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Forum: All Forums : Call of Duty 4
Category: CoD4 Offsite Links
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Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Stargate Mod - Looking for dev team
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD4 Offsite Links
Posted: Tuesday, Mar. 25, 2008 04:47 am


Introduction
You like to play CoD4 and like to watch Stargate on TV? Join our CoD4 Stargate Mod team today and help to bring the Stargate Universe to life within Call of Duty 4! All you need is some experience with modding, mapping, modelling, designing, texturing, scripting or something else that helps us!


Recruiting
I want to know if anybody from Modsonline would like to join a Stargate mod team. It will be a Stargate SG-1 modification for Call of Duty 4. If you are interessted, send me personal message or write me on Xfire: codemanx. Please tell about yourself, your skills (eg. Photoshop, Maya 3D, Scripting, CoD-Mapping) and additional ideas. We really need 3D artists!

More details on project page: http://www.modsonline.com/Projects-full-2548.html


Members
CoDEmanX
Squrl
=ACE=Tristan=
HarkoninVSC
Terian
atonium2027
R1-mini
master
PenguinGeneral (guest)


Status
Recruiting, members and (Co-)Leaders wanted and needed. Most current members are busy with other private things. Some are getting more modding experience. A community forum is up and running, but not for the public = no link here, contact me if you want to join us and you will get access.
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foyleman
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Category: CoD4 Offsite Links
Posted: Tuesday, Mar. 25, 2008 11:16 am
sweet![thumbs_up]
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novemberdobby
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Since: Sep 17, 2006
Posts: 1965
Last: Oct 13, 2013
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Category: CoD4 Offsite Links
Posted: Tuesday, Mar. 25, 2008 11:34 am
Well, that's ambitious. I think you should have made some good content before recruiting any modders.
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504_Stryker
General Member
Since: Jul 18, 2005
Posts: 91
Last: Apr 12, 2008
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Level 3
Category: CoD4 Offsite Links
Posted: Tuesday, Mar. 25, 2008 01:08 pm
i'm a stargate fan and i map/script i am so down!
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SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
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Category: CoD4 Offsite Links
Posted: Tuesday, Mar. 25, 2008 01:13 pm
NovemberDobby writes...
Quote:
Well, that's ambitious. I think you should have made some good content before recruiting any modders.

I agree, 28 missions does sound a bit too ambitious.

I would kill a lot of the stuff from the Projects page too that is dead weight or more of a luxury for the mod (ie weapons not needed, models not needed, etc...) I would also try to stick to having levels center around the human forces that way extra work for recording voice overs isn't needed (battle chatter FTW).

Just a personal opinion, a mod on the Stargate movie would be better because [I think] a lot more people are familiar with the Kurt Russel version than the SG-1 version, plus SG-1 wouldn't make for a good game FPS story compared to the movie since it's all episodic (I watch SG: Atlantis so I guess SG-1 is similar in how story is carried out).

Although it's an SP only mod so they already have some realistic goals. [thumbs_up]

4 great levels would be better than 28 lame missions, heck, even just 2 [lengthy] levels would be great too if they're up to par like IW/TA levels.
Quality > Quantity.
That, plus the team won't get bored working or thinking they'll never see the end. There's also the plus outcome too of when you're done with 2-4 levels, you can release and get more people interested and you'll have a framework done to essentially make a mod of your mod by expanding/adding to it.

If the mod was cut down and made more realistic in terms of project goals I'd help out with scripting. [rocking] I can see this mod being something unique for once in the CoD mod community if done right. I can't think of any real good total conversions worth mentioning for any CoD game at the moment. [sleeping]

Sorry for the long talk. [casanova]

edited on Mar. 25, 2008 09:17 am by Sparks.
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novemberdobby
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Since: Sep 17, 2006
Posts: 1965
Last: Oct 13, 2013
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Category: CoD4 Offsite Links
Posted: Tuesday, Mar. 25, 2008 01:19 pm
SP only? Where does it say that [drink]
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504_Stryker
General Member
Since: Jul 18, 2005
Posts: 91
Last: Apr 12, 2008
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Level 3
Category: CoD4 Offsite Links
Posted: Tuesday, Mar. 25, 2008 01:36 pm
this sounds cool and i have a teleport map working so i could make a stargate with a teleport in it to another world ^_^
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foyleman
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Since: Nov 7, 2001
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Category: CoD4 Offsite Links
Posted: Tuesday, Mar. 25, 2008 01:43 pm
the time during gate travel should be your loading time for the next level.
Go ahead... You Play I Mod : Support Modsonline by becoming a PREFERRED MEMBER today!
Have you heard the MODSonair Podcast?:
MODSonair is a weekly podcast bringing you the news from a modders perspective.
Tune in every Sunday at 12pm EST to listen LIVE.
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504_Stryker
General Member
Since: Jul 18, 2005
Posts: 91
Last: Apr 12, 2008
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Level 3
Category: CoD4 Offsite Links
Posted: Tuesday, Mar. 25, 2008 01:46 pm
yea i just thought of that... put a stargate in the loadscreen with the loadscreen just above the ramp...
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SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
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Level 8
Im a fan of MODSonair
Category: CoD4 Offsite Links
Posted: Tuesday, Mar. 25, 2008 02:05 pm
NovemberDobby writes...
Quote:
SP only? Where does it say that [drink]

Doesn't mention anything about MP on the projects page unless I missed it. I just scanned through it really quick and saw 28 missions and was like OMG that's a lot of missions. [crazy]

504_Stryker writes...
Quote:
yea i just thought of that... put a stargate in the loadscreen with the loadscreen just above the ramp...

Better yet, play a recorded in-game footage of the player view walking up the ramp to the gate, then the blue watery gate effect comes at you.
Then map starts and the blue watery effect drops you off in the map, kind of like how most CoD4 maps have a drop down from the sky into the player view from t he "mini-map" debrief load screens.

Just some more tips if the author cares to read anything we write. :P
1) I wouldn't make the 3D modelers on the team make models you want. I would have them make the models the mappers need so resources aren't wasted on just producing cool media release stuff. CoD Radiant has a nice built in feature where mappers can build a simple box or low poly geo of the model they need, and export that into a Maya format so the modelers can use that as a reference in Maya to build to scale. That's how IW does it, seems efficient enough to do it too.

2) The mod will probably have a lot of reusable code, like the above mentioned if you wish to script it coming into the map with the "watery" stargate effect. I would start by just making a script file like _sg_utility.gsc and start adding crap into it that all the mappers can use and have it on a FTP, and let other scripters/mappers make changes or additions to it with stuff the mod in a whole will need or use.

3) Mappers/Scripters can get to work right away using stock character models for missions, those can be easily replaced later.

4) Scripters can use iPrintLnBolds until they get recorded audio.

5) I doubt your team has a good enough animator to make custom body animations, never seen anyone in CoD community make one, so I would advise scripters to show that they can intelligently reuse stock animations, since animation resources are at a premium in the community.

6) Make the levels fun with stimulating/dramatic objectives. Don't have it where it's like, "Uh oh, someone jumped a portal and plans to alternate history, looks like we have to go hunt them down... again."
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