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Cyberpunk mod for TheDarkMod: Plans & Contribution feedback
02-07-2017, 11:11 AM (This post was last modified: 02-07-2017 11:13 AM by MirceaKitsune.)
Post: #1
Brick Cyberpunk mod for TheDarkMod: Plans & Contribution feedback
Keep in mind this thread is not exclusively about a change that will be done in Xonotic, although it's closely related to Xonotic hence why I put it in this section. It's an idea for which I will be using assets from Xonotic, and which I figure is relevant to the Xonotic community as a whole... granted anyone here would take interest in a single-player open-world RPG in the same style, as much as they do in the arena FPS that Xonotic is. Onto business:

I imagine at least a few people here are familiar with The Dark Mod. For those who aren't, TDM is a steampunk single-player stealth game inspired by the commercial Thief series, currently very solid and of impressive quality for a community project! It's FOSS like Xonotic, although its assets are non-commercial and the development cycle is less open. It uses the newer idTech 4 engine (compared to Darkplaces which is based on idTech 1 to 3) as well as DarkRadiant for map editing (based on GtkRadiant which NetRadiant is a fork of). I sincerely advice everyone to give it a try!

http://www.thedarkmod.com/

So what is this all about, I hear you ask; I've been planning for a while now to create a mod for TDM, which would act as a total conversion to its current theme. The mod would run on top of the existing code while adding new assets for missions to use, overall aiming to work as an independent project. The end goal is to create a platform for developing futuristic city hubs and worlds, inspired by the feel and atmosphere of the DeusEx series. If stock TDM is a fantasy steampunk game, TDM + this mod will be a fantasy cyberpunk game!

In relationship to Xonotic, this will to a certain degree mean "Xonotic ported to idTech 4 and turned single-player". Some of you might have seen my attempt to create a city in Xonotic years back, which was however stopped due to Xon lacking any useful single-player features in its code. I want the first characters used to be the Xonotic player models... and based on what extent new weapons can be coded into TDM, some of the weapon models too. Textures, sounds, parts of the HUD, and more are being considered. Although diversity in terms of themes and ideas is rather lacking, Xonotic has some fantastic quality assets... I believe that using some of them to create a sister project on top of the advanced code and engine of TDM would be a welcome and unique contribution to open-source gaming Smile

The project will however require help in order to happen! This is why I'm informing everyone who might be interested about this, in hopes of possibly setting up a collaboration between the DarkMod and Xonotic communities. The early plan is to pick a large group of freely licensed assets, including Xonotic's alongside art from places like http://opengameart.org and http://www.blendswap.com and other potential resources, then port them into TDM. This will require work in departments such as: Format conversions, writing material and entity definitions, and most of all rigging new characters to the TDM animation skeleton and other special model adjustments (low-poly shadow meshes, separate head with face rig, etc).

If you want more information on what the project aims to achieve, I created a thread on the TDM forums detailing my plans. Please read that as well and let me know what you think. I'll also make a copy of the pool I included there, to see what the general interest level of the Xonotic community is on such a project.

http://forums.thedarkmod.com/topic/18625...-feedback/

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02-07-2017, 03:50 PM
Post: #2
RE: Cyberpunk mod for TheDarkMod: Plans & Contribution feedback
I'll have to re-read your post about 4 times, because I really don't quite get it Undecided

Still, I read about deus ex and steam/cyberpunk, so it automatically get's my approval <3 deus ex, best game ever!

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02-07-2017, 04:37 PM
Post: #3
RE: Cyberpunk mod for TheDarkMod: Plans & Contribution feedback
(02-07-2017 03:50 PM)kojn^ Wrote:  I'll have to re-read your post about 4 times, because I really don't quite get it Undecided

Still, I read about deus ex and steam/cyberpunk, so it automatically get's my approval <3 deus ex, best game ever!

To reformulate: For many years now, I've been dreaming of creating an original open-source game (or rather toolkit) for single-player worlds with RPG elements, in the same spirit and mood as the first DeusEx game. It aims to revolve around a near-futuristic time period (roughly year 2050), be based on the concept of city hubs which the player can roam, with emphasis on choices and multiple approaches to solving each mission.

My first ever plan was to do this in Xonotic altogether. However the amount of new code needed to support a quality single-player system would be insane, especially with Xonotic being designed strictly to be arena-based. Then I discovered TheDarkMod, which already has impeccable implementations for most mechanics you would want in such a project, which I doubt Xonotic will ever dream of... such as an advanced AI with realistic vision / hearing and multiple alert levels, lights that can be turned on and off and affect how enemies see you, physical objects you can move and stack to climb on, the ability to carry dead bodies with ragdoll support, lip-syncing for voices, flexible entity definitions for characters and items, intuitive area portals which are aware of closed doors and derender the contents of invisible rooms for performance, extra visual effects like realtime lighting and heat haze, and the list may go on.

The plan I'm therefore pondering now is a hybrid between Xonotic and TheDarkMod: Using some of the Xonotic assets and maybe even lore as a basis for building customizable worlds the player can explore and interact with, only on top of TDM's engine and code base. This seems like both the easiest and most optimal solution toward achieving the project I've always envisioned. Especially with both Xon and TDM being part of the same engine family (idTech + gtkRadiant) working in between the two isn't all that unfamiliar.

TLDR; I plan to use Xonotic's assets on TDM's code to make something inspired by the classic DeusEx.

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02-08-2017, 05:49 AM
Post: #4
RE: Cyberpunk mod for TheDarkMod: Plans & Contribution feedback
I'm working on a cyberpunk/urban themed duel map. It could perhaps be later modified and used as a part of a singleplayer campaign.

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02-08-2017, 07:30 AM
Post: #5
RE: Cyberpunk mod for TheDarkMod: Plans & Contribution feedback
(02-08-2017 05:49 AM)Smilecythe Wrote:  I'm working on a cyberpunk/urban themed duel map. It could perhaps be later modified and used as a part of a singleplayer campaign.

That's nice to know, maybe I'll look at it as well! But yeah, very different story: My project involves a full-feature single player campaign, with functionality that would involve doubling Xonotic's existing game code in its final form. Even if the engine differs though, I hope to keep the look and feel Xonotic has been used with... if I can get things to happen that is.

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02-08-2017, 08:57 AM
Post: #6
RE: Cyberpunk mod for TheDarkMod: Plans & Contribution feedback
For what it's worth, the majority of what's required would be smaller than the existing bot AI, nowhere near doubling the game code. It just needs doing, and it looks like nobody is interested in implementing anything singleplayer related at this stage.

Will still be interesting to see what you can come up with though.

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02-10-2017, 08:03 AM
Post: #7
RE: Cyberpunk mod for TheDarkMod: Plans & Contribution feedback
A heads-up: I have begun working on porting ALL of the Xonotic player models into TDM, which will be the first step in the creation of my mod! This not only includes the stock models, but also custom player models I've made based on the originals over the years. A total of 18 new models are going to be included as part of the package Smile

[Image: Z0NmXen.png]

Unfortunately it will be a few days until they are ready; Blender's automatic weighting isn't always that smart, and the TDM armature doesn't help it either. The arms and legs bend incorrectly by default, and each model needs its weights carefully balanced. Once that's out of the way, the low-poly shadow meshes should be a cinch to make and they should be ready for export.

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