A Post-Nuclear Mod for SS1


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#1 Okim

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Posted 21 November 2012 - 07:13 AM

Hi.

Silent Storm was one of my favourite TBS games. It was a breakthrough in turn-based games at its time (and IMHO - it is still the best TB squad game).

Back in 2003 i was hopelessly dreaming of future Fallouts and XCOMs using this great engine. Hell, i even tried to get a position of game designer at Nival Posted Image

Recently i downloaded the UK version of the game a proper set of tools and gathered as much intel about modding it as possible (thanks to all who provided so much needed assistance).

Allwork on this mod was staleld due to community`s low interest in it, lots of technical issues and lack of time.

Current version is 0.2.  Zip archive (~40mb) can be downloaded here.

This version includes:

- over 25 new weapons, new effects and sounds.
- all new skins and uniforms for axis.
- a new singlelayer template (1000013)
- a new multiplayer template (1000019)

Other changes and instructions can be found in OKIM-APNMod.txt file in the archive.

Information on how to use console can be found here: http://www.strategyc...-storm/console/


Screenshots


All weapons (version 0.2)

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Your troopers

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Bandits

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Singleplayer map (template 1000013)

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Multiplayer map (map ID 1000019 in multiplayer set up screen)

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#2 Thorondor

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Posted 21 November 2012 - 10:47 AM

Hi Okim. Posted Image

Well, I certainly feel we're very fortunate you're interested in pursuing such an ambitous mod for such a great game.

And, even though you're not asking, I, for one, would vote for option 3. I'm a bit of a fan of post-apoc settings and I think you could accomplish something special here if you don't give in to the temptation of just making a collage of Fallout stuff.

A very simple but quite interesting subject you might look into for adoption is that in Philip K. Dick's "Second Variety" short story.

If you're unfamiliar with it, it's a story where Earth has basically been rendered uninhabitable in some sort of post-nuclear war fighting. However, American and Soviet forces carry on their dispute in a basically winless conflict directed by the powers safely relocated on the Moon.

The US has devised another super-weapon, a series of self-replicating robots that devastate their targets. While this gives the "good guys" an edge over their enemies, the hero encounters a "Second Variety" of humanoid robots that have decided to take matters into their own hands and get rid of all imperfect humans, regardless of ideology.

Out of necessity, the Americans and Soviets band together to seek their mutual enemy hidden amongst them.

A pervasise feeling of paranoia and finally dealing with the consequences of our own failings and mistakes, despite it being probably too late, is probably the most significant overarching theme.

Anyway, this is just a concept and backdrop that struck me as a particularly natural fit for the game and your mod.

::

I'll most definitely be looking forward to seeing what you come up with regardless. Good luck with your project!

#3 Space Voyager

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Posted 21 November 2012 - 11:08 AM

Well, I'd vote for no. 3, too. But I have to ask... Why a game this old? With all your knowledge of AS, wouldn't it make a good platform, too?

#4 silencer_pl

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Posted 21 November 2012 - 12:07 PM

Why SV? I would guess because of the engine. Pretty much everything is destructible.

Option 3 for me too. But before you begin with your stuff I think you should first get the story line done. Because you know you can crate very good enlivenment but the story (or gameplay) will be bad.

Thorondor mentioned Fallout - so I would rather encourage Fallout Tactics - as it is more closer to squad tactical.
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#5 Okim

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Posted 21 November 2012 - 12:15 PM

Yeah. I was thinking about Fallout Tactics. Something close to that might be interesting. But it will be a bit problematic to support clue/objective system of the original game.

Why SS you ask? That`s the best TBS engine so far. And it allows to make almost everything you want. And it has a good script base, so you can create various scenarios.

Aftershock is limited. And it also is a real time squad game. Though it would be great to have its attachment system in SS (which i`m forced to simulate by adding modified weapons with scopes, foregrips, highcap magazines etc).

#6 Okim

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Posted 21 November 2012 - 06:55 PM

Here is the first picture that shows all 3 currently added weapons and an ammo clip for them.

http://www.okim.nick...m/SS/shot01.jpg

These three pistols are firing red laser pulses. They have unique damage values against various materials.

The attachments are simulated by new models. Currently a list of possible attachments looks like this:

laser sight - reduces AP to shot by 2
red dot - reduced AP to aim by 5
combat scope - increases AP to aim by 3, but increases range by 3/5 (min/max) and adds a careful shot to the weapon (all weapons will have only snap and aimed fire by default + burst/long burst if designed)
sniper scope - increases AP to aim by 5, increases range by 5/10 and adds a snipe shot (without adding careful shot!)
foregrip - reduced recoil by some value (perhaps a percentage)
high capacity mags - doubles the ammo capacity, but also increases AP to fire by 2. Will be represented either by connected mags or by drums and ammo bags or by extended mags
silencer - as in original
heavy barrel - increases min/max damage, but reduces min/max range
extended barrel - usually comes as a sniper rifle upgrade, increases min/max range

A weapon might have maximum of three attachements (each combo will be represented by a new model due to the lack of such system in SS).

Normally pistols will get laser sighs, silencers and high cap mags with very few combat and sniperscopes.
SMGs will mainly use laser sights, red dots, foregrips, silencers and hi-cap mags. Combat scopes will be therem but for a number of non-long burst guns.
Rifles will consist of assault and sniper/DMR rifles. Assaults will use SMG type attachements + heavy barrels and some rare sniper scopes. Snipers will use sniper scopes, silencers, heavy and extended barrels. Most of them wont have snap shots forcing a sniper to have a sidearm should he get flanked/rushed.
MGUNS will use almost no scopes. They will have foregrips and heavy barrels.

Now about laser weapons. Those will be represented by two groups (different manufacturers).
The currently shown are LazTek Pistols. All LazTek weapons are single shot with no burst. They will get laser sniper guns and shoulder carried heavy lasers.
The other manufacturer will be named later. It will focus on rapid fire laser weapons (inculding pistols). Laser scattergun will have multiple barrels to fire from.
Both laser groups wont be allowed to use ammo of one another.

If anything will be ok - i`ll add specific plasma weapons and stunner guns. SS can allow this and it would be a bad thing not to attempt to use it.

#7 Okim

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Posted 22 November 2012 - 04:40 PM

First attempt to create a custom skin.

http://www.okim.nick...m/SS/shot02.jpg
http://www.okim.nick...m/SS/shot03.jpg
http://www.okim.nick...m/SS/shot04.jpg

Tried to make a modern military camo uniform. I think it was a success.

EDITED:

I`ll make a few more weapons, a new skin and a scenario (probably quite bloody with lots of mobs and few PK). After that i`ll upload the 'mod' for you to test.

#8 Space Voyager

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Posted 22 November 2012 - 07:24 PM

The skin... ehm, clothes look damn cool. ;)

#9 silencer_pl

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Posted 22 November 2012 - 10:37 PM

Ok that pistol is amazing good. Will it fire laser beams? (Well will you mod the beam or use the ingame from laser-rifle). Also is it possible for that laser marker to be visible in the field ?
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#10 Okim

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Posted 23 November 2012 - 04:39 AM

The marker is 'visible'. Its a part of the model :) Though its a bit short.

The laser effect uses a new texture. I`ll try to capture a screenshot with it.

#11 Okim

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Posted 23 November 2012 - 05:16 AM

Another experiment that is a success. This time a load-bearing equipment - a tactical vest with lots of puoches and a radio.

http://www.okim.nick...m/SS/shot05.jpg
http://www.okim.nick...m/SS/shot06.jpg
http://www.okim.nick...m/SS/shot07.jpg

It seems that i`m slowly going into direction of SpecOps idea for the mod. However it might well be possible to switch to post-apoc once i finish military camo equipment.

#12 Okim

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Posted 23 November 2012 - 11:13 AM

Render of first SMG in the mod. Not yet finished (untextured parts are greyed).

Posted Image

Haven`t yet decided its name. Took as inspiration an Italian Spectre M4 smg.

Red pieces - possible improvements. Each will have its own model with the gun. There will also be a laser sight and high capacity magazines.
Foregrip will reduce recoil, stock will also reduce recoil and slightly increase range (and thus - accuracy).

#13 Okim

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Posted 24 November 2012 - 06:43 PM

Finished working on a series of camo helmets.

http://www.okim.nick...m/SS/shot08.jpg
http://www.okim.nick...m/SS/shot09.jpg

And here is a laser effect. Its a bit simle right now, but i`ll probably will make it more spectacular in the future.

http://www.okim.nick...m/SS/shot10.jpg

I see that there is not that much people playing SS nowadays... Well, if this work of mine wont get much public - its not that bad. At least for myself i`ve learned that this game could have been made into anything you like. Hell, even UFO-based game with aliens would be possible - the set of tools, the editor, the provided source models for sceletons - all this allows to create anything. You`ll just have to spend your entire life doing so :)

#14 Thorondor

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Posted 24 November 2012 - 08:30 PM

Looking good, Okim. Posted Image

When Silent Storm first came out in 2003 it was fairly evident to anyone willing to see how great its potential was, not only by itself, but, if adapted/modded as a foundation for possible games in other settings (namely, at the time, a much pined-for remake of X-Com EU).

The potential is still there, as you note yourself, but it certainly takes people with the right skill set, and dedication, to make that happen. So colour me content you're around and in the mood to play with it some.

Regarding your audience, it's not going to be huge, to be certain, but, as I reported a little while ago on another thread, people should Greenlight it as bringing it to Steam will again, if briefly, shine a light on it, especially for people who may have not been previously aware of it.

How many people you're going to draw to your mod also depends on what you do too. Minor modifications/balancing won't do much if anything, but if you go more in-depth and do a full conversion that is going to turn heads.

You just have to be prepared to put in the work to match of course. Posted Image

Having a few other people to help you would be important, though (to cut down on the share of workload and for sustained motivation, etc). Also, as in making a game, you have to enjoy what you're doing, and believe there's merit in it - the base idea, and the end goal you're trying to achieve is worthwhile.

If you can't convince yourself that it's something to strive for then you may want to look at another angle, another concept, etc.

I'm not a modder, by the way. Just my .02. Posted Image

::

I do hope you stick with the post-apoc slant, and, as you've seen, I'm not alone, so it's a start.

Parting question out of curiosity: can you change the ground/soil too? Think canyon-like stuff (red/orange ground as in westerns) and sand/dunes for instance.

#15 Pete

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Posted 25 November 2012 - 08:17 PM

I love this idea, and I'm happy you've got the skills to do it :)

I keep meaning to get the game again on GOG (not sure where my original CDs are!) as I really enjoyed it but used to have to play it at low graphics settings and it still doesn't look bad today!

I remember in one of the IRC chats we had with the devs we asked them about X-COM and they said it was a definitely inspiration (duh ;)) and we tried to get more of an idea of the extended storyline but they were keeping quiet about it. If they hadn't had publisher troubles I would have loved to have seen where they took the story, as the story you read between the missions about the laser tech and where it came from really captured my imagination as much as others hated the sci-fi element.

In my head I could see them doing games set 10 years apart until you finally meet the aliens - or perhaps time-travelling humans - who developed the tech in the first place.

Keep at it if it's something you enjoy doing, and remember there are people on GOG.com you can probably contact via the SS forum there: http://www.gog.com/f...torm#1353874333 - If you mention what you're doing I'm sure some will make their way here :)
May your terror missions always be infested with Chrysalids.

#16 Okim

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Posted 27 November 2012 - 04:47 AM

Quote

Parting question out of curiosity: can you change the ground/soil too? Think canyon-like stuff (red/orange ground as in westerns) and sand/dunes for instance.

Silent Storm Sentinels contains desert textures and objects. There is an utility that allows transfer of in-game resources between SS games.

I found that other Nival games like Day Watch/Night Watch also use this engine and also allow for res transfer. This could be a good source of some modern objects that i can use in map creation (cars for example).

There is also another game using this engine that i never played. I can`t recall its name and i think that its more into fantasy that fiction. But it also might contain smth interesting.

P.S.: the problem is that those games are really hard to find (even illegal copies are gone). The games were a bit too specialist and had no proper advertisement beyound Russia i believe.

#17 silencer_pl

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Posted 27 November 2012 - 07:37 AM

Heroes of Might and Magic V used modified Silent Storm Engine. Also don't forget about Hammer & Sickle a mod that became standalone game.

Nightwatch and Daywatch are only hard to come (almost impossible) - the low availability of them is because they suppose to be very poor in comparison to S2 and S3
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#18 Okim

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Posted 27 November 2012 - 07:40 AM

I think i finally came up with the idea of the mod.

Post-nuclear world somewhere in Europe. Somewhere near Ands or other mountains.

Your faction is a society of survivors who dwelt 20 years in a large Shelter "Ands-9". You are playing as a squad leader of special operations team that is used for dealing with the outside world and its dangers. The inner security is run by ShelSec (Shelter Security). You`ll probably see them from time to time in some support missions.

You are starting in the sector that contains your Shelter (which will be attacked in the very late game by some really bad ass guys - if i figure out how to force a mission to a player in SS1). After dealing with the main local threat in that sector - another near by sector will unlock. The goal is to defeat those bad ass guys in their hidden base.


The missions of your team will be:

1. secure the area (of bandits, raiders etc). Pretty simple missions in the start. Will have few clues/objectives that will unlock hideouts, stashes and etc.

2. scout the area (warehouses, stashes, factories, ruins etc). Those missions will take place in long ago abandoned areas. They will contain some enemies, but the main challenge will be in lock-picking/disarming various unbreakable lockers. The reward will be different - from medical supplies to Mechanised Armours (PK). Most of the time those wont contain any clues/objectives, but some such places will unlock another similar areas (via maps, comps etc).

3. defend settlement (either your or neutral). Yours will have ShelSec allies, neutral will have some armed civilians/guards. Rewards for aiding neutrals will be different, but mostly will come in extra medical supplies. Helping yours will be less rewarding, but ShelSec will be generous on arms and ammo. Clues will primarily consist of falling off maps and attacker`s leaders. Neutral settlement chiefs and other people might unlock some places of interest.

4. free settlement/slaves etc.. Pretty much the same as above, but with enemies defending and you attacking. You should act quick and probably be stealthy as enemies will turn their guns on civilians once they understand that they are losing. Rewards/clues are the same as above. Probably this might be dependent on how low the civ casualties are.

5. raid the hideout/camp/capture the leader. Pretty simple - you are beating the shit of the local gang, raiders or other bad guys. What you find there is yours. Clues are mostly represented by gang leaders unlocking their future plans or showing some locations. Leaders might start running away so you should be quick. Also being stealthy should be rewarded in some way on these missions.

6. attack the main camp/base. That`s a tough one. You`ll have to bring trained guys on this. These missions will unlock the other sectors on global map (you cleared the site, you take it for your needs - why not?). Lots of rewards, a pair of unique items and other stuff.


Randoms.

1. ambushes and patrols/

2. fights between gangs/locals. Saved locals might be grateful. Probably even unlocking some places of interest on the map.

3. places of interest that contain some limited un-scavenged supplies.


Now i just need to try making some maps to see how feasible this is Posted Image


Enemies.

1. bandits. A bunch of un-organised scum that dwells in the post-apoc world. Nothing to wary about as they will mostly have small arms and melee weapons.

2. raiders. Organised gangs. Will have better weapons and larger numbers (plus - more hps).

3. cultists. Some crazy bastards that are seeing the world in their own twisted way. Pretty much the same raiders, but with other set of weapons and models.

4. bad ass guys. Those will start with standard military troops (with assault rifles, mguns and launchers). Later they will get energy guns and Mechs. The difficulty of those will be escalating, but turning on them will require some better equipment and skills.


Equipment.

Starting equipment will be very sparse. Some standard pistols. A few smgs and rifles. A single assault rifle and few grenades. Your store will constantly get only ammo for the starting weapons as well as simple grenades and medical/engineer equipment. All other toys you will be forced to salvage or loot.

Mech Armours will be a bit easy to find. Some of them will be available in the first sector (a rusty-dusty terrorist one with limited amount of ammo in a very difficult to lock-pick underground store). I`ll use all three types in the game with terrorist ones being used by old-time police forces (and thus being the most commonly seen and less deadly with no energy guns) and allied being the bad ass guy`s advanced Mechs with an ability to use energy guns. German ones will be their main, but less protective ones.

#19 Space Voyager

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Posted 27 November 2012 - 08:07 AM

Europe and Andes... I'd prefer Alps. ;)

The idea is just awesome. Love it all. Are you considering to add some radiation, like a terrain obstacle or something?

#20 Okim

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Posted 27 November 2012 - 08:28 AM

Now i must ask you a simple question. Will this be enough for you?

I planned to use some large amount of weapons, but i must confess - its a tedious work making models. So here is a shortened list of guns:

SIDEARMS: basic pistol, auto pistol
SMG and ASSAULT RIFLES: compact smg (short range/high ROF), basic smg, light assault rifle (good acc, low damage), heavy assault rifle (high damage, low ROF, high AP cost)
RIFLES and SNIPER RIFLES: hunting rifle, basic sniper rifle, anti-material, some assault rifles with scopes
MGUNS: light mg, heavy mg
LAUNCHERS: grenade launcher acting like terror PK one and standard with 2 different rockets.
ENERGY WEAPONS: laser pistol, laser rifle (+ one with scope), heavy laser, probably a plasma gun of sorts (to destroy everything, but not to penetrate anything).
GRENADES: light, heavy, anti-PK

Some existing weapons will be also in game. Mainly used by locals. I`ll even try to import AK47 into the game from SS1.

View PostSpace Voyager, on 27 November 2012 - 08:07 AM, said:

Europe and Andes... I'd prefer Alps. Posted Image

The idea is just awesome. Love it all. Are you considering to add some radiation, like a terrain obstacle or something?

I though about it, but i don`t know how. If there is some script that reduces health - than yes. Otherwise - i don`t have ideas.




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