This page is to coordinate the tasks needed to complete 1faction
Models
See ModelNotes.
Primary
- Factories: Hover Plant (one possible replacement already in CA) is the only one left!
Secondary
- Replace any OTA textures still used on 3do models with jK's ones.
- Remodel the last OTA units, though they can be left out until this is done.
- Corpses: Replace ugly placeholders
- Clean up our models to be coherent, matching in art style and congruent with unit role.
- Remodel all 3do, 3rd party and lower-quality units.
Completed
- Corpses are now all IP free, replacing them with more attractive ones is now a secondary goal.
Saktoth
- Factories: I have cut up mr.d's radar vehicle to make several factories, which we can re-use as a placeholder. Cremuss has made an excellent model, which i have cut up so that it opens in the front. (Todo: impliment texture tweaks to my changes).
- Corpses: I have made some debris and corpses. I've implimented the debris mod-wide for CA and 1faction. I've made some placeholder generic wrecks, which google has implimented.
- Vehicles: I am also working on making sure all the mr.d vehicles have wheels, look good with them, and are less derivative: Done ravager, leveler, gator, weasel, slasher. I am making more spherebot variants and cleaning up old ones. I have made a new weasel model to be safe, as the old one was too derivative (and i wanted a bike in the game, this one reflects role better). Done work on conveh but not happy with it. Todo: Wolverine.
- Hovercraft: I have cut up sci's hover models, to create a complete set of derivative models- this was very easy and the models look really good and stylish, even if up close they sort of fall apart. Id like to use this technique more if we need to make more placeholder models.
- Missile Silo: I have made a new missile silo model, so that it can use as many missiles as we like: Ideally, to cut models, antinuke and nuke, but probably not feasible. >_>
maackey
Made an AA maackeybot.
Mr.D
Core Tank factory and now working on an air plant. Great to have him putting out work again usable for this project.
Google Frog
Made a corpse auto-replacer for caedit. All 1faction corpses now use IP free placeholders!
Textures
We should begin importing the dependant CA content into 1faction, taking out the OTA stuff as we go. This will probably need to be done carefully by hand to leave behind as much OTA content, unused textures and cruft as possible.
Primary
- All OTA 3do textures need to be removed.
Secondary
- Clean up our textures to be coherent, matching in art style and congruent with unit role.
Completed
- Core logos have been removed from all s3o models! May need further cleanup to ensure tex2's are free of them, and that they are not included in unused parts of the uv (as on weasel and advance vehicle plant).
Saktoth
I have begun the logo scrub, ravager and gator thus far. Ive also done the nanotowers, though their tex2 isnt scrubbed.
luckywaldo7
Lots of logo scrubbing! Reaper, pillager, copperhead (and thus static flak), pillager, banisher, wolverine, all IP free!
Sounds
We can use voices, though a cleanup of the voice responses to be shorter/more coherent would be appreciated. However, many weapon sounds are still OTA. There are a large range of open source sound repositories at OpenContent? and the spring forums. Standardizing to use the same sounds for plasma/laser/etc (possibly louder/lower pitch for larger/smaller weapons) may be advised.
Primary
- New weapon effect sounds for those still using OTA sounds.
Secondary
- Voice or noise unit responses.
Saktoth
I have begun work on creating some new sounds, but am working on other areas. Have collected a lot of sources for GPL sounds. I NEED someone dedicated to this area: I can give you the sound files, i just need implimentation! C'mon, its easy[[BR]]
Google Frog
Arranged and organised sounds into categories by source. Re-assigned some sounds to units.
Effects
We need to ensure that we are using only free bitmaps. CC should be avoided if possible, unknown status bitmaps too. We should also probably determine what format is best to use and convert to that.
Primary
- Ensure all effect bitmaps are GPL-compliant.
Secondary
- Clean up and standardize effects.
Scripts
We still use some OTA scripts. We should particularly avoid using OTA walk scripts.
Primary
- Remove OTA walk scripts.
Secondary
- Add suspension scripts, standardized, versatile walk and aim scripts and other script modules such as smoke effects.
Saktoth
I have implimented/tweaked suspension scripts: Ravager, Leveler, Gator, Slasher, Weasel. Will be doing so for the rest of the vehicles. Looots of general script work, of course.
Story and Setting
Primary
- Come up with a renaming scheme for units and rename appropriately. Ideally, unit remodellers should give feedback on desired names.
- Decide on the name to use for this fork.
Secondary
- Finalize storyline information.
Saktoth
I have of course worked significantly on the storyline.
Balance
I wish to play with the balance a bit, since we're mixing everything up. See the 1faction page for info on proposed buildlists, though these are WIP. A major idea is the addition of new raider synergy units, and changing of current raiders, so that there is no longer a monoculture with a speed monopoly. If you want to suggest crazy unit ideas NOW IS THE TIME. We may also consider changing the economy: Reducing wreck/reclaim metal value, increasing lab cost and changing to facplop/facinabox/etc.
Primary
- Redo factory layouts. Currently it's a bit of a hodgepodge mash, with inappropriate weightclasses and general bloat. A lot of units could be safely stripped away.
Secondary
- New units and unit ideas.
Saktoth
LOTS of stuff, much shuffling, HEAPS of playtesting, a bunch of new, totally unique units. Still need more good ideas for unique units, especially raiders!
ledarsi
Ending the raider monoculture has been something I've been chewing on. I was thinking the best solution is to have a "grunt" unit like a slow raider perhaps with a bit more range and armor to defeat a raider 1v1. Beats raiders in direct combat, but too slow to be a raider itself. Riot units are effective but few in number, which doesn't really address the problem with raiders; they can be everywhere. Secondly, having infantry skirmish units with long range but continous-fire low dps (laser?) means once economies are pumping raiders need both fire support and heavy assault support. Adding to this mix a third "garrison" unit which can be used to stiffen up a force in the field over prolonged non-terminal engagements means an infantry force doesn't have to end in kamikaze-raider-syndrome. This means a unit with regeneration and the ability to engage a variety of targets to some degree, preferably from a range that fatal damage or encirclement can be avoided, but much less than skirmishers. Field forces can either go the full-mobile route or the complete army route with diverse assets like midrange fire support, bombardment artillery, anti-air, assault units, and raiders working together, only as mobile as their slowest assets.