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[SUGGESTION] FLOSS Vanilla TF2 Clone based on Xonotic

#1
Hello,

I was looking at Xonotic's modes and weapons and it seems to me that there is already enough stuff in it to make a really basic Vanilla TF2 Clone.

As a first step, we could use the current models and weapons to build a class-based CTF mode. Most vanilla TF2 weapons have a Xonotic counterpart except the Melee weapons and the Engineer and Spy weapons, and some would only need a slight change in behavior (for example, the Arc could be adapted into both a Flamethrower and a Medigun and the Electro in a Sticky Launcher).

The only classes that would be harder to implement are Engineer and Spy, but those could be added later. I was thinking about this roadmap:
  • Implement Arena
  • Implement Control Point mode
  • Implement King of the Hill
  • Implement most classes using Xonotic models and weapons
  • Implement a single melee weapon for everybody (instead of shovel, fists, bottle, etc.)
  • Implement Spy and Engineer
  • Implement separate melee weapons
  • Make separate models from Xonotic
  • Implement Payload and Territorial Control
(Edit: changed order after Mario's comment).

I'd be willing to contribute as a developer, but it would be really great if someone with more Darkplaces skills than myself started a crowdfunding campaign (on Kickstarter, IndieGogo or somewhere else) and got this idea started.

Aside from the fact that some of us don't play proprietary games, TF2 is not the game it used to be anymore, and I think many gamers would be interested in resurrecting the original gameplay and would throw their money at project like this.

Any opinions?
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#2
A lot of this wouldn't be too complicated, but it would require some changes to the game code (QuakeC).

Arena is basically our Clan Arena, so implementing that isn't required (but you'll need to modify it for the control points).
Arc already comes with a team healing function, you'd need only disable its damaging function. I've also experimented with a flame thrower mod, it's quite simple.
Control Point is basically our Domination, it would only need some small modifications.

The biggest thing you'd need to do is disable forcing player models (on both server and client) in the codebase, this is done in 2 different places.


Some of these (like King of the Hill) would be good fun in vanilla Xonotic too, so if possible, maybe the gamecode for this could be a mod of standard Xonotic's rather than a total fork with unmaintainable modifications.
An example of this is my mod: https://github.com/MarioSMB/modpack
It requires no modifications to the vanilla code base, which is nice and easy to manage. You'll of course need some changes to vanilla Xonotic to accommodate some of these features, I can help with that part if you're interested.

This sounds like a fun project, I'd be happy to lend a hand with the game code side of things.
Perhaps we could discuss this further on IRC if you like, you can find me as Mario on irc.quakenet.org #xonotic, or Mario` on irc.freenode.net #xonotic.
[Image: 230.png]
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#3
(02-16-2016, 04:01 AM)Mario Wrote: Some of these (like King of The Hill) would be good fun in vanilla Xonotic too, so if possible, maybe the gamecode for this could be a mod of standard Xonotic's rather than a total fork with unmaintainable modifications.
An example of this is my mod: https://github.com/MarioSMB/modpack
It requires no modifications to the vanilla code base, which is nice and easy to manage. You'll of course need some changes to vanilla Xonotic to accommodate some of these features, I can help with that part if you're interested.

Yeah, sure, some of those modes would be great fun in Xonotic and besides, with everything being GPLv2, changes can always being integrated upstream!

Actually, you gave me an idea: why don't we work on porting the TF2 modes to Xonotic first without the classes? I think all of them are compatible with Xonotic's overall gameplay, are pretty easy to implement (except Payload, maybe) and the whole Xonotic community would benefit from it, even if we never create a separate TF2-like game.

I think we could start with Arena which as you said, is basically Clan Arena with Control Points (one at the time). We could just use the maps from Domination and mix the gameplay of Domination with Clan Arena's, but how do we enable just one Control Point and unlock it after one minute, and how do we extend the time needed to capture a Control Point?
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#4
Maps will probably need some work to support the new modes, which is fine; most of the good ones come with source files.

Payload would be one of the trickier gamemodes, especially if it involves pushing something along a variable path (the control points sound similar to our Onslaught mode though).
[Image: 230.png]
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#5
The main thing to implement would be TF2's point capturing mechanics.

Basically, capture takes some time and the more people stand on a Capture Point, the faster it happens. Capture is blocked when enemies stand on the Capture Point (I'm not sure about the exact rule), and when somebody leaves a Point partially captured, the progress isn't lost immediately but it slowly goes back to zero.

I'd like to implement these mechanics on top of Domination. Can you point me out to some resources to help me do it?
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#6
I can, but it would be easier to do so from IRC, where there's no forum delays or formalities.
It can be accessed via bowser here: http://webchat.quakenet.org/
Channel is #xonotic
[Image: 230.png]
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#7
Sounds good as long as you can still bunnyhop without speed restrictions.
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#8
We already have similar mode called Conquest. It's almost ready, only needs couple bug fixes
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#9
There is no TF2 clone without cartoonish looks, physics and weapons and bunny hopping must be only mouse scroll and this doesn't work in default Xonotic if you turned off bunnyhop and still use mousescroll.

(TF2 is a cooperative game no one becomes either a specialist they don't like but if you don't you basically lose mostly.)
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#10
I tried to make a class-based map yesterday, but half-worked because of problems with mapping support for giving weapons/items.
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#11
Anyone know what map to start with?
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#12
@Beagle: Unsealed Trial 2/3?
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#13
Lucky for you, the gamemodes are already on my personal roadmap (ex TF2 player) and can easily be achieved as part of this work item: https://gitlab.com/xonotic/xonotic-data....ssues/1573

The only major changes that would remain for TF2-ness are a disguise buff, and engineer buildables (turrets already exist) -- the weapons are somewhat trivial
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#14
Turrets are pretty flexible currently, I even had a turret spawn command as part of my tower defence game mode: https://www.youtube.com/watch?v=wjZQTSOM1dY
Disguise would require disabling forcing of player colours, but that could be a mode specific check (even a mutator hook, perhaps).
[Image: 230.png]
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#15
The closest to an exisiting FOSS TF2 clone is probably the CTF: Tactics game mode of Warsow ( http://www.warsow.gg ). It has player classes and stuff like placeable turrets etc. The graphics also look much closer to TF2.
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#16
Just wanted to toss something into the thread. It seems like it's been mentioned, but I'm just going to say it outright in plain language:

instead of making a mod to duplicate TF2, how about add in similar game modes, with a class mutator? Some of the game modes might be interesting with vanilla gameplay, and making classes a mutator instead of it's own mode (or modes) will offer everyone more flexibility overall in how they setup their games. Personally, I think some 12v12 class-based Freeze Tag Team Deathmatch sounds awesome if the map is open enough (not to mention being crazy as all hell to play), while payload where everyone is a bunny-hopping Soldierdemoheavyscoutsniper could be entertaining, thought I imagine map design for Attack/Defense and Payload would be nightmarish (if the mechanics TF2 uses are emulated in Xonotic. I can't imagine the cart not being spammed to death from extralong range and becoming a veritable No Man's Land of Nex shots, guided rockets, and Electo traps).
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