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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Map + Mod Releases
Release announcements of custom maps and mods and other content related to Call of Duty: World at War.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: [Preview] Demon mod CODWaW MKII
DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW Map + Mod Releases
Posted: Saturday, Mar. 20, 2010 11:31 am
After many hurdles overcoming problems with the game engine, I am pleased to give a preview of the all new, all dancing Demon mod for CODWaW MKII:

Whats new? Basically, the way the weapons are handled. With the new MKII mod, I have switched the classic loadout menus from the previous static menu classes to a brand new dynamic model, where you can change almost anything - from perks, to primary or secondary grenades, or to pistols. It is now all based on the stock create-a-class game method where you can create your own classes. But with Demon mod MKII, you dont have 5 create-a-class slots, you have 7 for each team.

That's 7 create-a-class positions for each team. Times 4 different nationalities, that gives the mod 28 create-a-class slots for your delight and delectation. that's right, you heard that correctly - 28 create-a-class slots (7 x 4 = 28)!

When a player first joins the server, he will have only a "basic" loadout - with no perks, a primary weapon and pistol according to whichever team he joins. He can then edit each class ingame, and those changes will be instantly applied on respawn. And they are stored persistently just like the 5 stock create-a-class slots.

I cannot give you a video of the full process of editing a class dynamically, since I cant get bloody XFire to run on my PC for some reason ( I got Win 7 64bit Ultimate if that has anything to do with it), so I will have to resort to screenshots. Sorry about that.

Anyway, here is the German menu first time a player joins the server:



Looks the same as previous versions of Demon mod for WaW, huh? Wait - now the player can edit the classes ingame:

Editing the MP40 class - On open of the ingame Editor, and applied a Reflex attachment to the MP40:



Appling Overkill perk:



Applying secondary attachment to the Kar98k:



Finishing off the Perks:



Changing the Stielhandgranate to a Molotov:



Changing the (stock loadout) Tabun gas to Signal Flare:



Save the selections with the ingame Class Editor, and this is how the Weapons Menu for the MP40 class now looks:



Notice that the Vehicle Perk (perk 4) doesnt show on the menu - this is due to the funky way that the menus display items, and when Treyarch added the vehicle perks to the COD4 game engine, they added a funky new code which I have so far been unable to replicate for so many create-a-class slots (Treyarch imaged 10 would be fine - they never counted on someone coming up with 28!). So I just disabled it.

When the player dies and respawns, all the changes have been applied:



Notice all the new perks and the new molotov instead of the stock tabun gas?

All the other great features of Demon mod for CODWaW are retained: dynamic perks, dynamic attachments, double attachments for scoped weapons, etc, etc. Most important, with this new approach to class loadouts, Demon mod MKII still retains complete server administration flexibility:

1. A server admin can disable any or all perks, weapons or attachments

2. A server admin can allow weapons but limit them. Once the limit has been reached, the item is disabled and no one else can use it.

3. A server admin can, at any time, FORCE the perks he wants the players to have.

4. A server admin can, at any time, REMOVE all perks but allow everything else

Also, with this new MKII approach it doesnt disable ranking up. In previous releases, I couldnt get the ranking to work while retaining the ability to turn stuff off. I have now gotten around that, and full ranking up is now enabled.

Will be released ASAP.

*NB* For those interested, the raw source files are being passed to AX Rollin Hard soon, and he will be updating the BAS side of the AX-BAS mod ASAP.
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoDWW Map + Mod Releases
Posted: Saturday, Mar. 20, 2010 12:26 pm
Jeez I really gotta get playing this and BAS, I feel bad that I've been mapping so much and hardly playing the game, going to make some time tonight to play this so get that download up!
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW Map + Mod Releases
Posted: Saturday, Mar. 20, 2010 12:32 pm
Well, my interest for modding WaW had come to a halt. I didnt see any point in it as WaW multiplayer has practically ground to a halt (very very few servers running it - stock or otherwise). I have either been playing or modding COD4, or playing BC2 (which is very buggy game atm) most nights in my spare time.

It was the prospect of getting 28 custom classes working which rekindled my interest in WaW, plus the fact the |AX| guys were waiting for the improvments.
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FAFFER
General Member
Since: May 1, 2005
Posts: 647
Last: Sep 17, 2011
[view latest posts]
Level 6
Category: CoDWW Map + Mod Releases
Posted: Saturday, Mar. 20, 2010 02:54 pm
sterling work as always! [thumbs_up]

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