue = 1000 BuildTime = 25; in seconds... change this later VisionRange = VISION_HERO_RANGED ShroudClearingRange = SHROUD_CLEAR_STANDARD ArmorSet Conditions = None Armor = MonsterLair ;DamageFX = StructureDamageFXNoShake End CommandSet = BuildableCaveTrollLairCommandSet ; *** AUDIO Parameters *** VoiceSelect = MordorTrollCageSelect ;MordorOrcPitSelect ;SoundAmbient = MordorOrcPitAmbience SoundOnDamaged = BuildingLightDamageStone SoundOnReallyDamaged = BuildingHeavyDamageStone ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE IMMOBILE SELECTABLE SCORE Body = ActiveBody ModuleTag_Body MaxHealth = 2000 MaxHealthDamaged = 1000 MaxHealthReallyDamaged = 500 End Behavior = CreateObjectDie ModuleTag_MakeAHugeTroll CreationList = OCL_SpawnHugeTroll End Behavior = QueueProductionExitUpdate ModuleTag_11 UnitCreatePoint = X:0.0 Y:-20.0 Z:0.0 NaturalRallyPoint = X:0 Y:0 Z:0.0 ExitDelay = 300; Mainly for the multiple produced Red Guard. Make them come out one at a time. End Behavior = SpawnBehavior ModuleTag_Spawn SpawnNumber = 1 InitialBurst = 1 SpawnTemplateName = CaveTroll_Slaved SpawnReplaceDelay = 120000 End Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate MinCollapseDelay = 0 MaxCollapseDelay = 0 CollapseDamping = 0.5 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 FXList = INITIAL FX_StructureMediumCollapse FXList = ALMOST_FINAL FX_StructureAlmostCollapse DestroyObjectWhenDone = Yes CollapseHeight = 89 End Geometry = BOX GeometryMajorRadius = 45.6 GeometryMinorRadius = 37.6 GeometryHeight = 20.8 GeometryIsSmall = No GeometryContactPoint = X: 15 Y: 15 Z:20 Swoop GeometryContactPoint = X:-15 Y:-15 Z:20 Swoop GeometryContactPoint = X:-15 Y: 15 Z:20 Swoop GeometryContactPoint = X: 15 Y:-15 Z:20 Swoop Shadow = SHADOW_DECAL BuildCompletion = PLACED_BY_PLAYER EndCan anyone see a way to make it work?
Tutorials R Us
05 July 2005 - 07:35 PM
If there are any codes for the game you want, post them here. I'll try to help as much as possible.
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