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FOJ Forums  |  Flatout 2  |  Flatout Joint's V2 mod.  |  Topic: FOJ's Community Mod 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: FOJ's Community Mod  (Read 92141 times)
Shadow
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« on: May 28, 2007, 05:39:29 AM »

FOJ's Community Mod is up and coming soon.

Won't put specific date as we don't wish to upset anyone, but testing has bin going great. Just a heads up on some screens of the  minimap manipulation done by Gulbroz   Tongue.  The options button on main screen has also bin put into multiplayer lobby screen (by Gulbroz)for access to ,of course all the normal options including the new minimap options. Gulbroz also threw in an extra line so you can switch from auto to manual transmission on the same screen with minimap options. But back to screens of minimaps that you have choices of.  "default,medium,large" they differ with the size of area minimap is displayed in , with of course different camera distances from map(so camera is same distance from map on every map, a preset). There is 2 more options called "medium-fullsize and large-fullsize". As before the medium and large distinguish the size of box that minimap will use on screen. But this time each minimap has bin adjusted per track  so that the entire full minimap is seen. Some tracks if your at the longest point on map you might lose 5 percent or so of overall map but most of the time you will always see the full map, and know where all drivers are.

Some screens:
« Last Edit: May 28, 2007, 08:33:21 AM by Shadow » Logged
Shadow
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« Reply #1 on: May 28, 2007, 08:54:13 AM »

Here are some loading screens found in the mod.Motter made the start screen for the mod, which has some history behind it. Thanks  Grin The other screens I put together .   Don't even bother mentioning the floating cars, people on main screen. I merged layers to do lighting ,forgetting the road layer , saved and closed by accident.. so not gonna start over for the road lol.The normal movie that plays in background disabled on some screens for some screens to appear. There is a custom screen made by Gulbroz on the car selection screen that appears only for custom cars(not shown):
« Last Edit: May 28, 2007, 10:07:00 AM by Shadow » Logged
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« Reply #2 on: May 28, 2007, 09:31:41 AM »

Some of the features in the mod included:

 Gulbroz's work of bringing the already existing in game but cancelled game modes of "pong race mode" and "survival mode for derby".
-Pong race is a race to the finish line, turn around  and drive against traffic if any to the start/finish line (that is 2 laps). Each lap is one run to the finish line. AKA Full sized suicide runs  Grin  I love it lol . You do need to focus to make sure lap changes when crossing finish/start line as you might need to go an extra few feet so it registers.
-Survival derby is the normal derby mode but with no points. Its last man standing, survival of the fittest.

There was a hunter/prey mode that works pretty good, but due to an unfixable bug has bin cancelled in the mod. It was set up so if 2 or 3 players = 1 Hunter, 3,4 or 5 players=2 hunter and 7,8 players=3 hunters. This was one big game of tag your it. The person tagged the most was the loser. So what was the bug, if any player was to dropout in any form. Once round finished you could not get back to lobby, had to reboot game so was no good. But if you are a regular group on teamspeak or ventrilo, then no worries, this mode is included in a separate .bfs to add to patch file and enjoy.  But not recommended to use for hosting with people you don't communicate with since people drop multiple times from gamespy servers, which would cause headaches to all being stuck and having to reboot game every time it happens.

Derby has also bin extended to all tracks (Thanks Gulbroz), along with new derby game modes.This is a quick fix so you will start at normal race positions as if in a race. Once the bigger V2 mod done , hopefully with or not long after carpack 2 release, they will take on their own track folders with scattered out start positions.

For single player, baku's singleplayer race options has been added. This is a fantastic mod too which you can custom setup certain settings for a race or derby.
Gulbroz also added to this mod with his all ai drive the car you select, took off the stoppoints in options screen so can scroll from bottom to top in one movement , added a memory so once you set up your race options  the next time all you do is hit delete key and previous setup is there from previous race setup and your good to go by pressing enter. The ai drivers have bin set up to use skins 1-7, proper skins have bin made in 256x256 which look ok for stock cars and carpack 1. These skins only used when you select ai to drive a certain car  or have ai drive car you pick.Generic skins put in for car spots 91-135.

Screens:
« Last Edit: May 28, 2007, 10:12:38 AM by Shadow » Logged
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« Reply #3 on: May 28, 2007, 09:55:24 AM »

There is some more features of the mod,  with 45 stock cars , 45 already done custom cars and 45 more cars on the way. Scrolling will not be fun starting on the chilli every time. So with Bloody's car start at a certain car , that was included with single race options hard. Gulbroz thought was a great idea, but picking one car to start on is hard to judge.So the first time you goto car select, it will start on the car that is exactly in the middle of car list , only for the first time. Then whatever car you pick will be the car you start at for the next car selection ( err, car selection memory)
Big thanks to Gulbroz   Grin on this one as is one of the best features when dealing with the mass amount of cars.

Another one of Gulbroz's excellent features for sure is the car names/author's mod included. On top of that , another top notch feature is that only downloaded and installed cars will show in the car selection. No more ghost car will appear because if it ain't there,, it just ain't there  Wink So to the car modders out there, if that custom data.bed file is not in the car folder with a proper name, then your car won't show in car selection as that is what the trigger is. No worries on the carpack1, and carpack 2 as we will take care of it. Only for the individual cars already released more or less.(aka beta testing carpack 2 cars)
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Shadow
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« Reply #4 on: May 28, 2007, 10:17:55 AM »

I don't wish to spill all the beans, but Purple has added in some tournament presets, more to choose from. The trackpackfinal will be included along with krugers city track.

I will leave it at that for now unless someone else wishes to mention what I have forgotten.   Tongue
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« Reply #5 on: June 04, 2007, 08:05:14 AM »

Ok just an update, this coming weekend the mod ,we hope should be released.


Tag derby mode will be left in, and a new warning label put on the multiplayer lobby screen only if in tag mode to warn that if someone leaves/drops from game while in gameplay, that you must hit escape before time runs out or you will be stuck on the dropped player and won't be able to get back to lobby or do anything but hit alt+f4 to close game.
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« Reply #6 on: June 04, 2007, 07:09:15 PM »

I thought i'd see if I could whip up the reverse tracks for the mod fast enough before release. Now i have all the reverse tracks (39 of them ) in their own folder , not overriting any other track and working. But I'm not happy with the minimaps(were not adjusted) of tracks that required an alternate route. I also found some canal and forest tracks missing objects on track ? Purple ,, were you cleaning up some tracks of debris? I only ran a few tracks so far, but feel for sure that the purple arrows gotta go on the desert track with factory, and a proper road/ route burned in track.

I'll send to testers anyway to go thru each track ( is a 319 meg bfs right now, havn't rar'd it yet to see how much more it will shrink).

Due to what seems to be a lack of interest of mod / testing (only a few peeps posting of it), i think we'll prolong the mod a few more weeks and get the reverse tracks done up fully and then release with mod.
« Last Edit: June 04, 2007, 07:12:54 PM by Shadow » Logged
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« Reply #7 on: June 05, 2007, 05:17:26 AM »

I was just wondering what has been done with the dirt to asphalt tracks conversion that was floating around? I know how popular they were in the FOV3 Mod. Is there a way to add them to the community mod like the reverse tracks? As I recall there were only a few track textures that needed to be changed along with the scripts, which I think was the problem.Maybe it could be in the next track pack.
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« Reply #8 on: June 05, 2007, 06:39:43 AM »

Thats the problem, a different surfaces.bed is used for all asphalt, so until there are redirects to use the asphalt it will need to remain as an addon .bfs
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Mottz
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« Reply #9 on: June 05, 2007, 12:58:00 PM »

Well if its possible I think it would make an excellent addition.
I enjoyed all the normal tracks with the surface changes as well.

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drumthrasher109
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« Reply #10 on: June 06, 2007, 03:03:23 PM »

I can't wait for this!
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« Reply #11 on: June 07, 2007, 03:54:03 AM »

Drum , there is a test version where you can try out most of it so far, look in the forums and you will find the link to it.
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« Reply #12 on: June 07, 2007, 09:32:00 AM »

I can't wait for this!

I have started on a track mod that will have the asphalt tracks converted to a dirt surface and the dirt tracks will have an asphalt surface.Here's a couple of pics.I don't have all of the textures converted for all of the tracks yet.It shouldn't be long.  Grin
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« Reply #13 on: June 07, 2007, 11:02:41 AM »

Lookin forward to it.. should be fun...
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« Reply #14 on: June 07, 2007, 04:09:53 PM »

would you be able to make some snow tracks? use the fo1 snow textures, and then try and convert the surface settings.
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FOJ Forums  |  Flatout 2  |  Flatout Joint's V2 mod.  |  Topic: FOJ's Community Mod « previous next »
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