Wolfzone

A S.T.A.L.K.E.R.: Call of Pripyat Total Conversion

Category: News
Written by YannG | 15 february 2017 | Classified in: News | Tags: stalker

3D Engine Change

idTech3, the engine powering Wolfenstein: Enemy Territory game is a really good engine, but is a little outdated now. Many features that more recent engines have are missing and I don't have enough knowledge and time to add them to the engine. So, I have decided to move to another engine more up to date.

I really like the S.T.A.L.K.E.R. games series, I've got all three opus, the engine matches almost to all the features which I look for, and since all tools and also engine source code are available, I thought that it was the best choice to make.

I spent most of the 2016 year to try to understand how the X-Ray engine works, and late in the year, I began to experiment the process of exporting objects and maps I have made for the Wolfzone mod to X-Ray engine.


Test map on idTech3/Wolf:ET engine


Test map on X-Ray/S.T.A.L.K.E.R. CoP engine

I also released the source code of the Wolf:ET version of the mod:

So, here is some screenshots to follow the making of progress for the first test map:

Finally, I would like to thank all people who have supported me and my work when I used Wolf:ET engine, hope you will follow my work with the new engine if you like.

Written by YannG | 03 february 2016 | Classified in: News | Tags: early access, release

Wolfzone Early Access Version Released

The early access version of Wolfzone mod is now available.

This rewards months of hard work to make a game which begin to match what i wanted to get.

This release also represent the beginning of a new task which will take months of works too in order to append all features which i am thinking about and who, i hope, will make this mod enjoyable and entertaining to play.

Keep in mind that it's a work in progress so don't expect too much at first.

  • There is only one map at the moment.
  • A lot of weapons needs to be replaced by their contemporary equivalents.
  • There is only one style of player currently.
  • The gameplay is currently a simple stopwatch team deathmatch mode with infinite respawn (for bots and player), and objectives and missions will be added later to that game mode.
  • Bots behaviors need to be improved and it happen too often that they get stuck against a wall and they cannot release themselves, but also they show a really low strategy skill when they fight what can sometimes give a feeling of lack of challenge.
    On the other hand, if you don't react fast enough, they will blow you up in no time.

But well, enough small talk, i suppose that you can't wait to test that first version in order you can make yourself an opinion on your own, so here is the links:

To read how to make your first step in the game

The Linux version will be available in few days.

Let me know what you are thinking about.


Written by YannG | 20 january 2016 | Classified in: News | Tags: work in progress, engine

January 20 News

The engine runs well now, both on Windows and Linux, but i have delayed the release for a few days more to improve and polish a bit some parts of the mod.

Game mode:

It only remain one game mode now: "Objective". A stopwatch team deathmatch mode with infinite respawn (for bots and player) and objectives (but objectives will be implemented later).

Game time:

You can now select the stopwatch time before running the map. Time can be set from 1 to 60 minutes.

Bots:

I have found a way to get more control for bots, so i started to implement some behaviors. The first and more important one is to prevent the bot to stay static at the same place for a long time. Bot move randomly now from waypoints to waypoints searching for some enemies and engage you as soon as it see you.

One issue is that even at lowest skill level bots are deadly if you don't move fast enough, i will lower this too efficient accuracy in the next releases.

I have also added a last waypoints stack list to avoid to use the same waypoint too often.

Grass shader:

Wolfenstein: Enemy Territory foliage technology is really a FPS killer if you don't use it with care, and grass cover use this feature.

While tweaking it, i found that removing the deformVertexes function and setting outer distanceCull to 4096 instead of 0, there is almost no FPS drop.

Release:

I'm working on it. As soon as i think playing with the mod is fun with those last improvements, i will make the Windows and Linux archive and then release them.


Written by YannG | 12 december 2015 | Classified in: News | Tags: conversion, engine

News From December 9

To get the Wolfzone mod development move forward quickly, i switched to ET:Legacy engine. It's a really good engine with a lot of bugs fixed and many improvements made.

But unfortunately, at the level of the source code, ET:Legacy engine is not really compatible with the old Wolfenstein: Enemy Territory engine and obviously with the Wolfzone mod and all the modifications which I had made.

So, for me, the biggest difficulty of these last weeks was to merge ET:Legacy engine and mod with Wolfzone mod.

I still have some work to do, but overall, the mod, in it's new configuration is almost done to get an almost payable version ready to be released.

What remains to be done?

  • Check for correct operation of bots,
  • Append all the Wolfzone mod weapons,
  • Integrate Limbo menu and inventory.

What is new with the ET:Legacy engine switch?

  • Windows version (tested with Windows XP and Windows 7),
  • The sound works well now,
  • OpenGL 3 and up support.

So i'm working on it, and with a little luck the almost playable version will be available before Christmas.

And finally, I would like to show you those skins and player models from marze addon working with Wolfzone mod.

Green Team Skins
Green Team Skins

Blue Team Skins
Blue Team Skins


Written by YannG | 10 november 2015 | Classified in: News | Tags: engine, player, model, bot, map

November News

I know it can be frustrating for people to follow a game development and can't play with it, so i decided to release an almost playable version and make frequent updates according to the progress of the mod's development.

Initially i wanted to release the Linux version at the beginning of november, and then the Windows version at the beginning of december, but i had to make choices.

At the beginning, the Wolfzone mod was made with the GPL version of Wolfenstein: Enemy Territory engine released in august 2010 by id Software, and i only kept the Linux part because at that time i made this mod only for me.

But as i make a version for everybody now, i have to give a Windows version available too, and as i make that mod on my spare time, i don't have time and prefer to focus on the mod development rather than on the game engine, so i decided to modify the mod so that it will works with the ET:Legacy engine as the ET:Legacy team have done a great work to correct and improve the original Wolfenstein: Enemy Territory engine, moreover both projects are compatibles as they use GPL v3 license.

And thus, i'm working at present to adapt the mod and i will do my best so that it will be available by the end of the month, so stay tuned.

Player models:

I have got permission from marze3d to use these amazing player models he made for the True Combat: Elite mod, so i will append these models to the Wolfzone mod as soon as Linux and Windows versions will be available.

Bobot IA:

The Bobot mod artificial intelligence is based on a neural network which works rather well to simulate human behaviors, and the decision-making is made among a selection of predefined actions each having a percentage of concurrent priorities.

I have found a way in the bot's thinking loop function to redirect to another function who can watch and change these priorities levels in such a way that they can achieve a group of even more structured actions from the already implemented simple actions, for example:

  • engage enemy,
  • withdraw if too much damage,
  • take cover,
  • wait to recover health,
  • counter attack,
  • engage enemy,
  • and so on...

Crossroad map:

As you may have noticed with the last released screenshots, i edited the Crossroad map so that it becomes integrated into an urban environment instead of the countryside. I have to settle some details, but i think this will be the final version, and i could begin to make the next map.

Urban Crossroad #3 Urban Crossroad #2 Urban Crossroad #1

Voilà, that's it for now. Feel free to ask questions if you have it.