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Thread: Wolf: MP

  1. #341
    Wolf:MP BackSnip3's Avatar
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    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  2. #342

    Re: Wolf: MP

    I definitely like your eye for details! Your prop models are coming along really well!
    Keep them coming!!

  3. #343
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP

    Thanks Kemon!
    I'm still working on the normalmap of these sandbags.
    Next models will be "office" stuff, little objects, tables, chairs... etc
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  4. #344

    Re: Wolf: MP

    Quote Originally Posted by .Chris. View Post


    Struggling with textures for the props, they can be added latter though.
    Wow nice details! Always been a fan of darker rooms, would n mind a little fog here.

  5. #345

    Re: Wolf: MP

    Thanks, when we get someone who can make new effects we'll be adding that sort of thing in, Wolf09 for it's faults had that sort of stuff in it's maps which looked pretty cool, some nice environmental effects, just need to make sure can turn them down/off though.

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  6. #346
    Tapir Daddy -SSF-Sage's Avatar
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    Re: Wolf: MP

    Some real nice candy in this mod. I hope to see this mod happen.

    Wolf09 (yes shoot me) is one of my most favorite game ever (due to it's SP). I always enjoyed those amazing enviromental effects, map design and body hits. Also the self driven game style where you could select your own path between the maps etc.

    Make this mod with Cake n pies from Wolf09 and this will say WOW.
    The m4st3r of making c0nfus1ng p0sts!

    0110111001101111011011010111001101100111

  7. #347

  8. #348

    Re: Wolf: MP

    I've not heard from anyone else on this and I've been busy with real life so no progress, the project needs a coder and has struggled to get one since day one, it's hard to find the motivation after so long in trying.

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  9. #349
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP

    Hey, I've not been active for months. I'm really sorry about that. But there's too few people on this project anyway and no one is taking the lead, planning etc. It's never going to get any release without a coder + proper planning.
    I'm a student in programming but doing games is not of my skill level right now. Haven't touched 3D modelling programs for a while too.
    Chris is right, it's hard to find motivation when only few people are interested in your project, and when you have very few material to do some kind of advertising.
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  10. #350
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    Re: Wolf: MP

    Do you want me to post this on ModDatabase so it can get more attention and more volunteers

  11. #351

    Re: Wolf: MP

    Quote Originally Posted by Wolf_MP_Fan View Post
    Do you want me to post this on ModDatabase so it can get more attention and more volunteers
    Hello mate,
    I fear there is unfortunately no real future for this project, but I'm curious about your proposal.
    Did you forget to link something to *this* in your post? Or was your post supposed to contain an image of some sorts?

  12. #352

    Re: Wolf: MP

    I think he meant post about the project there.

    I've been concentrating on finishing my final semester of university which ends next month so not touched any mapping what so ever in ages. In the new year I'll have plenty more time so I was thinking of having one last push at completing the battery map (along with the city map for ET:QW). Would be nice to see something become of the work we put in even if it's just ends up being an ET:QW map.

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  13. #353
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    Re: Wolf: MP

    Will you be releasing the axis/allies models too? And weapons?

  14. #354

    Re: Wolf: MP

    Quote Originally Posted by Wolf_MP_Fan View Post
    Will you be releasing the axis/allies models too? And weapons?
    And what about the women locked in your basement Chris? Will you release them as well?

  15. #355

    Re: Wolf: MP

    I have a quick question about this project. How is the mapping in terms of the objectives? has the mapping tool (guess its similar to the radiant) all entities to make the same objectives as in W:ET? How difficult do you see the switch from gtk radiant to the mapping tool for QW? Can someone with detailed expertise in the radiant get up to speed here quickly? And finally, do you think there will be at some point a QW mod available that mimicks to 100% the style and playability of W:ET? So that a hand full of skilled mapper can have an ET mod for QW where they can make maps for? If so, when do you think this mod would be available.

    I have to admit that I would under certain circumstences be interested to make a map here.

  16. #356
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP

    The entities are not exactly the same but you'll recognize a lot of them. Mapping is really easy because you don't need to compile the map to see how it really looks (camera window renders the same as ingame). Block building and 2D camera management is same as GtkRadiant. So I would say the learning curve is not big. The map scripting is in c++ I think so it's a lot different from ET. example script

    I recommend you read this wiki : http://wiki.splashdamage.com/index.p...ry:_QUAKE_Wars and see by yourself.

    It's probably possible to mimick ET's style and add even more entities. But for that you need a good C++ programmer with a great understanding of the engine.
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  17. #357
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP

    Hi everyone,

    Recently you might or might not have noticed a bit of activity on my side.
    This means that I'm back in the Wolf:MP mod active members.
    I'll take responsibility over the game's code. I'm far from being an expert, but I hope it will help bring more attention to our mod.
    This makes me responsible for code and 3D assets. It is a lot to take especially on the 3D side where one person really isn't enough. So any help on both subjects would be really appreciated.

    We've decided to be more organised to actually achieve anything. That's why I'd like people to jump on board and help with :
    • advertising,
    • organisation and recruting,
    • making suggestions,
    • creating maps,
    • creating assets,
    • coding


    When the mod gets advanced enough, I'd like people to help in creating and maintaining a wiki for potentially interested contributors.

    Code : https://github.com/Beecher37/wolfmp
    Chat : https://wolfmp.slack.com (need invite, PM me)
    ModDB : http://www.moddb.com/mods/wolfmp (currently managed by someone else)

    The blog http://developersofcommunity.blog.com/ has not been maintained for a long time. I'm not in the power to take it down, but I'll never update it again.

    If you want the assets, you need to get in touch to access them from the chatroom. Anybody can contribute to the source code from GitHub.

    If anybody has ideas to promote the mod, tell me.

    Please share and help! Thank you
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

  18. #358

    Re: Wolf: MP

    I'm very glad to see you back in action again! I've always been a fan of this mod and the teasers you shared.
    Thank you for the invite to 'Slack' and I hope I can be of some help.

    All the best to everyone involved!
    Cheers

  19. #359

    Re: Wolf: MP

    Also worth noting I've come out of hibernation too. The battery map is getting ever closer to completion, just need a final push and some nice prop models. To save having to go back through the thread here's what's been done with mapping on the project so far:

















    Last edited by .Chris.; 13th Mar 2016 at 15:50.

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  20. #360
    Wolf:MP BackSnip3's Avatar
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    Re: Wolf: MP

    Looking really nice Chris!
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
    Box is pretty - Margus

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