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 Post subject: KKnD 2.5: Doufire [dead]
PostPosted: 03 Nov 2010, 10:45 
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Joined: 01 Apr 2010, 20:05
IMA NOUNIN'C MAH GAME!



So what this Game is all about:
Recreating Units and Structures from KKnD and its Sequel Krossfire
so sort it is based on it and a mix of it + new stuff the time is between 2079 and 2179 (also 1 ~ 2) so to explain why it is mixed

The Game will also include both soundtracks

Plan to further expand the Original Game
-More Air units
-More Sea based units and naval!
-Superweapons and Counter-superweapons
-Special Units
-And more!

The stage is currently pre-alpha and using some resource from TA and Excess as Template they will be replaced this shouldn't be a TA+KKnD Mix :mrgreen:

All suggestions and (Constructive) Critics allowed!

But since this is a one men Project it will take maybe a Year to have a good playable Game out. Also due to my no knowledge of Lua it will play somewhat like TA

Everyone who say that this mod is dead/will never be released You can Munch my bullets

Credits:

CA/Zero-K Developers and Lua writers (Bitmaps/Lua)
Smoth for Bitmaps
Lord_Muffe for help


Things i did done so far (in 3 Days!):
Image
Image
Attachment:
File comment: a bit battle
screen00100.png [1.66 MiB]
Downloaded 2 times



Road Map:

Image

also mod channel is #KKnD


Last edited by Karl on 06 Sep 2011, 08:52, edited 2 times in total.

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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 03 Nov 2010, 11:10 
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 00:14
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I expect you'll get a lot of flak for copying IP, especially the implication of sharing copyrighted music from the soundtracks. :wink:


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 03 Nov 2010, 11:14 
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Joined: 01 Apr 2010, 20:05
FLOZi wrote:
I expect you'll get a lot of flak for copying IP, especially the implication of sharing copyrighted music from the soundtracks. :wink:


This mod will also include only original music tracks.

Uhh I dont think so I could also not include it they can download the Soundtracks anyway off from Youtube :lol:

By Flak do you also mean the stuff that i am using as a Template?
Also i modeled and textured all the Shit from myself nothing copyd from other sources 100% made with GIMP and Wings 3D


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 03 Nov 2010, 11:15 
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
No, just that you are copying KKND.


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 03 Nov 2010, 11:24 
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Joined: 01 Apr 2010, 20:05
Oh okey but that doens't mean that i should better stop with that or? I mean really i have never read somewhere that someone got sued by it


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 03 Nov 2010, 13:36 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Die Musik kannst du ja ├╝bernehmen aber lass bitte dieses v├Âllig ├╝bertrieben laute "WAAAS?" von ka welcher Infantryeinheit raus.
Quote:
Also due to my no knowledge of Lua it will play somewhat like TA
There is already some stuff you could use: ie Buildbar menu or driving over neutral units to spawn allied units (for the bunkers) originally by Argh in PURE and now also used in EvoRTS for example.


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 03 Nov 2010, 13:49 
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Joined: 01 Apr 2010, 20:05
knorke wrote:
aber lass bitte dieses v├Âllig ├╝bertrieben laute "WAAAS?" von ka welcher Infantryeinheit raus.

Ich verstehe nicht was du damit sagen willst

knorke wrote:
There is already some stuff you could use: ie Buildbar menu or driving over neutral units to spawn allied units (for the bunkers) originally by Argh in PURE and now also used in EvoRTS for example.


Buildbars will be unprobaly because many uses some Custom UI

i will look at thise further maybe when this mod is in Pre-Beta stage
long i know but there gives much importanter things to do than just some Lua magic


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 03 Nov 2010, 19:15 

Joined: 28 May 2009, 15:24
Karl wrote:
knorke wrote:
aber lass bitte dieses v├Âllig ├╝bertrieben laute "WAAAS?" von ka welcher Infantryeinheit raus.

Ich verstehe nicht was du damit sagen willst


there is obviously a unit whose voice is a bit annoying


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 03 Nov 2010, 19:19 
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Joined: 01 Apr 2010, 20:05
Oh that
Hmmm i dont know how to get Sounds from the original Game
also i am still having troubles with the Machine shop with all of those rears -_- modelling is soo fun with it


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 03 Nov 2010, 20:17 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: You are going to die anyway, hurry up and do it.
I will only make this one post on the subject.

Do not extract assets from a commercial game. Th le Eula typically expressly forbids such things.

If you are making this project and redwood decides to redo kknd, they will c&d your project

If they feel you are making a profit, they will be angry

If general, if an ip is a game and you are making an unofficial sequel be careful about how you represent their ip and talk about said ip, if they fell you are damaging their image they may shut you down

Be sure to give due credit on the ownership of said ip and be sure to make it visible

Poasted


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 03 Nov 2010, 21:23 
Spring Developer
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Joined: 28 Jun 2007, 06:30
smoth wrote:
If you are making this project and redwood decides to redo kknd, they will c&d your project

KKnD was developed by Beam Software (now Krome Studios Melbourne), which is owned by .. Atari ;)


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 03 Nov 2010, 21:49 
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Joined: 01 Apr 2010, 20:05
KKnD 1997 - 2010 (13 Years)
KKnD Krossfire 1998 - 2010 (12 Years)

I dont think they would decide to remake this 12/13 year old Game
unless there is a counter-argument to it I doubt it.

It seems that this mod doesn't get appreciated well due to IP stuff (even though i am just picking up their ideas and names)
maybe this was the bad idea if this continouse i will just make the mod for my self it wouldn't be dead but neither released and only somewhere safe in a Website with a pass protecting .

To be honest you should be atleast a bit little glad there wont give another (OH NO ANOTHER *A MOD!)
wich Spring got like sands on the beach.

And yes i mean this serious

still it wonders why a Game Studios gives a crap on a over 10 year old Games wich other Firms released them as free (Tiberian Dawn for example) just to sue someone (in this case me)

And what it amazes me the KKnD 2: Remake mod (Generals Z:H)
doesn't get much pointed to the IP issue

oh well.


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 03 Nov 2010, 22:14 
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Joined: 13 Jan 2005, 00:46
Location: You are going to die anyway, hurry up and do it.
Just putting that up for you to think about the only thing I explicitly advised against is to not take content directly out of the game. The rest is cautionary/advice.

Don't blow it out of proportion.


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 30 Dec 2010, 17:05 
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Joined: 01 Apr 2010, 20:05
The Anaconda tank!

[img][IMG]http://img5.imagebanana.com/img/eyk8ycn4/thumb/lighttankakaanaconda.png[/img][/img]

the Turret sucks so i can has ideas please?
and ideas for those "Tri Spikes of dead" somehow it doesnt look good or it does look good?

also post your ideas/suggestions you woud like to see for the survivor army!


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 30 Dec 2010, 17:36 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: You are going to die anyway, hurry up and do it.
don't show in vert mode. use edge mode with shading(tab key) on


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 30 Dec 2010, 17:43 
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Joined: 01 Apr 2010, 20:05
Image


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 30 Dec 2010, 17:53 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: You are going to die anyway, hurry up and do it.
set your normals.


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 30 Dec 2010, 18:10 
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Joined: 01 Apr 2010, 20:05
for what do i need normals?


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 30 Dec 2010, 20:28 
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Joined: 20 Jun 2007, 23:25
Karl wrote:
for what do i need normals?


WHERE IS THE FAMOUS BANANA BOAT EXAMPLE?

Normals make your model look better. Kinda to show what edges should be 'hard' and what edges should 'round out'.


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 Post subject: Re: KKnD 2.5: Doufire
PostPosted: 30 Dec 2010, 20:52 
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
hamsate wrote:
Karl wrote:
for what do i need normals?


WHERE IS THE FAMOUS BANANA BOAT EXAMPLE?

Normals make your model look better. Kinda to show what edges should be 'hard' and what edges should 'round out'.


Image

(Click to embiggen)


Last edited by FLOZi on 30 Dec 2010, 20:56, edited 1 time in total.

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