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BF 1918 V3.1+ Mod Update Ideas

Phenixtri Blog

BF 1918 V3.1+ "World of Conflict or BF 1917?"

"WIP titles"



Project Summary


Basically the goal or idea is to update the last version of BF 1918 both graphically / animations wise and the over all game play style by incorporating as many BF1 mechanics as possible yet retaining a Project Reality / BF2 Commander style of team oriented quasi realism.

Engine Updates

  1. Day Night Cycle if possible
  2. Dynamic Weather if possible
  3. Destructible Environments and or Environmental Set Pieces and artillery shells and other explosives can deform terrain geometry to a limited extent to match the explosion crater textures "This Includes Squad & Commander Deployable's of any kind too"
  4. Dynamic Environments "Example Muddy / Dirt textured terrain would change color and become darker in tone and Slow Down Player movement speed by 20% Wheeled Vehicles By 50% & Tanks By 25% and this can almost disable super heavy vehicles by slowing them to a crippling crawl"
  5. Complete 1P & 3P animations overhaul to mimic BF1 in terms of melee & bullet based weapon reloading & ballistics as well as adjustable range on iron sights and optical attachments if availible"
  6. 6 3D Dynamic optics if possible
  7. Incorporate and if possible improve upon BF:HD Mods work Moddb.com
  8. Incorporate and if possible improve upon features seen in WW2 Reality Mod Moddb.com
  9. bump server player limit from 64 -> 128 with the extra 64 player slots being used by advanced AI bots deployable by Commanders & Squad Officers To defend Objectives and man emplacements if ordered to.
  10. Advanced player Bot AI with a moral system and skill system similar to the 2D top Down RTS F2P game Mud, N Blood. Bots are controlled by faction commanders unless delegated to squad commanders. Bots are typically armed with 2nd line weapons and bolt action carbines & rifles common to their individual faction ,time frame, and map
  11. Optional player load outs per class with factions & time frame specific weapons / equipment and variants "can be edited either via in game load out menu or at main menu"
  12. Optional Vehicle load outs and paint schemes per faction depending on battle, map, & time frame

Gameplay Updates and Changes

1. Kit Weapons & Equipment will no be ordered & limited in the following fashion per player class :

A: Slot 1 = Primary weapons "Bolt/Lever/Straight Pull Action Rifles & Carbines, Semi Auto Rifles & Carbines, Sub Machine Guns, Shotguns, Automatic Rifles "& Early Assault Rifles", Light Machine Guns, Anti Tank Guns, Sniper / Marksman Rifles, Man Portable Flame Throwers, Pistol Caliber Carbines"

B: Slot 2 = Secondary Weapons "Semi Automatic Pistols, Revolvers, Machine Pistols, Grenade Launchers"

C: Slot 3 = melee / CQB weapons "Default would be punching unarmed & some tools such as the wrench and trench spade double as tools to repair vehicles "wrench" or build and repair emplacements "Trench Spade" Trench Knives, Bayonets, Trench Clubs, Trench Spikes / Nail Knives "can penetrate trench armor"

D: Slot 4 = lethal Equipment "Offensive & Defensive HE Frag. Grenades, Rifle Grenades "HE/AT or Gas, Anti Tank grenades, Gas Grenades, Landmines, Trip Wire Grenade Traps, Explosives

E: Slot 5 = Support Equipment "Deployable Trench Body Armor, Ammo box, Morphine Syringe "revives incapacitated wounded players", 1st Aid Bag, Field Dressing, Binoculars and Observation Telescopes, Carrier Pidgins "off map artillery and bombing runs", Smoke Grenades "colored grenades from squad officers mark targets, Flare Guns "Marks enemy ground targets", Deployable Gas Mask "Protects against Blue Chlorine Gas & reduces Yellow Mustard Gas damage by 90%


2. Each Faction will have the following basic classes along with the kinds of optional equipment they would have had access to depending on the map and time frame of the battle in question.

Stock Kits

A: Class 1 = Squad Officer "behaves much like BF2 PR only Command and other squads can only be reached via FOB or Forward Observation Post Land Lines. Can also designate and place squad buildable assets as well as call in off map Artillery Support & Bombing Runs via Carrier Pidgins. Note : Limit 1 per Squad"

  • Primary: Bolt/Lever/Straight Pull Action Rifles & Carbines, Semi Auto Rifles & Carbines, Sub Machine Guns
  • Secondary: Semi Automatic Pistols, Revolvers
  • Melee" Trench Knives, Bayonets, Trench Clubs, Trench Spikes / Nail Knives "can penetrate trench armor"
  • Lethal: Offensive & Defensive HE Frag. Grenades, Anti Tank grenades, Gas Grenades
  • Support: Field Dressing, Binoculars and Observation Telescopes, Carrier Pidgins, Flare Guns, Deployable Gas Mask "Protects player against Blue Chlorine Gas & reduces Yellow Mustard Gas damage by 90%", Smoke Grenades, Colored Smoke Grenades
  • Special: Logistics Map "GUI for squad buildable assets"

B: Class 2 = Riflemen/Grenadiers

  • Primary: Bolt/Lever/Straight Pull Action Rifles & Carbines
  • Secondary: N/A But can be picked up in the field
  • Melee: Trench Knives, Bayonets, Trench Clubs, Trench Spikes / Nail Knives "can penetrate trench armor", Trench Spades "can build/repair deployable assets if supplies are available"
  • Lethal: Grenade Launchers, Rifle Grenades "HE/AT or Gas",
  • Support: Deployable Trench Body Armor, Ammo box, Field Dressing, Deployable Gas Mask "Protects player against Blue Chlorine Gas & reduces Yellow Mustard Gas damage by 90%"

C: Class 3 = Assault Infantry

  • Primary: Bolt/Lever/Straight Pull Action Rifles & Carbines, Semi Auto Rifles & Carbines, Automatic Rifles "& Early Assault Rifles", Sub Machine Guns, Shotguns
  • Secondary: Semi Automatic Pistols, Revolvers, Machine Pistols
  • Melee: Trench Knives, Bayonets, Trench Clubs, Trench Spikes / Nail Knives "can penetrate trench armor"
  • Lethal: Offensive & Defensive HE Frag. Grenades, anti Tank grenades, Gas Grenades
  • Support: Smoke Grenades, Ammo Box, Field Dressing, Deployable Gas Mask "Protects player against Blue Chlorine Gas & reduces Yellow Mustard Gas damage by 90%"

D: Class 4 = Support Infantry

  • Primary: Bolt/Lever/Straight Pull Action Rifles & Carbines, Automatic Rifles "& Early Assault Rifles", Light Machine Guns
  • Secondary: Semi Automatic Pistols, Revolvers
  • Melee: Trench Spades "can build/repair deployable assets if supplies are available"
  • Lethal: Offensive & Defensive HE Frag. Grenades, Anti Tank grenades, Gas Grenades, Landmines, Trip Wire Grenade Traps, Explosives
  • Support: Field Dressing, Deployable Gas Mask "Protects player against Blue Chlorine Gas & reduces Yellow Mustard Gas damage by 90%", Ammo Box, Smoke Grenades, Deployable Trench Body Armor

E: Class 5 = Medical Support Infantry "always spawns with 1st Aid Bags in special slot"

  • Primary: Bolt/Lever/Straight Pull Action Rifles & Carbines, Pistol Caliber Carbines
  • Secondary: Semi Automatic Pistols, Revolvers
  • Melee: Trench Knives, Bayonets, Trench Clubs, Trench Spikes / Nail Knives "can penetrate trench armor"
  • Lethal: N/A Can be picked up in the field
  • Support: Deployable Gas Mask "Protects against Blue Chlorine Gas & reduces Yellow Mustard Gas damage by 90%, Field Dressing X10, Morphine Syringe x10 "revives incapacitated wounded players",
  • Special: 1st Aid Bag x10

Vehicle Crewman Kits "Only spawnable via spawnable vehicles at friendly uncontested objectives"

F: Class 6 = Driver Kit

  • Primary: Pistol Caliber Carbines
  • Secondary: Semi Automatic Pistols, Revolvers, Machine Pistols
  • Melee: Wrench "doubles as vehicle repair tool"
  • Lethal: N/A Can be picked up in the field
  • Support: Field Dressing, Deployable Gas Mask "Protects player against Blue Chlorine Gas & reduces Yellow Mustard Gas damage by 90%"

G: Class 7 = Pilot Kit "only kit to spawn with parachutes"

  • Primary: N/A Can be picked up in the field
  • Secondary: Semi Automatic Pistols, Revolvers
  • Melee: Wrench "doubles as vehicle repair tool"
  • Lethal: N/A Can be picked up in the field
  • Support: Field Dressing, Flare Guns "Marks enemy ground targets"

Requested Kits "Limited # set by server but can be requested as special kits per squad via FOBs, Supply Crates, Main Base Supply Crates, Armored Personnel Carriers, and Logistics Trucks


H: Class 8 = Anti Tank / Sapper kit

  • Primary: Anti Tank Guns, Man Portable Flame Throwers
  • Secondary: Semi Automatic Pistols, Revolvers
  • Melee: Trench Knives, Bayonets, Trench Clubs, Trench Spikes / Nail Knives "can penetrate trench armor"
  • Lethal: Offensive & Defensive HE Frag. Grenades, Anti Tank grenades, Anti Personnel & AT Landmines, Trip Wire Grenade Traps, Explosives
  • Support: Field Dressing, Deployable Gas Mask "Protects against Blue Chlorine Gas & reduces Yellow Mustard Gas damage by 90%

I: Class 9 = Sniper / Designated Marksman

  • Primary: Sniper / Marksman Rifles
  • Secondary: Semi Automatic Pistols, Revolvers
  • Melee: Trench Knives, Bayonets, Trench Clubs, Trench Spikes / Nail Knives "can penetrate trench armor"
  • Lethal: N/A Can be picked up in the field
  • Support: Field Dressing, Gas Mask "Protects against Blue Chlorine Gas & reduces Yellow Mustard Gas damage by 90%, Deployable Trench Body Armor

J: Class 10 = Commander "Limit 1 Per Team"

  • Primary: N/A Can be picked up in the field
  • Secondary: Semi Automatic Pistols, Revolvers, Machine Pistols
  • Melee: Trench Knives, Bayonets, Trench Clubs, Trench Spikes / Nail Knives "can penetrate trench armor"
  • Lethal: N/A Can be picked up in the field
  • Support: Field Dressing X3, Gas Mask "Protects against Blue Chlorine Gas & reduces Yellow Mustard Gas damage by 90%, Binoculars and Observation Telescopes, Carrier Pidgins, Flare Guns, Smoke Grenades, Colored Smoke Grenades
  • Special: Operations Map "GUI for faction buildable assets and Deployable Bots"

So yea just some basic ideas I had and everything is subject to change if need be.

Yume Nikki mod/remake on the Doom 2 engine? Yes / No ?

Phenixtri Blog
Yea the title says it all guys. What would you think about
remaking & improving Yume Nikki on the latest build of Doom 2 with
GZdoom?Basically taking this

Youtube.com
and
porting it into a 3D environment as shown in this in this Final Fantasy
mod for Doom2 GZdoom would just allow you to have free look crouch/sit and jump just like in the original game.

Youtube.com
It would be alot of work but I think that the end result can be very unique.But yea I could work on it on and off with the mapping, textures, and
sprites but I would need a coder to modify the original Doom 2 engine a
bit to have properly opening doors and what not. Tho again this is on
and off and not full time since im already swamped with work for 2 other
mods, Black Ops Source "HL mod not COD crap" and Half Life 2D for CS2D.
There
would be no weapons either aside from the knife of which im thinking
about adding a secondary slash attack to the original stab attack. You
know to make it more visually appealing.
The hard part tho would
be getting some of the items to work in 1st person like the bicycle and
desk chair for example but I guess the easy way to solve that is to make
it 3rd person only but yea it's not really my style to take the half
assed easy way out :/
The rest of the songs and sounds I can simply rip from the original so that shouldn't be a problem.I
also need to think of another alternative ending that dosent suck as
much as the original did IE a non suicidy ending so to speak.
Tell me what you think people is its worth a try or not?

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