Starship Troopers 2 Alpha Re-release "Thread for the upcoming re-release"
#1 Posted 12 May 2009 - 10:12 AM
Starship Troopers 2
Background:
A few years back Moloch (the creator of SST TC) began talking with me about a possible sequel to Starship Troopers TC. We brainstormed some possible scenarios, and talked about how he would want things to function differently than in the original. He wanted the AI to have more independence from the player, including being able to use waypoints to create scripted sequences, and allow groups of AI to attack each other without player direction. This would be used to create larger and more epic battles than were possible in the original.
So after a few weeks I managed to put together a "Proof of Concept" alpha where Arachnids and Marines attacked each other independently. It worked acceptably and Moloch was convinced more could be done. In the meantime I began expanding on the alpha beyond just a proof of concept, adding an extra enemy (a kamikaze Hopper) and a few additional effects. While this was being done Moloch found he didn't have enough time to do all of the asset work that would be required for the sequel, and the project was subsequently canceled.
So what's the deal with this re-release?:
Well, I've decided to re-release the Alpha with the additions that I had been working on before development stopped. I'm also recoding the AI and adding a few additional things that weren't in the original release, as well as making the project compatible with EDuke32.
I've already recoded the Marine AI, and am currently working on the Arachnids. When finished I'll re-release everything that was in the original, plus the test maps for the new enemy.
I should hopefully be finished in the next 2-3 weeks. In the meantime I'll post my progress and get suggestions from folks.
I'm at work, so screenshots are forthcoming.
#2 Posted 12 May 2009 - 10:39 AM
#3 Posted 12 May 2009 - 12:59 PM
#4 Posted 12 May 2009 - 01:00 PM
I figured I should talk about the current features a bit.
Marines currently are banded into 4 possible squads, Grey (the player's squad), Green, Blue, and Red. Squad leaders are assigned by giving one of the units in that squad a hitag of 1 (in the player's case it's automatic).
Currently there's a button to pause and resume AI. While AI is paused you can spawn Marines or Arachnids. Any Marines spawned will be assigned to Grey squad. There's a button to toggle spawning. (This is mostly for testing)
You can spawn a single waypoint for each squad leader. Spawning a new one will delete the old one. There's also a button to delete all waypoints (which will cause squad leaders to come to a halt). Doing this you can organize attacks and also pull troops back.
Spawning anything (waypoints or units) is as simple as aiming and pressing fire.
#5 Posted 12 May 2009 - 01:32 PM
#6 Posted 12 May 2009 - 03:01 PM
Mblackwell, on May 12 2009, 01:59 PM, said:
I understand now. I was confused because you are calling it "Starship Troopers 2" which makes it sound like a continuation of the singleplayer story (it may have been conceived that way originally, but that's not what it is now). Maybe you should have called it "Starship Troopers: Battle Simulator" or something along those lines.
#7 Posted 12 May 2009 - 04:28 PM
Now I'm attempting to sort of finish what I started for the alpha and from there people can play with it as they see fit. I actually have a level idea worked out from when this was first being discussed, and at some point I may either make it and release it or enlist the help of someone willing to map it out.
#8 Posted 12 May 2009 - 06:46 PM
This post has been edited by msleeper: 12 May 2009 - 06:46 PM
#9 Posted 13 May 2009 - 08:49 AM
As for path finding code, I don't need it now but I might when people start to make real levels for this (if they do) I probably will. When this is released you might as well take a crack at merging the code in. I tried to keep most things confined to easy-to-modify states so it shouldn't be terribly hard.
#10 Posted 13 May 2009 - 11:23 AM
#12 Posted 14 May 2009 - 05:08 AM
#13 Posted 14 May 2009 - 05:51 AM
Also, he said this was a Proof of Concept/Alpha...not an actual mod.
I can't remember playing SST1 (link maybe). This sounds interesting though.
Also, SST2 the movie had nothing to do with SST1 so there is no foul in making a mod not related
#14 Posted 14 May 2009 - 05:55 AM
It would be nice if you add the episodes and the maps from Starship Troopers 1 (full version) and some maps that are released by others.
I have a big map pack that includes all or almost all custom maps and I can send it to you in one download. If you want it please p.m. me.
It would be awesome if you include many of these maps. I hope you will.
Many thanks for reviving this mod.
#15 Posted 14 May 2009 - 07:02 AM
Headless_Horseman, on May 14 2009, 08:08 AM, said:
It's not multiplayer at all, in fact. It's entirely single player. Every other marine but yourself, including squad leaders, is an AI bot.
None of the other marines in those shots are actual people, they are all AI.
supergoofy, on May 14 2009, 08:55 AM, said:
It would be nice if you add the episodes and the maps from Starship Troopers 1 (full version) and some maps that are released by others.
I have a big map pack that includes all or almost all custom maps and I can send it to you in one download. If you want it please p.m. me.
It would be awesome if you include many of these maps. I hope you will.
Many thanks for reviving this mod.
As I explained earlier, it won't work with SST1 maps. The art tiles are completely different, and in fact I've included almost none of the art from SST because it was just a simple Proof of Concept at its inception. It also doesn't include most of the sounds, and doesn't include any of the effects except the ones specifically programmed for this mod. It also would add absolutely nothing to previously designed maps as they are designed for single player, single marine play. This was absolutely not designed to work directly with the original SST TC in any way. Moloch and I were basically starting from scratch.
However, new maps could be designed with this as the basis. You would have to pull needed textures from Starship Troopers, though.
Also, you're welcome.
#16 Posted 19 May 2009 - 10:56 AM
#17 Posted 19 May 2009 - 03:06 PM
#18 Posted 30 June 2010 - 05:38 PM
This post has been edited by Mblackwell: 30 June 2010 - 05:39 PM
#19 Posted 01 July 2010 - 01:41 AM
If you are intersted I can upload it if Mblackwell doesnt mind.
#21 Posted 01 July 2010 - 06:33 AM
It is packed without EDuke32 and DUKE3D.GRP, so you need to add them. I recommend remaping some keys. You need keys for 3 functions - spawning unit (original key for Fire) , enabling/disabling A.I. (original key for Turnaround) and for changing type of spawned unit (original key for Steroids). 3 testing maps are attached (BIGLAND.MAP, BIGLAND2.MAP, BIGLAND3.MAP), but you can test this mod in any map.
Attached File(s)
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SST2TC_alpha_May_11_04.zip (1.88MB)
Number of downloads: 167
This post has been edited by t800: 01 July 2010 - 06:33 AM
#22 Posted 01 July 2010 - 01:55 PM
#23 Posted 01 July 2010 - 02:13 PM
t800, on Jul 1 2010, 10:55 PM, said:
Mblackwell unjustifiably edited this post.
This post has been edited by Spiker: 01 July 2010 - 10:36 PM
#24 Posted 01 July 2010 - 03:31 PM
t800, on Jul 1 2010, 04:55 PM, said:
Not sure many people have tried it, but most people are probably just waiting for the rerelease if anything. I think there was a readme included in the files, you should probably add it to your post.
#25 Posted 01 July 2010 - 10:29 PM
#26 Posted 02 July 2010 - 05:13 AM
If you want to continue to talk about anything relevant to the topic, in a congenial way, feel free. Otherwise take it to PMs.
BTW, facts and speculation aren't the same thing.
This post has been edited by Mblackwell: 02 July 2010 - 05:19 AM