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FuryThoR
FuryThoR RF modification geek
Oct 25 2004 Anchor

I have been working small time on a Red Faction based mod and now I would like to get more help with it. So far there is only some concept data done. And i have added it to this tread.

The skills we need are following.

  • Modelers/Animators/Boners
  • Graphicial artists
  • Sound engineers

Concept data

MODIFICATION features 

Development stage ALPHA features (internal test only)

From 8 to 16 realistic weapons 
Different kind of ammo to most of weapons.
Atleast 6 multiplayer maps.

Development stage BETA (public release) features

16 or 32 weapons in total
Upto 20 (in total) realisticial vehicles and aircrafts
Improved geomod damages to enviroments. (Bullet; melee weapon; tool(ie shovel made) and explosion)
4 diffrent kind stances : prone, duck, kneel and stand.*
4 kind movement speed: sprint, run, walk and sneak*
Leaning to sides and foward (fine control)*
All the weapon muzzles made with particles*
Each Weapon has different kind of firing modes. 

* means that feature will be made if possible

Hopefully seen features (THESE may need the source code modification)

Dynamic object system. (makes possible to players to modify items with necessary tools if needed)
Character development and skill system. (little rpg)
Dynamic room effects. IE you blow water tank the water spereads to room acording to its capacity in m³ (meters squared 3 or cubic meters)

We keep expanding this as good new features are "developed"

CONCEPT


 highlight Features

 Upto 32 realistical weapons from pistols and revolvers to heavy mahchine guns and RPG launchers
 Realistical equipments and tools to help players in their goals.
 Many realistic vehicles and aircrafts. From light chopers and aeroplanes to heavy transport planes.
 Huge playable areas (Up to several square kilometers)
 Greatly improved GEO-MOD enviromental damage system. Damage can be caused by weapons, explosives and tools.
 4 different movement modes . Sneak, walk run and SPRINT 
 4 different kind of stands. Stand, kneel, crouch and lay(while you can spin around)
 Improved damage system. Eg. hit in arm undermines aiming etc.

 The total conversional features.

 Dynamic object management system, enables players to assemble suitable sized bombs etc.
 Character developent and skill system.
 Explosions and other such events can cause player to be shocked, confused, blinded temporaly, and deaf while players
 effectiveness is reduced acording to state.

Here is some most important concept data.

Please notice that not all listed here will be possible in first place and some need quite skilled coders to made those.

So I just try to get alpha stage done and then proceed to beta stage...

Also most likely this mod will be made to rf 1.3 version which effectively prevents "modded file" cheating

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For too long I have studied howto create mods for Red Faction to stop now, so I know howto modify most things in Red Faction, but I don't have necessary skills to use that knowledge. How about a manual ?

Oct 25 2004 Anchor

This forum isn't to ask for help bro, can't do that here.

I trust you have a design document written out to explain the "Dynamic object management system, enables players to assemble suitable sized bombs etc."?

I have no idea what that is..but I guess it sounds cool? Making your mod accessible to other people who HAVEN'T played Red Faction or don't have any idea what's going on in your head is probably a good start. Naming things Dynamic Object Management System is kind of silly, when you could just call it your Bomb Creator, or Bomb Assembly system.

What's your character development and skill system? What are the skills your players can develop? Again, I hope you have a design doc that fleshes these things out more clearly.

FuryThoR
FuryThoR RF modification geek
Oct 25 2004 Anchor

Hmm. I introduced my idea and mentioned positions we have initially open, yes you can concider that as asking help if you want to do so.

Anyway those two things I mentioned are more likely "total conversion" features and aren' possible to make without SDK or source code.

However I can make those bit more accurate as it should clear out to all.

Dynamic object managment system is mentioned to enable player to alter objects in game with given tools and skill. Or build some special macinery. For example player with sufficent skills can attach scope to hes rifle or other way improve it. Also it must be used to create bombs as you don't have them ready. This is because players can make bomb of size they desire. (even a nuke if enough skills) However this won't be available before we get source code to modify or volition gives good SDK.

The skill systtem is more open but generally it's like system which defines what you can do and how well. IE. player with good light weapons skill can shoot more acurately that player with poor skill.
And I have been thinking that if it would be possible to get "special" system from fallouts, as it is quite good already.

--

For too long I have studied howto create mods for Red Faction to stop now, so I know howto modify most things in Red Faction, but I don't have necessary skills to use that knowledge. How about a manual ?

Oct 25 2004 Anchor

"And I have been thinking that if it would be possible to get "special" system from fallouts, as it is quite good already."

...huh?

Anyways, about the dynamic object thing, maybe just scaling it down to D.O.M.S. is easier? lol.

BTW, I'm not up to date with Red Faction or its sequel, but I'm pretty sure both came out some time ago. You should start asking yourself if they are EVER going to release the sdk.

BTW, also, how do players choose their skills?

And lastly, do you have design documents?

FuryThoR
FuryThoR RF modification geek
Oct 26 2004 Anchor

Okay i know that RED FACTION 1 came out august 2001 and there is no sight of SDK for it however its kind of usual that voliton will release sourcecode of it's games after several years. But in case of red faction I can't be sure about that. Also volition do not easily co-operate with modders as they don't have resources to do so, but something has been goin on at voltion.

Also those item and skill systems aren't quite things are possible to make to first beta version.

And what comes to those desing documents I have those on my own PC and don't publish those at this point to public. However I will make those files available to secure location to all modification team members. Which is my personal website.

And "Icedale I see that you are interested about this mod so I would rather tell more in private chat, since there is some issues I won't easily release in public.

Also I will build somekind demo map soon, on which I try to build video on...

And for the last thing. If this project will suceed as I am hoping it will be standalone version from red faction.

--

For too long I have studied howto create mods for Red Faction to stop now, so I know howto modify most things in Red Faction, but I don't have necessary skills to use that knowledge. How about a manual ?

FuryThoR
FuryThoR RF modification geek
Oct 26 2004 Anchor

Ops nearly forgotten here is starting list of weapons for my mod. Please note that I rather use authentic weapon names and try to get premission to use those than half authentic.

Weapons for Red Faction MOD

- Pistols and revolvers

Beretta M92S
SIG-Sauer P220
Desert Eagle
Colt Python
Glock 17

- SUB-machine guns

MP5
MP5SD (silenced version)
FN P90
VZ61 Skorpion
Uzi
Ingram MAC 10

- Shotguns

Remington 870
SPAS 12
Pancor Jackhammer
Benelli M 121

- Assault rifles

M733 commando
M16A2
AK-47
Steyr AUG
H&K G36

-Sniper rifles

Artic warfare magnum

Machineguns

FN Minimi

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For too long I have studied howto create mods for Red Faction to stop now, so I know howto modify most things in Red Faction, but I don't have necessary skills to use that knowledge. How about a manual ?

Oct 26 2004 Anchor

You don't need permission to use guns :).

Also, I was just making sure you *had* the design documents period, :)

FuryThoR
FuryThoR RF modification geek
Oct 26 2004 Anchor

Hmm. Right. Anyway i don't be hoping getting much done before end of year. Good if first alpha...

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For too long I have studied howto create mods for Red Faction to stop now, so I know howto modify most things in Red Faction, but I don't have necessary skills to use that knowledge. How about a manual ?

leilei
leilei The person who doesn't like anything
Oct 26 2004 Anchor

iCeDaLe wrote: You don't need permission to use guns :).


Unless you're gonna sell it, otherwise you're going to need to rename everything.

FuryThoR wrote:
The skills we need are following.

  • Modelers/Animators/Boners

WOAHAHAHAHOHOHOHO I'M IN!11!!! :D

Edited by: leilei

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<  insert subject games here  >

bigthreesix
bigthreesix Get back to work!
Oct 26 2004 Anchor

Cheapy, you never get old! :P

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· Direct all statements/questions here.

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modDBOldtimer

ImTheDarkcyde
ImTheDarkcyde ¯\(º_o)/¯
Oct 26 2004 Anchor

ho ho ho
that cheapy dude, he rox

there are a few red faction mods...
but i've yet to play one i like

FuryThoR
FuryThoR RF modification geek
Oct 27 2004 Anchor

Yeah well, I am not interested on anykind of jokes here, so if you want really help me, then you better be serious.

So is any1 interested to help me with this mod ?

I provide links to necessary tools.

And reason why I want to do this mod for red faction is : Geo-Mod

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For too long I have studied howto create mods for Red Faction to stop now, so I know howto modify most things in Red Faction, but I don't have necessary skills to use that knowledge. How about a manual ?

Oct 27 2004 Anchor

Well, first step in getting people for your mod, (at least with moddb) is to get a well-structured, well-organized website that clearly lays out what you want to do in your mod. Your first teammember should preferably be a webmaster, that way you can get into moddb.com's database and ask for help in the help wanted sections.

Oct 27 2004 Anchor

Cheapalert wrote:

iCeDaLe wrote: You don't need permission to use guns :).


Unless you're gonna sell it, otherwise you're going to need to rename everything.

FuryThoR wrote:
The skills we need are following.

  • Modelers/Animators/Boners

WOAHAHAHAHOHOHOHO I'M IN!11!!! :D


lol yeah why does it say that?? O_o u might wanna change that

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CPL.Ferro
CPL.Ferro Curmudgeon
Oct 27 2004 Anchor

cheapy made it say that.

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I played a blank tape on full volume. The mime who lived next door complained. So I shot him with a gun with a silencer. - Stephen Wright

Oct 28 2004 Anchor

He said Boners because the Red Faction community only has a small number of people able to rig weapons in 3d Studio max and export to RF (me being one of them).

Red Doom

Furythor, I think your project is a little ambitious... the makers of RF are not likely going to release the Source to their beloved geo mod technology... make do with new character/weapon models etc and perhaps consider moving your mod to another game with superior support.

FuryThoR
FuryThoR RF modification geek
Oct 28 2004 Anchor

(ska)diesel Yeah i know that they won't realease code easily, however unless I totally misunderstood, there is somekind of licence what prevent's using of RF source code.

But another option is that it will be granted for this mod team at point it will be made for total conversion (in that case all workers are paid and they got contract not to release details of code) etc.

Also I am not going backwards to tree. I start for very small things and proceed to bigger.

Also onething what will make this mod interesting that we have atleast that 16 weapons (i know dude who can make that). And what I am doing 2006 is total mystery, exept I am gonna study big time.

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For too long I have studied howto create mods for Red Faction to stop now, so I know howto modify most things in Red Faction, but I don't have necessary skills to use that knowledge. How about a manual ?

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