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Topics - Phobos

#41
       




Night Of The Living Dead v1.11

Download NOTLD
-> Download NOTLD v1.11 MultiPlayer Patch <-
Download NOTLD SoundTrack

NOTLD Installation
Note: If upgrading from v1.0 patch, follow the same instructions, and click YES to overwrite all files

1. This mod is simple to install. First copy the ZOM folder to your _LVL_PC folder here
C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC
2. Then copy the NLD1 folder into your AddOn
C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData\AddOn
3. Now launch SWBF, note if you want to play with MiniMap enabled, rename or delete the file NoMap.lvl




- Included here with the mod is the complete Design Document as of v1.1, broken into 3 sections: ReadMe, Credits, and Strategy Guide.

[spoiler]

NOTLD ReadMe
Night Of The Living Dead is a challenging mod map designed for Star Wars Battlefront, with an innovative wave-based style of apocalyptic zombie survival. A wide variety of enemy units are featured, including over a dozen types of zombies and deadly military soldiers. NOTLD also features scaling enemy number spawns for each each difficulty setting, utilizing advanced mission LUA scripts in order to provide a much greater fluctuation of challenge between difficulties.

A team of 6 random civilians (5 playable, 1 NPC) who have barricaded themselves inside an old farmhouse are determined to survive the horrifying onslaught of undead walking corpses thirsting for fresh human blood. Should your team happen to survive the zombie mayhem for over 20 minutes, a heavily armed military squad equipped with powerful vehicles will spawn from the west for final extermination. You must defend the farmhouse from being overrun by zombies and successfully defeat the military in order to win.

Advanced mission LUA modding methods were utilized to script a much larger difficulty gap between Easy, Medium, and Hard for this map. As the difficulty level increases, more zombies spawn at once, enemies have higher reinforcements and receive more intelligence bonuses, boss zombies are much stronger, etc. Easy is somewhat challenging to the average player, Medium is relatively difficult for most experienced players, and Hard presents a significant challenge to overcome for even the most seasoned of battlefront veterans. Try to see which characters you can and can't win with on each difficulty level using various tactics.

As of version 1.1, both SinglePlayer and MultiPlayer are functional. SP is supported for both Eras but intended for use with Galactic Civil War. MP is supported for Clone Wars only and has certain features disabled such as the AutoTurret, Hummer, and Tank. There are also more sound bugs, less visible zombie models, occasional CP ownership and spawn path glitches, but it is very fun to play with friends in a server and test your team skill. A patch to the mod limitations can only be developed if someone discovers a way to hack memorypools or the SWBF1 Source Code is released for modders.

Included Features
- AI on your team intelligently repair barricades and defend the house in other ways depending on UnitType designation.
- A wide variety of amazing player/weapon models, skins, and other contributions by many of the top modders on SWBFGamers.
- A military turret-mounted hummer with low fuel drain, it dies within 5 minutes and doesn't respawn.
- Combat 15 unique types of zombies and overpowered military soldiers in an epic struggle to survive against all odds.
- Sofas and Chairs let you jump over crates and serve as defensive support for barricades. Hordes of zombies can also be jumped on for an even riskier escape.
- Differing rates of damage for melee weapons. Zombies have 3 speeds for attack: Fast, Medium, and Slow. Player melee weapons rank in this order: Katana > Crowbar > Axe > Kitchen Knife > Baseball Bat
- The NOTLD Soundtrack features original film music in high quality, and radio news reporter stream samples which could not be incorporated into the map yet. The music is also public domain for distribution.
- First names have been synchronized with the AI to each unit. The last names are randomly generated numbers for now.
- SetDenseEnvironment is false for Hard and Medium, and true for Easy. This helps to smooth the difficulty level's transition balance, because by default, the game's difficulty gap is much bigger between Hard and Medium than between Medium and Easy. This is further improved by maximizing other difficulty options of Medium/Hard and minimizing them for Easy.
- The following hintnodes were placed strategically throughout the house: Mine, Sniper, Patrol, Cover, and Land (on the roof). Some are set as metanodes and some aren't.
- Boss Zombies always drop a dual ammunition pack on death. Brutes also drop single ammo packs sometimes.
- Minimap, Megamap, and Radar are forcibly disabled for the players by default. They can be toggled on by renaming "NoMap.lvl" to something else before map load.
- Powerful enemy AI on a difficulty scale never before seen in SWBF. Hard is basically impossible to win without using trainers.
- Included the mission LVL builder for players to customize their own difficulty setting preferences.
- Custom unit animation GAM bank can now be loaded by a Side.lvl instead of having to call on a custom Common.lvl. This uses the same zombie animation as polar express "wampa_sabre_stand_dashattack_full.msh"

Mod vs. Film
There are six main characters based on the 1968 and 1990 films NOTLD (original and remake). There are some alterations to the plot and storyline in this mod compared to the films:
- One of the key differences is that the characters are far more useful in this game than in the films. They have better weapons and more defensive capabilities. To counterbalance this, zombies run faster than in the films and are more diverse. Another difference is how extreme the zombie mutations are from the space probe radiation, resulting in even stronger ZEDs than normal.
- The farmhouse is designed differently in the films than in this mod because of AI pathing limits. The design blueprint from the film was stretched out with a larger center added to contain the basement and upstairs rooms. In the NOTLD mod for NMRIH (no more room in hell), the farmhouse looks very similar to the films, because that game allows 3D map pathing for AI. The SWBF1 AI are limited to 2D Map Pathing in ZeroEditor, so adjustments had to be made, but most of the same props are featured and the house is very similar overall.
- Karen/Sarah is already deceased from the bite and is put down by Cooper after she attacks Helen and bites her on the neck. Helen survives is weakened as a result of the injury. As a result Helen is only armed with a Knife and Sledgehammer to mostly assist with repairing barricades until she dies.
- Other Deaths: Tom and Judy don't necessarily die from the truck exploding, although they can if you so choose. The deaths of each character vary each time, though it will usually be from zombies. You could even play with team damage on if you wanted for additional suspense/risk, or kill everyone and go on a suicide rampage with cooper, although it is highly recommended to play with Team Damage OFF or else the zombies will kill each other too frequently.
- Barricades are emphasized more here than in the film. They prevent the zombies from swarming in, allowing the team to pick them off safely through the windows or from the roof. Repairing barricades is essential to your team's survival. Once breached, it can become difficult to rebuild them in time. Zombies can get in through the windows and doorways unless they are repaired. All barricades may be repaired once destroyed, but Gun Cabinets cannot.
- Approximately half of the weapons featured were also used in the films - the other half are similar weapons added to increase the fun and strategic dynamic. Gun cabinets were added to each floor of the house to resupply ammunition.
- The military is hostile to your group of survivors. They don't mistake you for zombies as in the film. They are just as determined to kill you as the zombies, and are taking all firearms from exterminated civilian survivors. If you happen to survive the zombie waves long enough they will show up armed with deadly AK-47s, Grenade Launchers, M-40 Sniper Rifles, RPGs, and Flamethrowers, as well as a Mark VIII Tank and AH-6 Helicopter! There is no easy victory here. Tom may know how to drive a truck, but can he infiltrate enemy lines, steal and pilot a helicopter for the ultimate escape?
- The character Chief Sheriff McClellan and local police/militia were already overrun by zombies. The national guard has been sent to kill anything that moves in certain sectors deemed as uninhabitable quarantine zones. Other bosses featured are the Funeral Director (portrayed by Bill Hinzman) and Johnny (Barbara's deceased brother).
- There is no ladder in the film either, but I added one to climb on the roof. It works like a turret jump, enter and then exit.

Bugs
- Hardcoded soundpool limit of 32, and the map tries to load 48, which means one third of the map's audio is missing. The Hummer engine sound and other effects are missing.
- Multiplayer crashes because of certain map elements and the autoturret, a patch is being investigated
- Truck does not take damage from crashing into zombies, as a result it was slowed down so that it can't run over zombies.
- Wierd glitch of blood when shooting propane bombs, the game places Mines and Units to both fall under the ImpactEffectSoft property, can't fix this bug.
- Ben will sometimes spawn twice later in the battle, this is due to LUA hardcode settings that cannot be changed without the game source, or making it so that AI Ben doesn't spawn at all.
- Flamethrower will often push dead corpses around the map, not sure why.
- Various MP bugs such as missing sounds, models, and occasional CP ownership/spawn path glitches

Broken/Disabled Features
- Stationary rotating heads in the aquarium that turn to look at players, crashed the game.
- The mp3 for "White Zombie - Cosmic Monsters Inc." could not be included in the soundtrack because of copyright, it also uses speech samples from the film.
- Wavespawn prototype only works for the Military (delays their spawn by 20 minutes). It cannot be ported to zombies at this time due to classlabel and zeroeditor restrictions, a 10-wave spawn system prototype LUA is already scripted in case a workaround is discovered. Basically you cannot have respawning vehicles that use VehicleSpawn/VehiclePad classlabel from the WLD for any local teams, only the first 2 teams.

Possible Ideas For Future Updates
- More house prop models
- First Person melee views
- Destructible walls
- Hammer and nails replace fusion cutter repair sound
- Bloaters drop a green slime puddle when they die that kills anyone who walks over it
- Fish/Water in aquarium
- Add more custom weapon HUD icons, only some were added.
- Bigger terrain for longer zombie travel times
- A hack or trainer to disable AI Entity Suicide after 10 minutes spawned
- Separate localization for each zombie type (would require several sides and more LUA faction limit testing)
- TV Sound Effect and ingame Music and more custom weapon sounds
- Ghostcam or disabled spawn menu models mod for freecam view
- Increase sound memorypool limit add engine sound for all vehicles
- Stationary Karen local who spawns in basement and bleeds to death and can deploy a remote ODF, which functions similar to FreeCam. Description: "Karen is in a catatonic twilight state between human and zombie unconciousness and therefore cannot move. Her only weapon is Warg Sight, the ability to see outside of normal body view without moving. Once deployed, this has an infinite lifespan until Karen dies." This may also be given to Barbara as a 5th weapon "In SinglePlayer, she has an additional weapon/psychic power called "Warg Sight" from which she can remotely view the forest outside of the house from the perspective of a bird for a brief period of time, with a long recovery rate."
- New types of zombies and Alien bonus waves for an even greater challenge online
- New types of barricades and fifth weapons for SinglePlayer Era
- Add Unit 33 military voiceovers
- add graveyard and hill outside of map
- add dead karen as weak boss zombie spawn in basement at start
- add marauder zombie
- add radioactive green glow to the bloater using this tutorial http://www.swbfgamers.com/index.php?action=printpage;topic=4785
- test merging HarKal terrain

Sequel/Updates
As a fan of Romero's films, I plan on also making an epic mod map based on Dawn Of The Dead (1978 original not the remake) which feature the characters Roger, Peter, Stephen, and Francine. This will require some various shopping mall model props (and a harley davidson motorcycle msh) to be built in XSI, so if any modelers wish to help with this sequel map project let me know. George Lucas + George Romero = Win.

Check the official NOTLD thread on SWBFGamers for any future updates to this mod project or its documentation. Also submit feedback and any credit corrections here. Now that MP has been implemented, no major patches are planned, however the development patches website will continue to be updated sporadically. A potential Christmas/Winter Reskin and the sequel map project Dawn Of The Dead are TBA, and the DAWN map would require more modellers.

http://nld.fcsite.cf/ - This website contains links to all the NOTLD threads on SWBFGamers, downloads, recent news and project updates. It also shows server stats for the NOTLD server.




NOTLD v1.1 Credits
ZC Dev Team
Phobos - Design Document, Localization, LUA Scripts, Map Design, Side ODFs, Sound, and Strategy Guide
Sereja - Sound, Assets, and Tutorials
Tirpider - Assets and Tools
RepublicCommando - Assets
Unit 33 - Assets

Unit Models
Ben - Tirpider, Unit 33, and Phobos
Barbara - Sereja and Tirpider
Tom - Unit 33
Judy - Tirpider and RepublicCommando
Cooper - Unit 33 and Tirpider
Helen - Sereja
Ghoul - Sereja, Helkaan, and Phobos
Thrall - 411Remnant
Rotter - Tirpider and Unit 33
Swarmer - Tirpider and Unit 33
Feeder - Sereja and Phobos
Haunter - Sereja
Bloater - Phobos, Sereja, Snake, Tirpider, Unit 33, and 411Remnant
Brute - Taivyx, Actiroan, FragMe, and Phobos
FleshEater - Helkaan
Reaver - Kento
Witch - Sereja and Phobos
Hellspawn - Mandarek and Phobos
Johnny - Unit 33, Sereja, and 411Remnant
Funeral Director - Unit 33
Sheriff McClellan - Tirpider, Deviss, Unit 33, and 411Remnant
Warlock - Tirpider
Military Soldier - B.I.G Cookie and Unit 33
Military Vanguard - B.I.G Cookie and Unit 33
Military Grenader  - Sereja
Military Assassin - MileHighGuy
Military Pyro - Unit 33 and Tirpider

Weapon Models
Hammer - Sereja
Sledgehammer - Sereja
Bladed Brass Knuckle - Wazmol
Knife - Sereja
Baseball Bat - RepublicCommando
Crowbar - Tirpider and Milanbon
Axe - Pandemic
Katana - RepublicCommando
9mm Handgun - Taivyx
Smith & Wesson Revolver - Sereja
Colt Revolver - RepublicCommando
Longbow, Arrow, and Quiver - Sereja
Tommy Gun - Sereja
Flintlock Rifle - MileHighGuy & Llew
Remington Shotgun - Taivyx
Molotov Cocktails - RepublicCommando
Propane Proximity Bombs - RepublicCommando
Deployable AutoTurret - Pandemic
AK-47 - Taivyx
MultiMortar Launcher - Wazmol
Flamethrower and Tank - Sereja
M-67 Hand Grenade - Sereja
RPG & Warhead - Taivyx
M40 Sniper Rifle - Taivyx
Magic Staff - Unknown
Glaive - Unknown

Vehicle Models
Turret Hummer - RepublicCommando & Sereja
AH-6 Helicopter - Nikoli
Mark VIII Tank - Sereja

Map Models/Textures
Several Prop Models - Eddie/Squeddie & Caleb1117
Wooden Board - Sereja
Crate - RepublicCommando
Bathtub - RepublicCommando
Palm Tree - RepublicCommando
Telephone Pole/Wire - RepublicCommando
Roadblock - Eddie
Sofa - Eddie
Table - Eddie
Gun Cabinet - Sereja
Rifle Prop - Andeweget
Fridge Texture - Phobos
Basement Floor Texture - Cisticola
Hookah with Smoke - Darth SpiderPig
Sky Comet and Plasma Effects - Sereja

Misc
SchMEe - Tirpider
Deployable AutoTurret Assets - MileHighGuy
Yoda Animation Munger Tool - MileHighGuy
BF2 To BF1 Unit Animation Conversion Tutorial - Sereja
Flamethrower and Fire Effects - Sereja
Blood Effects - Sereja
Toxic Gas Effects - Sereja
Various Weapon Icon Textures - Sereja
Zombie Explosion Chunks - Sereja & Tirpider
Hologram Tutorial - Bamdur

Sound Effects
Zombie Groans and Sounds - Sereja
Human Tactical Voiceovers - Sereja

Soundtrack
George Hormel - Mysterioso 1
George Hormel - Mysterioso 2
Ib Glindemann - Curious Danger
Ib Glindemann - Storm Attack At The Window
Night Of The Living Dead Theme
Spencer Moore - Eerie Heavy Echo
Spencer Moore - Night Of Anubis
Stan Livingston - Space Eerie Gliss
Thrall Sounds - The Walking Dead
William Loose & Jack Cookerly - Fire
William Loose & Jack Cookerly - Night Suspense
William Loose & John Seely - Black Night
William Loose & John Seely - The Monster Walks
Zombie Radio - Night Of The Living Dead

Inspiration
- George Romero
- George Lucas

*If there is any mistakes or missing credits please post in the NOTLD thread on SWBFGamers.com and it will be corrected in the Extended Credits section.




NOTLD Strategy Guide

General Combat Tips
Melee Tactics - Barbara, Ben, and Tom are best at melee because of their faster swingspeed. Melee is the most important weapon you have because it never runs out of ammo. Use this in conjunction with other weapons to maximize DPS. Weapons which stun the enemy are particularly useful for getting in a few extra swipes while they're on the ground.
Barricades - Helen, Judy, and Ben have the sledgehammers and are most effective at repairing barricades and should focus on them most often. Barbara, Tom, and Cooper should provide firepower support and only repair when needed or not being attacked.
Surviving The Military - Lure the tank near the Gas Pump propane tanks and destroy them with a powerful weapon. The explosion will be significant enough to destroy the tank. Cooper can also try destroying it with miniature propane tanks but this is much more difficult and he will likely need cover fire from Tom and Ben to succeed.
Other Tips - It is advised not to construct the basement door barricades until the main floor is overrun and no longer defensible. Those who make it to the basement in time will need to focus all effort on defending the chokepoint for once this last .defensive measure falls, good luck getting out. The alternative strategy is to run upstairs, as you can escape through these windows outside, but there are many zombies waiting out there also.
- You can trap AI in the basement by telling them to stay there and then barricading them in. The AI will not move or repair any barricades if told to Hold Position. If told to Follow Me then up to two will follow you while the rest disperse. If told to spread out, the AI will function again as they did when first spawning. Commanding your friendly AI is an important strategy in this map. 

Characters
One of each character spawns by default, excluding the player, so your team should have 7 units in total. You will need to strategically position some of the AI (example: tell Judy to follow you to the door then hold position so she will constantly repair it). Each character has an automated role to perform in the absence of the player, though you might have to maneuver them in place. Hintnodes were utilized to assist Cooper with throwing molotovs out the window on his own. The pathing and boundary features in ZeroEditor were refined to make the AI more familiar with the surrounding environment than they are on most maps.
Ben - Ben is the group leader/hero. He is the strongest, most fearless, and is quite skilled with firearms and melee combat. He is the main muscle used to outsmart and combat the zombie forces. Armed with a flintlock rifle, colt revolver, crowbar, and a sledgehammer for repairing barricades.
Barbara - Barbara is the team assassin - the quickest, most agile member of the group. She is moderately skilled at combat, and is considered second in command. She is based more on the Barbara from NOTLD 1990 remake, not the original 1968 film. Armed with a tommy gun, revolver, katana, and a hammer.
Tom - Tom is the team's mechanic/shotgun specialist, he has the strongest firearms but is slower at melee combat. He is the group member tasked with driving the truck*, which can be used as a weapon against the zombies until it's destroyed. Armed with a remington shotgun, 9mm handgun, axe, and a hammer.
*Tom has 'classlabel pilot' bonus for slowly autohealing any vehicle he drives. Therefore the truck's offensive ability will last longest when Tom is the one driving it. However, vehicles in this mod have limited fuel and are destroyed after a certain amount of time - use them wisely.
Judy - Judy is the team's carpenter and is considered a weaker member of the group due to her limited combat abilities. However, she is also able to repair barricades 2x faster than Barbara, Tom, or Cooper, giving her a defensive advantage as an AI. Armed with a longbow, knife, sledgehammer, and autoturret(SP)/hammer(MP).
Cooper - Cooper is the pyro/troublemaker and usually disobeys Ben, causing conflict within the group. Cooper is very drunk so his coordination will be slower than others. His most useful attribute is hurling molotov cocktails out the window at zombies and watching them burn, much to his amusement. Armed with a molotov cocktails, propane proximity bombs, baseball bat, and a hammer.
Helen (NPC) - The wife of Harry Cooper, Helen is very distraught at the death of her daughter and subsequent zombification. She too has been bit and knows it is only a matter of time before she dies. Helen is the weakest member of the group and is barely capable of fighting, although she can still repair barricades to assist the group's defense efforts until her inevitable demise. Armed with nothing other than a knife and sledgehammer.

Character Strategy
- Ben is most useful during early waves when placed on the roof upstairs, where he can snipe enemies from any distance. Using the ladder to reach this place is a must once the upstairs crate is repaired. AI not snipe as far as players and don't provide much cover fire. AI will also not target the most dangerous enemies first, such as bloaters. Ben is considered one of the strongest units for surviving after the military spawns, because of his distance advantage. It is advised to make sure that AI Ben stays on the ground floor to help repair barricades due to his sledgehammer repair speed bonus. AI Ben can also get kills up close with the sniper rifle through the windows, although he lacks the selective targeting advantage a human player has. There are a few positional sniper hintnodes placed on the map for each floor for Ben to help defend chokepoints.
- Barbara is most useful outside initially, staying close to the house and disposing of any flankers or other threats. Later on she should be placed upstairs on the balcony to provide cover fire, as she can get more headshots with the height advantage. However she may also need to be relocated downstairs to help repair barricades later on, and defend the doorway once breached. She is the most dynamic survivor on the team and can be used in flanking missions due to her heightened reflexes.
- Tom is most useful at defending the house from any perimeter breaches, especially chokepoints such as the upstairs and basement. Having him camp with Judy at the front of the house or in the center hallway will provide assistance for repairing barricades, and the shotgun will not only push zombies back but deal considerable splash damage to multiple zombies. The only drawback is a bit slower reload time than other units, but this is not a huge disadvantage. Tom can drive the hummer or park it somewhere around/inside the house as an extra defensive barricade, although it will run out of fuel and explode within 5 minutes.
- Judy should be placed in a defensive location, wherever most zombies will be concentrated on attacking barricades. She should repair barricades surrounding this area as much as possible due to her sledgehammer repair speed bonus. Judy will also use her explosive longbow to shoot through barricaded windows at the incoming zombies. The stun from this weapon helps keep crowds under control a bit, however this character is considered to be the weakest both in the film and mod. When the defences are breached, Judy will die faster than others, so make sure to keep her away from the frontlines. The AutoTurret is a useful weapon added to make this character more interesting. Place it in a strategic location and watch it decimate enemies. Make sure you go PRONE before deploying the turret and aim it just right to get a consistent headshot-level stream of automated firepower. For MP servers, Judy should use the SledgeHammer to constantly repair barricades, and briefly switch to Hammer when it is overheated for continous repair.
- Cooper should camp somewhere safe due to his extremely slow speed so as to not get overrun. Due to good placement of Patrol and Cover Hintnodes, AI Cooper will accurately throw molotov cocktails through windows and over barricades at incoming swarms of zombies, the radius of fire damage is strong enough to kill multiple zombies with consistency. The propane bombs are slower to deploy, but deal even more powerful damage. Place them in very important locations such as chokepoints and large barricades. Hintnodes for landmines were also added to maximize AI Cooper's defensive abilities. Cooper is perhaps the most dynamic character on the team, but is highly vulnerable when surrounded by zombies with no escape route in sight.
- Helen cannot be controlled due to being an NPC. The native spawnpath is placed in the basement so that Helen will repair barricades and kill some zombies with a knife until her untimely death. Helen should be protected by players from zombies due to her lack of firearms.


Zombies
Ghouls are the weakest and most basic zombies. They are not much of a threat and easily disposed of.
Thralls are slow, shambling corpses which are waterlogged. They have higher health and spawn on the first wave. They groan very loudly and are easy to detect. Their only real threat is when you are cornered and outnumbered by them.
Rotters are slow, stupid zombies, but have high health and a raspy, ghastly groan due to extreme decay of their lungs and vocal chords.
Swarmers are moderate speed howling zombies, faster than the slow zombies. They have above average health and spawn on wave 4. They love to attack humans in swarms - hence the name.
Feeders are slightly faster and stronger than Swarmers. Feeders enjoy ravenously feasting on the entrails of live human prey - do not hesitate to put them down or you will become zombie lunch.
Haunters are faster speed zombies with lower health. They are the only zombies which are completely silent, a Haunter can easily sneak up on and kill someone who is not paying attention.
Bloaters are obese, bloated zombies full of corrosive toxic gas which deals high damage to players and barricades. They will exhale poisonous gas around players, causing considerable damage and they should be destroyed from a distance. Bloaters are the slowest zombie with very high health, and they usually explode on death.
Brutes are armoured military zombies, and are quite strong because of powerful healing bodyarmor which most other zombies lack. Their base health is low enough that you should try to kill them as soon as possible. They heal quickly so they must be killed quickly; in large groups they are virtually unstoppable.
FleshEaters are extremely aggressive zombies, like Feeders on steroids. They have high health but slower healing rates compared to Brutes. FleshEaters are faster than most players except Barbara, and they can dodge shots more than most zombies, so they should be killed immediately.
Reavers are vile creatures who appear to have spawned from the fiery depths of Hell. Those fortunate enough to survive an encounter against the ungodly Reavers might still be haunted by nightmares of their bloodthirsty, soul-piercing screams. Reavers are the strongest and fastest zombies you will encounter apart from the minibosses.
Witches are dangerous foes who have high health and run very fast, they also have a special weapon called Telekinesis which stuns all players and zombies within the push radius. They also have a lightning bolt weapon, a powerful magic staff for melee, and the ability to jump.
Hellspawns are undying abysmal demons summoned directly from Hell. They are extremely powerful zombies with higher health than Bloaters, but are the same speed as FleshEaters. Their glaives are the second fastest zombie melee weapon, and they also have the ability to jump.
Johnny is the weakest of the three zombie bosses, he is the zombified brother of Barbara. Johnny has higher health than most zombies but has no healing, and he is capable of decimating your whole team if left unchecked.
Funeral Director is the 2nd strongest zombie to spawn, and is based on the very first classic zombie actor ever captured on film, none other than the legendendary Bill Hinzman. He has twice as much health as Johnny, has a basic healing rate, moves faster, and laughs sadistically while slaughtering your comrades.
Sheriff McClellan is the strongest zombie in NOTLD, and he is armed with the fastest melee weapon in the game: a bladed brass knuckle which can deal 5K DPS. He also has an explosive energy ball that deals very high damage. The Sheriff has four times as much health as Johnny, moves faster than all zombies, and heals twice as fast as the Funeral Director. He is determined to butcher every single human he encounters - it will require considerable firepower and teamwork to bring down.
Warlocks are unseen enemy units needed to delay the spawn time of Military Units (this wavespawn method does not work on local zombie factions unfortunately). Their black magick voodoo rituals are initially what summons the dead, although the media claims it is radiation from an outer space probe. They do not fight players and will die shortly after the round starts.


AI Classlabel Intelligence
- Assault units will not strafe as the others and charge at players directly, making them easier to shoot. It is also used to encourage AI to use explosive weapons and Landmine Hintnodes.
- Trooper units strafe considerably at close range and attempt to dodge shots at longer range, making them more difficult to hit.
- Pilot classlabel is used to make AI repair barricades more often and otherwise functions as Trooper.
- Scout classlabel is for AI to use Sniper Hintnodes and otherwise functions as Trooper.

Zombie Stats v1.1
Ghoul - Acc 55, Run 4.5, Strafe 4.5, HP 1500, Assault
Thrall - Acc 55, Run 4.0, Strafe 3.0, HP 2250, Assault
Rotter - Acc 55, Run 3.5, Strafe 3.0, HP 3000, Assault
Swarmer - Acc 70, Run 5.0, Strafe 4.5, HP 2500, Assault
Feeder - Acc 70, Run 5.5, Strafe 4.5, HP 2750 +50, Assault
Haunter - Acc 70, Run 7.0, Strafe 4.5, HP 2000 +200, Trooper
Bloater - Acc 35, Run 3.0, Strafe 1.5, Turn 1.0, HP 9000 +90, Assault
Brute - Acc 70, Run 5.0, Strafe 4.5, HP 5000 +1000, Assault
FleshEater - Acc 70, Run 5.5, Strafe 4.5, HP 5500 +220, Trooper
Reaver - Acc 70, Run 7.0, Strafe 6.0, HP 6500 +110, Trooper
Witch - Acc 70, Run 6.0, Strafe 4.5, HP 5000 +500, Trooper
Hellspawn - Acc 70, Run 6.5, Strafe 4.5, HP 10000 +250, Trooper
Johnny - Acc 70, Run 6.5, Strafe 4.5, HP 20K/40K/80K, Assault
Funeral Director - Acc 70, Run 7.5, Strafe 4.5, HP 40K/80K/160K +20/40/80, Trooper
Sheriff McClellan - Acc 70, Run 8.0, Strafe 6.0, HP 80K/160K/320K +40/80/160, Trooper
Warlock - Acc 0, Run 0.0, Strafe 0.0, Turn 4.0, HP 1,000,000 -100,000, Trooper

Character Stats v1.1
Ben - Acc 70, Run 7.0, Strafe 4.5, HP 10125 +675, Scout
Barbara - Acc 70, Run 8.0, Strafe 6.0, HP 8625 +575, Pilot
Tom - Acc 70, Run 6.0, Strafe 4.5, HP 9225 +615, Pilot
Judy - Acc 70, Run 7.0, Strafe 4.5, HP 7125 +475, Pilot
Cooper - Acc 70, Run 5.0, Strafe 3.0, HP 8250 +550, Assault
Helen - Acc 70, Run 6.0, Strafe 4.5, HP 7500 +500, Pilot

Military Stats v1.1
All Military Units - Acc 70, Run 8.0, Strafe 6.0, HP 6,000 +150
Grenader - Pilot
Pyro - Pilot
Sniper - Scout
Trooper - Trooper
Vanguard - Assault
*Turn Speed is 2.0 for Cooper and Bloater, and 4.0 for everyone else.

Weapons & Tools
Hammer - A replacement for the fusion cutter, used to repair barricades.
Sledgehammer - Twice as fast at repairing barricades than the hammer.
Baseball Bat - A melee weapon used by Cooper, swing speed 1.0
Kitchen Knife - A basic melee weapon used by Judy and Helen, swing speed 0.9
Axe - A melee weapon used by Tom, swing speed 0.8
Crowbar - A melee weapon used by Ben, swing speed 0.65
Katana - A melee weapon used by Barbara, swing speed 0.5
9mm Handgun - A backup weapon used by Tom in case of shotgun jam to help put down walkers, it deals less damage than the other firearms but has a quicker reload rate and high ammunition clips.
Revolver - A secondary weapon used by Barbara, it deals more damage per shot than the Tommy Gun but has a slower rate of fire and reload rate. It is useful in a pinch or versus powerful zombies.
Colt Revolver - A slow but powerful revolver used by Ben as a backup at close range combat, it deals slightly more damage and has a faster shot velocity than the standard Revolver.
Explosive Longbow - A decent medium range weapon used by Judy to stun and slay zombies defensively without running out of ammo too quickly. Always aim for the head or charge up shots to maximize kills.
Tommy Gun - The fastest rate of fire weapon your team has is most useful at short range. Barbara can line up multiple headshots with this weapon to quickly tear hordes to shreds. This is more of an offensive than defensive weapon, and it burns through ammunition rather quickly so be conservative.
Flintlock Rifle - The longest range weapon available, Ben uses this to kill enemies from a distance. As such it is essential Ben has a tactically superior position, preferably on the roof to kill the highest threats first. Headshots from this deal massive damage.
Remington Shotgun - The strongest firearm your team has is used by Tom and features high damage spread along with a push effect. This is extremely useful for fighting the Funeral Director, Bloaters, and keeping other intruders from breaching the door. Remington is the ultimate defensive firearm for close quarters combat.
Molotov Cocktails - The standard crowd-control weapon of choice for an alcoholic redneck surviving the zombie apocalypse. If Cooper isn't drinking it, he's lighting it on fire and throwing it at zombies.
Propane Proximity Mines - The strongest weapons your team has at their disposal, Cooper places these in strategically important locations to maximize their advantage.
Deployable AutoTurret - Judy managed to steal one of these from the Military earlier, when Tom stole their Hummer. Highly invaluable when placed in the proper location, can provide a powerful stream of defensive cover fire.
Warg Sight* - Remotely view the forest outside from the perspective of a bird for a limited time.
*Excluded


Enemy Weaponry
Zombie Melee - Zombie teeth and hands will be the main weapons used against your team. Never underestimate the power of a zombie. Some zombies attack slower than others, there are 3 speeds of zombie melee, Fast = 0.7, Medium = 0.9, Slow = 1.1
Bladed Brass Knuckle - A weapon used by the Sheriff which is twice as fast as the Katana, SwingSpeed = 0.25
Zombie Bile - Corrosively toxic gas contained in a Bloater Zombie will cause extreme health reduction to players and barricades, and has a large damage radius when they exhale.
AK-47 - The standard grunt units carry these as their main weapon, and smoke grenades as a backup. It has a faster rate of fire and reload speed than the Tommy Gun, and deals more damage.
M-40 Sniper Rifle - One hit kill from any range, Military Sniper Ninjas using these will lurk about in high camoflouge, and must be killed from a distance or avoided if possible.
Flamethrower - A very deadly stream of fire will incinerate anyone standing in the path. There is no defense from this other than to kill the units before they can reach you.
Grenade Launcher - A grenade has significant blast radius and can be thrown into the house through any opening in the window. Barricades don't last long against these and only provide an immediate defense at best. Each shot launches 4 grenades into a random spread pattern with only 3 seconds to escape, so when you see these move quickly!
RPG Missile Launcher - The handheld RPG missile is the same as the tank's, but soldiers take longer to reload than the tank does. The blast radius and damage from these is enormous. The rockets will lock on to players and vehicles using advanced heat-seaking technology which makes Military Vanguards an extremely high threat that must be disposed of at once.
Minigun Turrets - A constant stream of automatic .50 caliber automatic minigun turret fires from the Military Hummer. These bullets are very lethal and there is little to no defense from them, considering they deal splash damage and a much higher base damage per shot than the deployable autoturret your team has.
Helicopter Rockets - The main pilot and copilot rocket launchers are very devastating and highly lethal to anything in its path.


Barricades
The interior design of the farmhouse is much different than in the films due to the 2D AI pathing limitations of zeroeditor. As a result, the concept of structuring the map so that the house must be defended until help arrives was implemented, as well as the principles of defending a shrinking fortress, through extensive layering of various barricade models. Zombies will selectively target barricades and attack them as well as players. There are 6 types of barricades that can be used to defend your team from being overrun by zombies. Zombies will only attack barricades with melee directly when a player is close to them, otherwise they use the claw attack, which is weaker but has longer range, so the more zombies outside, the faster the barricades fall.

Wooden Board - HP 6000 - The weakest and most simple of barricades, several of these are used in combination to block zombies from entering windows.

Chair - HP 15,000 - These are used defensively to reinforce crates in the center hallway. Chairs can also be used as access points to jump over crates that are already constructed.  Defending the center hallway is important so it's a good idea to repair these frequently.

Sofa - HP 20,000 - Sofas are used like Chairs to help reinforce and jump over crates in the hallway, and they block more zombies from passing by. These are quickly destroyed by zombies so be sure to repair them often.

Crate - HP 30,000 - A stronger, more durable defensive structure used to reinforce windows and doorways. Crates are extremely important to keep repaired as they block wider doorways which are usually targeted by the most zombies.

Roadblock - HP 60,000 - Even stronger than crates, your team only has two of these outside to provide a front shield defense in front of the main doorway crates. These should be constructed immediatly at the start of a round, since they are often impossible to repair later on.

Table - HP 90,000 - The most durable barricade your team has, solid oak slab tables function as doors, completely blocking off wherever they are placed. Unfortunately your team only has two of these, but one can be constructed to protect your team inside the basement if, provided you have enough defensive support.

Gun Cabinet - 75,000
Technically not a barricade, there are 3 of these used as ammunition sources located in the basement, upstairs, and ground level. These cannot be repaired once destroyed, but fortunately the zombies will not target them either. The military can easily destroy them however with explosives so make sure to stock up on ammo when you see them approaching.

Hummer - Health 75,000 -250
This one time defense can be parked temporarily as a barricade in front of or inside the house. It will sustain damage from bloaters and other collateral explosive damage for a few minutes until it's destroyed, so use it wisely.

Barbwire Fence - 200,000
The ultimate defensive barricade, it can only be constructed once in the basement for a "last stand" scenario. It is essential to keep this repaired at all times once built, but even this will fall quickly to the military's weapons. [/spoiler]
#42
General / Disabled PM
November 11, 2014, 11:10:49 PM
My PM has been disabled for everyone now except admins and buddies due to Kishan continually making new accounts here to message me.

Whitelist[spoiler]
[FC]Death
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#43
Tutorial for Adding Custom Unit Animations to SIDE instead of COMMON
Written by Phobos, thanks to Sereja and MileHighGuy for their efforts in this area of modding.

I have recently discovered a way to add custom unit animation support directly to the side.lvl instead of having to use a custom common.lvl for mod maps. I was able to add "zombie hunch" from BF2 wampa animations like Sereja did on Polar express without modding the common. I plan on adding animation munger support to the new side builders for toolbox v5, but for now this tutorial can be used. If you are specifically modding zombie sides and want to skip steps 1-10, I have included the "Zombie Hunch" animation assets used in Night Of The Living Dead (and I think they are the same as used in Polar Express) in an attachment to this thread.

1) Download this tool, the yoda animation munger by MileHighGuy
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1140

2) I also followed most steps in this tutorial by Sereja, however I could not get the animation files to munge in BFBuilder or using a 64bit PC. Read this for reference
http://www.swbfgamers.com/index.php?topic=8089

3) Now that you have the yoda animation munger you need to extract it (directly to C:\BFBuilder is best) and go to this folder
C:\BFBuilder\Bf1_yoda_v2_milehighguy\Common\Animations\yoda

4) Now look for the file "human_gam_stand_shoot.msh" and delete it. You will be replacing this with another file which you need to obtain from the BF2 mod assets which you can obtain here
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=541

5) Look in this folder for a bunch of different animation subfolders which you can experiment with. I have only tested a few animations in BF1 so far.
C:\BFBuilder\BF2_ModTools\assets\Animations\SoldierAnimationBank

6) Pick the MSH file you want to use, in the case of Polar Express and NOTLD we used this file
C:\BFBuilder\BF2_ModTools\assets\Animations\SoldierAnimationBank\wampa\wampa_sabre_stand_dashattack_full.msh

7) Rename the "wampa_sabre_stand_dashattack_full.msh" to "human_gam_stand_shoot.msh" and paste into the Yoda folder.

8) You can exclude these other 3 files Sereja mentions in his tutorial if you're replacing just Melee Weapon Animation, but if you plan on replacing Unit Animations completely you need to copy and replace these too:
human_gam_stand_idle_emote.msh
human_gam_stand_walkforward.msh
human_gam_stand_runforward.msh

Quote from: MileHighGuy on November 01, 2014, 10:35:59 AM
The game does recognize all replacements, just when you put animations only on a secondary weapon, the custom animations only play when you fire it. If it was a primary weapon they would be active all the time. Yoda has many replaced animations.

9) Before you click munge.bat (in the yoda folder), you want to Edit the Batch file in Notepad to save the file as GAM instead of YODA. You can change it to anything you want it doesn't have to be GAM.
Here is what it says:  @call ..\munge_animation.bat "/keepframe0 /dest yoda.zaf /comp_debug 0 /debug" ..\..\..\Sides\mhg
Change it to say this: @call ..\munge_animation.bat "/keepframe0 /dest gam.zaf /comp_debug 0 /debug" ..\..\..\Sides\mhg

10) Click the munge.bat and when its finished navigate to this folder
C:\BFBuilder\Bf1_yoda_v2_milehighguy\Sides\mhg\munged

11) Now you should see two new files: GAM.zaabin and GAM.zafbin. If you do not see these files the munger did not work on your PC, you must try again on 32-bit. Copy these files directly into your custom side builder's munged folder, for example
C:\BFBuilder\DataNLD\Sides\NLD\munged

12) So far so good, the next step was only discovered to work through trial and error based on ideas mentioned by MileHighGuy. This will essentially trick the game into allowing a custom animation bank to be referenced from the SIDE instead of COMMON. Although you can only load one custom bank this way, you can store as many as you want in the munged folder for storage and testing. Now go into the ODF folder of your side builder.

13) One unit called upon by the LUA must contain new lines in the ODF to call on the animation. This should NOT be the unit(s) that will be using the new unit animations. I am not sure if the chosen unit actually has to spawn in the map or not, in my case I used the Wavespawner Warlock who dies within 15 seconds, but you might be able to add it to a Hero ODF instead. It will distort the looks of the unit in game severely, so you have to test it to see what works and what doesn't. You need to null the snowtrooper line and add all 4 of these lines to the chosen unit ODF or it won't work
//AnimationName = "all_inf_snowtrooper"
AnimationName = "gam"
AnimationLowRes = "gam"
SkeletonName            = "gam"
SkeletonLowRes          = "gam"


14) Now you will need to edit the weapon ODFs for each weapon you want to have the new animation. Units will only use this new animation when the weapon that calls on it is being used. So for zombies I gave them their own set of melee ODFs, and changed the AnimationBank line from "lightsabre" to "gam".
AnimationBank       = "gam" // "lightsabre" // "grenade"

15) Now you munge the side.lvl and test to make sure it works. Congrats, you have now added a custom unit animation bank to the BF1 side without having to touch the common! I have not tested other converted BF2 animations with melee weapons yet, just the wampa animations on zombies. Let me know if you find any that are as good or better than Wampa Dash Attack.
#44
Released Maps and Mods / Night Of The Living Dead v1.0
October 31, 2014, 03:00:23 PM
 


Night Of The Living Dead v1.0
released by Phobos on Halloween 2014


-> Download NOTLD Mod Map <-
Download NOTLD SoundTrack

NOTLD Installation
1. This mod is very easy to install. First copy the ZOM folder to your _LVL_PC folder here
C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC
2. Then copy the NLD1 folder into your AddOn
C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData\AddOn
3. Now launch SWBF, note if you want to play with MiniMap enabled, rename or delete the file NoMap.lvl




- Included here with the mod is the complete Design Document, broken into 3 sections: ReadMe, Credits, and Strategy Guide.
[spoiler]


NOTLD ReadMe
Night Of The Living Dead is a challenging mod map designed for Star Wars Battlefront, with an innovative wave-based style of apocalyptic zombie survival. A wide variety of enemy units are featured, including over a dozen types of zombies and deadly military soldiers. NOTLD also features scaling enemy number spawns for each each difficulty setting, utilizing advanced mission LUA scripts in order to provide a much greater fluctuation of challenge between difficulties.

A team of 6 random civilians (5 playable, 1 NPC) who have barricaded themselves inside an old farmhouse are determined to survive the horrifying onslaught of undead walking corpses thirsting for fresh human blood. Should your team happen to survive the zombie mayhem for over 20 minutes, a heavily armed military squad equipped with powerful vehicles will spawn from the west for final extermination. You must defend the farmhouse from being overrun by zombies and successfully defeat the military in order to win.

Advanced mission LUA modding methods were utilized to script a much larger difficulty gap between Easy, Medium, and Hard for this map. As the difficulty level increases, more zombies spawn at once, enemies have higher reinforcements and receive more intelligence bonuses, boss zombies are much stronger, etc. Easy is somewhat challenging to the average player, Medium is relatively difficult for most experienced players, and Hard presents a significant challenge to overcome for even the most seasoned of battlefront veterans. Try to see which characters you can and can't win with on each difficulty level using various tactics.

SinglePlayer is supported but MultiPlayer is not yet, due to current modding limitations. MP will have to be split into the Clone Wars Era because of battlefront.exe memorypool limitations. A patch can only be developed at a later time if a sufficient workaround is discovered to these limitations, or the SWBF1.2 Source Code released. MP for this map is the main feature most players want to see included in the next update, so it will be the first thing tested when v1.5 development begins. The autoturret and other features may possibly have to be disabled for MP to work.

Included Features
- AI on your team intelligently repair barricades and defend the house in other ways depending on UnitType designation.
- A wide variety of amazing player/weapon models, skins, and other contributions by many of the top modders on SWBFGamers.
- A military turret-mounted hummer with low fuel drain, it dies within 5 minutes and doesn't respawn.
- Combat 13 unique types of zombies and overpowered military soldiers in an epic struggle to survive against all odds.
- Sofas and Chairs let you jump over crates and serve as defensive support for barricades. Hordes of zombies can also be jumped on for an even riskier escape.
- Differing rates of damage for melee weapons. Zombies have 3 speeds for attack: Fast, Medium, and Slow. Player melee weapons rank in this order: Katana > Crowbar > Axe > Kitchen Knife > Baseball Bat
- The NOTLD Soundtrack features original film music in high quality, and radio news reporter stream samples which could not be incorporated into the map yet. The music is also public domain for distribution.
- First names have been synchronized with the AI to each unit. The last names are randomly generated numbers for now.
- SetDenseEnvironment is false for Hard and Medium, and true for Easy. This helps to smooth the difficulty level's transition balance, because by default, the game's difficulty gap is much bigger between Hard and Medium than between Medium and Easy. This is further improved by maximizing other difficulty options of Medium/Hard and minimizing them for Easy.
- The following hintnodes were placed strategically throughout the house: Mine, Sniper, Patrol, Cover, and Land (on the roof). Some are set as metanodes and some aren't.
- Boss Zombies always drop a dual ammunition pack on death. Brutes also drop single ammo packs sometimes.
- Minimap, Megamap, and Radar are forcibly disabled for the players by default. They can be toggled on by renaming "NoMap.lvl" to something else before map load.
- Powerful enemy AI on a difficulty scale never before seen in SWBF. Hard is basically impossible to win without using trainers.
- Included the mission LVL builder for players to customize their own difficulty setting preferences.
- Custom unit animation GAM bank can now be loaded by a Side.lvl instead of having to call on a custom Common.lvl. This uses the same zombie animation as polar express "wampa_sabre_stand_dashattack_full.msh"

Mod vs. Film
There are six main characters based on the 1968 and 1990 films NOTLD (original and remake). There are some alterations to the plot and storyline in this mod compared to the films:
- One of the key differences is that the characters are far more useful in this game than in the films. They have better weapons and more defensive capabilities. To counterbalance this, zombies run faster than in the films and are more diverse. Another difference is how extreme the zombie mutations are from the space probe radiation, resulting in even stronger ZEDs than normal.
- The farmhouse is designed differently in the films than in this mod because of AI pathing limits. The design blueprint from the film was stretched out with a larger center added to contain the basement and upstairs rooms. In the NOTLD mod for NMRIH (no more room in hell), the farmhouse looks very similar to the films, because that game allows 3D map pathing for AI. The SWBF1 AI are limited to 2D Map Pathing in ZeroEditor, so adjustments had to be made, but most of the same props are featured and the house is very similar overall.
- Karen/Sarah is already deceased from the bite and is put down by Cooper after she attacks Helen and bites her on the neck. Helen survives is weakened as a result of the injury. As a result Helen is only armed with a Knife and Sledgehammer to mostly assist with repairing barricades until she dies.
- Other Deaths: Tom and Judy don't necessarily die from the truck exploding, although they can if you so choose. The deaths of each character vary each time, though it will usually be from zombies. You could even play with team damage on if you wanted for additional suspense/risk, or kill everyone and go on a suicide rampage with cooper, although it is highly recommended to play with Team Damage OFF or else the zombies will kill each other too frequently.
- Barricades are emphasized more here than in the film. They prevent the zombies from swarming in, allowing the team to pick them off safely through the windows or from the roof. Repairing barricades is essential to your team's survival. Once breached, it can become difficult to rebuild them in time. Zombies can get in through the windows and doorways unless they are repaired. All barricades may be repaired once destroyed, but Gun Cabinets cannot.
- Approximately half of the weapons featured were also used in the films - the other half are similar weapons added to increase the fun and strategic dynamic. Gun cabinets were added to each floor of the house to resupply ammunition.
- The military is hostile to your group of survivors. They don't mistake you for zombies as in the film. They are just as determined to kill you as the zombies, and are taking all firearms from exterminated civilian survivors. If you happen to survive the zombie waves long enough they will show up armed with deadly AK-47s, Grenade Launchers, M-40 Sniper Rifles, RPGs, and Flamethrowers, as well as a Mark VIII Tank and AH-6 Helicopter! There is no easy victory here. Tom may know how to drive a truck, but can he infiltrate enemy lines, steal and pilot a helicopter for the ultimate escape?
- The character Chief Sheriff McClellan and local police/militia were already overrun by zombies. The national guard has been sent to kill anything that moves in certain sectors deemed as uninhabitable quarantine zones. Other bosses featured are the Funeral Director (portrayed by Bill Hinzman) and Johnny (Barbara's deceased brother).
- There is no ladder in the film either, but I added one to climb on the roof. It works like a turret jump, enter and then exit.

Bugs
- Hardcoded soundpool limit of 32, and the map tries to load 48, which means one third of the map's audio is missing. The Hummer engine sound and other effects are missing.
- Multiplayer crashes because of certain map elements and the autoturret, a patch is being investigated
- Truck does not take damage from crashing into zombies, as a result it was slowed down so that it can't run over zombies.
- Wierd glitch of blood when shooting propane bombs, the game places Mines and Units to both fall under the ImpactEffectSoft property, can't fix this bug.
- Ben will sometimes spawn twice later in the battle, this is due to LUA hardcode settings that cannot be changed without the game source, or making it so that AI Ben doesn't spawn at all.
- Flamethrower will often push dead corpses around the map, not sure why.

Broken/Disabled Features
- Stationary rotating heads in the aquarium that turn to look at players, crashed the game.
- The mp3 for "White Zombie - Cosmic Monsters Inc." could not be included in the soundtrack because of copyright, it also uses speech samples from the film.
- Wavespawn prototype only works for the Military (delays their spawn by 20 minutes). It cannot be ported to zombies at this time due to classlabel and zeroeditor restrictions, a 10-wave spawn system prototype LUA is already scripted in case a workaround is discovered. Basically you cannot have respawning vehicles that use VehicleSpawn/VehiclePad classlabel from the WLD for any local teams, only the first 2 teams.

Ideas/Features For Future Updates
- Multiplayer Functionality via Clone Wars Script (the most important patch to add)
- More house prop models
- First Person melee views
- Destructible walls
- Hammer and nails replace fusion cutter repair sound
- Bloaters drop a green slime puddle when they die that kills anyone who walks over it
- Fish/Water in aquarium
- Add more custom weapon HUD icons, only some were added.
- Add more trees and foliage outside the map
- Bigger terrain for longer zombie travel times
- A hack or trainer to disable AI Entity Suicide after 10 minutes spawned
- Separate localization for each zombie type (would require several sides and more LUA faction limit testing)
- TV Sound Effect and ingame Music and more custom weapon sounds
- Ghostcam or disabled spawn menu models mod for freecam view
- Increase sound memorypool limit add engine sound for all vehicles
- Stationary Karen local who spawns in basement and bleeds to death and can deploy a remote ODF, which functions similar to FreeCam. Description: "Karen is in a catatonic twilight state between human and zombie unconciousness and therefore cannot move. Her only weapon is Warg Sight, the ability to see outside of normal body view without moving. Once deployed, this has an infinite lifespan until Karen dies." This may also be given to Barbara as a 5th weapon "In SinglePlayer, she has an additional weapon/psychic power called "Warg Sight" from which she can remotely view the forest outside of the house from the perspective of a bird for a brief period of time, with a long recovery rate."
- New types of zombies and Alien bonus waves for an even greater challenge online
- New types of barricades and fifth weapons for SinglePlayer Era
- Add Unit 33 military voiceovers

Sequel/Updates
As a fan of Romero's films, I plan on also making an epic mod map based on Dawn Of The Dead (1978 original not the remake) which feature the characters Roger, Peter, Stephen, and Francine. This will require some various shopping mall model props (and a harley davidson motorcycle msh) to be built in XSI, so if any modelers wish to help with this sequel map project let me know. George Lucas + George Romero = Win.

Check the official NOTLD thread on SWBFGamers for any future updates to this mod project or its documentation. Also submit feedback and any credit corrections here. A v1.5 patch is planned to be released on Christmas 2014. A v2.0 patch and the sequel map project Dawn Of The Dead are TBA.

http://nld.fcsite.cf/ - This website contains links to all the NOTLD threads on SWBFGamers, downloads, recent news and project updates. It will also show server stats for the NOTLD server once MP is supported.




NOTLD v1.0 Credits
ZC Dev Team
Phobos - Design Document, Localization, LUA Scripts, Map Design, Side ODFs, Sound, and Strategy Guide
Sereja - Sound, Assets, and Tutorials
Tirpider - Assets and Tools
RepublicCommando - Assets
Unit 33 - Assets

Unit Models
Ben - Tirpider, Unit 33, and Phobos
Barbara - Sereja and Tirpider
Tom - Unit 33
Judy - Tirpider and RepublicCommando
Cooper - Unit 33 and Tirpider
Helen - Sereja
Ghoul - Sereja, Helkaan, and Phobos
Thrall - 411Remnant
Rotter - Tirpider and Unit 33
Swarmer - Tirpider and Unit 33
Feeder - Sereja and Phobos
Haunter - Sereja
Bloater - Phobos, Sereja, Snake, Tirpider, Unit 33, and 411Remnant
Brute - Taivyx, Actiroan, FragMe, and Phobos
FleshEater - Helkaan
Reaver - Kento
Johnny - Unit 33, Sereja, and 411Remnant
Funeral Director - Unit 33
Sheriff McClellan - Tirpider, Deviss, Unit 33, and 411Remnant
Warlock - Tirpider
Military Soldier - B.I.G Cookie and Unit 33
Military Vanguard - B.I.G Cookie and Unit 33
Military Grenader  - Sereja
Military Assassin - MileHighGuy
Military Pyro - Unit 33 and Tirpider

Weapon Models
Hammer - Sereja
Sledgehammer - Sereja
Bladed Brass Knuckle - Wazmol
Knife - Sereja
Baseball Bat - RepublicCommando
Crowbar - Tirpider and Milanbon
Axe - Pandemic
Katana - RepublicCommando
9mm Handgun - Taivyx
Smith & Wesson Revolver - Sereja
Colt Revolver - RepublicCommando
Longbow, Arrow, and Quiver - Sereja
Tommy Gun - Sereja
Flintlock Rifle - MileHighGuy & Llew
Remington Shotgun - Taivyx
Molotov Cocktails - RepublicCommando
Propane Proximity Bombs - RepublicCommando
Deployable AutoTurret - Pandemic
AK-47 - Taivyx
MultiMortar Launcher - Wazmol
Flamethrower and Tank - Sereja
M-67 Hand Grenade - Sereja
RPG & Warhead - Taivyx
M40 Sniper Rifle - Taivyx

Vehicle Models
Turret Hummer - RepublicCommando & Sereja
AH-6 Helicopter - Nikoli
Mark VIII Tank - Sereja

Map Models/Textures
Several Prop Models - Eddie/Squeddie & Caleb1117
Wooden Board - Sereja
Crate - RepublicCommando
Bathtub - RepublicCommando
Roadblock - Eddie
Sofa - Eddie
Table - Eddie
Gun Cabinet - Sereja
Rifle Prop - Andeweget
Fridge Texture - Phobos
Basement Floor Texture - Cisticola

Misc
SchMEe - Tirpider
Deployable AutoTurret Assets - MileHighGuy
Yoda Animation Munger Tool - MileHighGuy
BF2 To BF1 Unit Animation Conversion Tutorial - Sereja
Flamethrower and Fire Effects - Sereja
Blood Effects - Sereja
Toxic Gas Effects - Sereja
Various Weapon Icon Textures - Sereja
Zombie Explosion Chunks - Sereja & Tirpider

Sound Effects
Zombie Groans and Sounds - Sereja
Human Tactical Voiceovers - Sereja

Soundtrack
George Hormel - Mysterioso 1
George Hormel - Mysterioso 2
Ib Glindemann - Curious Danger
Ib Glindemann - Storm Attack At The Window
Night Of The Living Dead Theme
Spencer Moore - Eerie Heavy Echo
Spencer Moore - Night Of Anubis
Stan Livingston - Space Eerie Gliss
Thrall Sounds - The Walking Dead
William Loose & Jack Cookerly - Fire
William Loose & Jack Cookerly - Night Suspense
William Loose & John Seely - Black Night
William Loose & John Seely - The Monster Walks
Zombie Radio - Night Of The Living Dead

Inspiration
- George Romero
- George Lucas

*If there is any mistakes or missing credits please post in the NOTLD thread on SWBFGamers.com and it will be corrected in the Extended Credits section.




NOTLD Strategy Guide

General Combat Tips
Melee Tactics - Barbara, Ben, and Tom are best at melee because of their faster swingspeed. Melee is the most important weapon you have because it never runs out of ammo. Use this in conjunction with other weapons to maximize DPS. Weapons which stun the enemy are particularly useful for getting in a few extra swipes while they're on the ground.
Barricades - Helen, Judy, and Ben have the sledgehammers and are most effective at repairing barricades and should focus on them most often. Barbara, Tom, and Cooper should provide firepower support and only repair when needed or not being attacked.
Surviving The Military - Lure the tank near the Gas Pump propane tanks and destroy them with a powerful weapon. The explosion will be significant enough to destroy the tank. Cooper can also try destroying it with miniature propane tanks but this is much more difficult and he will likely need cover fire from Tom and Ben to succeed.
Other Tips - It is advised not to construct the basement door barricades until the main floor is overrun and no longer defensible. Those who make it to the basement in time will need to focus all effort on defending the chokepoint for once this last .defensive measure falls, good luck getting out. The alternative strategy is to run upstairs, as you can escape through these windows outside, but there are many zombies waiting out there also.
- You can trap AI in the basement by telling them to stay there and then barricading them in. The AI will not move or repair any barricades if told to Hold Position. If told to Follow Me then up to two will follow you while the rest disperse. If told to spread out, the AI will function again as they did when first spawning. Commanding your friendly AI is an important strategy in this map. 

Characters
One of each character spawns by default, excluding the player, so your team should have 7 units in total. You will need to strategically position some of the AI (example: tell Judy to follow you to the door then hold position so she will constantly repair it). Each character has an automated role to perform in the absence of the player, though you might have to maneuver them in place. Hintnodes were utilized to assist Cooper with throwing molotovs out the window on his own. The pathing and boundary features in ZeroEditor were refined to make the AI more familiar with the surrounding environment than they are on most maps.
Ben - Ben is the group leader/hero. He is the strongest, most fearless, and is quite skilled with firearms and melee combat. He is the main muscle used to outsmart and combat the zombie forces. Armed with a flintlock rifle, colt revolver, crowbar, and a sledgehammer for repairing barricades.
Barbara - Barbara is the team assassin - the quickest, most agile member of the group. She is moderately skilled at combat, and is considered second in command. She is based more on the Barbara from NOTLD 1990 remake, not the original 1968 film. Armed with a tommy gun, revolver, katana, and a hammer.
Tom - Tom is the team's mechanic/shotgun specialist, he has the strongest firearms but is slower at melee combat. He is the group member tasked with driving the truck*, which can be used as a weapon against the zombies until it's destroyed. Armed with a remington shotgun, 9mm handgun, axe, and a hammer.
*Tom has 'classlabel pilot' bonus for slowly autohealing any vehicle he drives. Therefore the truck's offensive ability will last longest when Tom is the one driving it. However, vehicles in this mod have limited fuel and are destroyed after a certain amount of time - use them wisely.
Judy - Judy is the team's carpenter and is considered a weaker member of the group due to her limited combat abilities. However, she is also able to repair barricades 2x faster than Barbara, Tom, or Cooper, giving her a defensive advantage as an AI. Armed with a longbow, 9mm handgun, and a sledgehammer.
Cooper - Cooper is the pyro/troublemaker and usually disobeys Ben, causing conflict within the group. Cooper is very drunk so his coordination will be slower than others. His most useful attribute is hurling molotov cocktails out the window at zombies and watching them burn, much to his amusement. Armed with a molotov cocktails, propane proximity bombs, baseball bat, and a hammer.
Helen (NPC) - The wife of Harry Cooper, Helen is very distraught at the death of her daughter and subsequent zombification. She too has been bit and knows it is only a matter of time before she dies. Helen is the weakest member of the group and is barely capable of fighting, although she can still repair barricades to assist the group's defense efforts until her inevitable demise. Armed with nothing other than a knife and sledgehammer.

Character Strategy
- Ben is most useful during early waves when placed on the roof upstairs, where he can snipe enemies from any distance. Using the ladder to reach this place is a must once the upstairs crate is repaired. AI not snipe as far as players and don't provide much cover fire. AI will also not target the most dangerous enemies first, such as bloaters. Ben is considered one of the strongest units for surviving after the military spawns, because of his distance advantage. It is advised to make sure that AI Ben stays on the ground floor to help repair barricades due to his sledgehammer repair speed bonus. AI Ben can also get kills up close with the sniper rifle through the windows, although he lacks the selective targeting advantage a human player has. There are a few positional sniper hintnodes placed on the map for each floor for Ben to help defend chokepoints.
- Barbara is most useful outside initially, staying close to the house and disposing of any flankers or other threats. Later on she should be placed upstairs on the balcony to provide cover fire, as she can get more headshots with the height advantage. However she may also need to be relocated downstairs to help repair barricades later on, and defend the doorway once breached. She is the most dynamic survivor on the team and can be used in flanking missions due to her heightened reflexes.
- Tom is most useful at defending the house from any perimeter breaches, especially chokepoints such as the upstairs and basement. Having him camp with Judy at the front of the house or in the center hallway will provide assistance for repairing barricades, and the shotgun will not only push zombies back but deal considerable splash damage to multiple zombies. The only drawback is a bit slower reload time than other units, but this is not a huge disadvantage. Tom can drive the hummer or park it somewhere around/inside the house as an extra defensive barricade, although it will run out of fuel and explode within 5 minutes.
- Judy should be placed in a defensive location, wherever most zombies will be concentrated on attacking barricades. She should repair barricades surrounding this area as much as possible due to her sledgehammer repair speed bonus. Judy will also use her explosive longbow to shoot through barricaded windows at the incoming zombies. The stun from this weapon helps keep crowds under control a bit, however this character is considered to be the weakest both in the film and mod. When the defences are breached, Judy will die faster than others, so make sure to keep her away from the frontlines. The AutoTurret is a useful weapon added to make this character more interesting. Place it in a strategic location and watch it decimate enemies. Make sure you go PRONE before deploying the turret and aim it just right to get a consistent headshot-level stream of automated firepower.
- Cooper should camp somewhere safe due to his extremely slow speed so as to not get overrun. He can throw molotov cocktails from the roof or through windows at incoming swarms of zombies, the radius of fire damage is strong enough to kill multiple zombies with consistency. The propane bombs are slower to deploy, but deal even more powerful damage. Place them in very important locations such as chokepoints and large barricades. Hintnodes for landmines were also added to maximize AI Cooper's defensive abilities. Cooper is perhaps the most dynamic character on the team, but is highly vulnerable when surrounded by zombies with no escape route in sight.
- Helen cannot be controlled due to being an NPC. The native spawnpath is placed so that Helen will repair barricades and kill some zombies with a knife until her untimely death. Helen should be protected by players from zombies due to her lack of firearms.


Zombies
Ghouls are the weakest and most basic zombies. They are not much of a threat and easily disposed of.
Thralls are slow, shambling corpses which are waterlogged. They have higher health and spawn on the first wave. They groan very loudly and are easy to detect. Their only real threat is when you are cornered and outnumbered by them.
Rotters are slow, stupid zombies, but have high health and a raspy, ghastly groan due to extreme decay of their lungs and vocal chords.
Swarmers are moderate speed howling zombies, faster than the slow zombies. They have above average health and spawn on wave 4. They love to attack humans in swarms - hence the name.
Feeders are slightly faster and stronger than Swarmers. Feeders enjoy ravenously feasting on the entrails of live human prey - do not hesitate to put them down or you will become zombie lunch.
Haunters are faster speed zombies with lower health. They are the only zombies which are completely silent, a Haunter can easily sneak up on and kill someone who is not paying attention.
Bloaters are obese, bloated zombies full of corrosive toxic gas which deals high damage to players and barricades. They will exhale poisonous gas around players, causing considerable damage and they should be destroyed from a distance. Bloaters are the slowest zombie with very high health, and they usually explode on death.
Brutes are armoured military zombies, and are quite strong because of powerful healing bodyarmor which most other zombies lack. Their base health is low enough that you should try to kill them as soon as possible. They heal quickly so they must be killed quickly; in large groups they are virtually unstoppable.
FleshEaters are extremely aggressive zombies, like Feeders on steroids. They have high health but slower healing rates compared to Brutes. FleshEaters are faster than most players except Barbara, and they can dodge shots more than most zombies, so they should be killed immediately.
Reavers are vile creatures who appear to have spawned from the fiery depths of Hell. Those fortunate enough to survive an encounter against the ungodly Reavers might still be haunted by nightmares of their bloodthirsty, soul-piercing screams. Reavers are the strongest and fastest zombies you will encounter apart from the minibosses.
Johnny is the weakest of the three zombie bosses, he is the zombified brother of Barbara. Johnny has higher health than most zombies but has no healing, and he is capable of decimating your whole team if left unchecked.
Funeral Director is the 2nd strongest zombie to spawn, and is based on the very first classic zombie actor ever captured on film, none other than the legendendary Bill Hinzman. He has twice as much health as Johnny, has a basic healing rate, moves faster, and laughs sadistically while slaughtering your comrades.
Sheriff McClellan is the strongest zombie in the game, and he is the only zombie armed with an actual melee weapon - a bladed brass knuckle. The Sheriff has four times as much health as Johnny, moves as fast as a Reaver, and heals twice as fast as the Funeral Director. He is determined to butcher every single human on your team and will require concentrated firepower and teamwork to bring down.
Warlocks are unseen enemy units needed to delay the spawn time of Military Units (this wavespawn method does not work on local zombie factions unfortunately). Their black magick voodoo rituals are initially what summons the dead, although the media claims it is radiation from an outer space probe. They do not fight players and will die shortly after the round starts.

Zombie Intelligence
Assault Zombies will not strafe as much and charge at players directly, making them easier to shoot.
- Ghoul
- Thrall
- Rotter
- Feeder
- Bloater
- Brute

Flanker Zombies will strafe considerably at close range and attempt to dodge shots at longer range, making them more difficult to hit. These often have more health and higher speed than assault zombies also.
- Haunter
- Swarmer
- FleshEater
- Johnny
- Funeral Director
- Sheriff Connor McClellan


Character Stats
Ben - Acc 70, Run 7.0, Strafe 4.5, HP 10000 +500
Barbara - Acc 70, Run 8.0, Strafe 6.0, HP 8500 +425
Tom - Acc 70, Run 6.0, Strafe 4.5, HP 9000 +450
Judy - Acc 70, Run 7.0, Strafe 4.5, HP 7000 +350
Cooper* - Acc 70, Run 5.0, Strafe 3.0, HP 8000 +400
Helen - Acc 70, Run 6.0, Strafe 4.5, HP 6000 +200

Zombie Stats
Ghoul - Acc 55, Run 5.0, Strafe 4.5, HP 1500, Assault
Thrall - Acc 55, Run 4.5, Strafe 4.5, HP 2250, Assault
Rotter - Acc 55, Run 4.0, Strafe 3.0, HP 3000, Assault
Swarmer - Acc 70, Run 5.5, Strafe 4.5, HP 2500, Trooper
Feeder - Acc 70, Run 6.0, Strafe 4.5, HP 2750 +50, Trooper
Haunter - Acc 70, Run 7.0, Strafe 4.5, HP 2000 +200, Trooper
Bloater - Acc 35, Run 3.0, Strafe 1.5, Turn 1.0, HP 9000 +90, Assault
Brute - Acc 70, Run 6.0, Strafe 4.5, HP 4000 +400, Assault
FleshEater - Acc 70, Run 6.5, Strafe 4.5, HP 5000 +200, Trooper
Reaver - Acc 70, Run 8.0, Strafe 6.0, HP 6000 +120, Trooper
Johnny - Acc 70, Run 6.5, Strafe 4.5, HP 20K/40K/80K, Assault
Funeral Director - Acc 70, Run 7.5, Strafe 4.5, HP 40K/80K/160K +20/40/80, Trooper
Sheriff McClellan - Acc 70, Run 8.0, Strafe 6.0, HP 80K/160K/320K +40/80/160, Trooper
Warlock - Acc 0, Run 0.0, Strafe 0.0, Turn 4.0, HP 1,000,000 -100,000, Pilot

Military Stats
All Military Units - Acc 70, Run 8.0, Strafe 6.0, HP 6,000 +200
Grenader - Pilot
Pyro - Pilot
Sniper - Scout
Trooper - Trooper
Vanguard - Assault
*Turn Speed is 2.0 for Cooper and Bloater, and 4.0 for everyone else.

Weapons & Tools
Hammer - A replacement for the fusion cutter, used to repair barricades.
Sledgehammer - Twice as fast at repairing barricades than the hammer.
Baseball Bat - A melee weapon used by Cooper, swing speed 1.0
Kitchen Knife - A basic melee weapon used by Judy and Helen, swing speed 0.9
Axe - A melee weapon used by Tom, swing speed 0.8
Crowbar - A melee weapon used by Ben, swing speed 0.65
Katana - A melee weapon used by Barbara, swing speed 0.5
9mm Handgun - A backup weapon used by Tom in case of shotgun jam to help put down walkers, it deals less damage than the other firearms but has a quicker reload rate and high ammunition clips.
Revolver - A secondary weapon used by Barbara, it deals more damage per shot than the Tommy Gun but has a slower rate of fire and reload rate. It is useful in a pinch or versus powerful zombies.
Colt Revolver - A slow but powerful revolver used by Ben as a backup at close range combat, it deals slightly more damage and has a faster shot velocity than the standard Revolver.
Explosive Longbow - A decent medium range weapon used by Judy to stun and slay zombies defensively without running out of ammo too quickly. Always aim for the head or charge up shots to maximize kills.
Tommy Gun - The fastest rate of fire weapon your team has is most useful at short range. Barbara can line up multiple headshots with this weapon to quickly tear hordes to shreds. This is more of an offensive than defensive weapon, and it burns through ammunition rather quickly so be conservative.
Flintlock Rifle - The longest range weapon available, Ben uses this to kill enemies from a distance. As such it is essential Ben has a tactically superior position, preferably on the roof to kill the highest threats first. Headshots from this deal massive damage.
Remington Shotgun - The strongest firearm your team has is used by Tom and features high damage spread along with a push effect. This is extremely useful for fighting the Funeral Director, Bloaters, and keeping other intruders from breaching the door. Remington is the ultimate defensive firearm for close quarters combat.
Molotov Cocktails - The standard crowd-control weapon of choice for an alcoholic redneck surviving the zombie apocalypse. If Cooper isn't drinking it, he's lighting it on fire and throwing it at zombies.
Propane Proximity Mines - The strongest weapons your team has at their disposal, Cooper places these in strategically important locations to maximize their advantage.
Deployable AutoTurret - Judy managed to steal one of these from the Military earlier, when Tom stole their Hummer. Highly invaluable when placed in the proper location, can provide a powerful stream of defensive cover fire.
Warg Sight* - Remotely view the forest outside from the perspective of a bird for a limited time.
*Not Included


Enemy Weaponry
Zombie Melee - Zombie teeth and hands will be the main weapons used against your team. Never underestimate the power of a zombie. Some zombies attack slower than others, there are 3 speeds of zombie melee, Fast = 0.7, Medium = 0.9, Slow = 1.1
Bladed Brass Knuckle - A weapon used by the Sheriff which is twice as fast as the Katana, SwingSpeed = 0.25
Zombie Bile - Corrosively toxic gas contained in a Bloater Zombie will cause extreme health reduction to players and barricades, and has a large damage radius when they exhale.
AK-47 - The standard grunt units carry these as their main weapon, and smoke grenades as a backup. It has a faster rate of fire and reload speed than the Tommy Gun, and deals more damage.
M-40 Sniper Rifle - One hit kill from any range, Military Sniper Ninjas using these will lurk about in high camoflouge, and must be killed from a distance or avoided if possible.
Flamethrower - A very deadly stream of fire will incinerate anyone standing in the path. There is no defense from this other than to kill the units before they can reach you.
Grenade Launcher - A grenade has significant blast radius and can be thrown into the house through any opening in the window. Barricades don't last long against these and only provide an immediate defense at best. Each shot launches 4 grenades into a random spread pattern with only 3 seconds to escape, so when you see these move quickly!
RPG Missile Launcher - The handheld RPG missile is the same as the tank's, but soldiers take longer to reload than the tank does. The blast radius and damage from these is enormous. The rockets will lock on to players and vehicles using advanced heat-seaking technology which makes Military Vanguards an extremely high threat that must be disposed of at once.
Minigun Turrets - A constant stream of automatic .50 caliber automatic minigun turret fires from the Military Hummer and Helicopter. These bullets are very lethal and there is little to no defense from them, considering they deal splash damage and a much higher base damage per shot than the deployable autoturret your team has.


Barricades
The interior design of the farmhouse is much different than in the films due to the 2D AI pathing limitations of zeroeditor. As a result, the concept of structuring the map so that the house must be defended until help arrives was implemented, as well as the principles of defending a shrinking fortress, through extensive layering of various barricade models. Zombies will selectively target barricades and attack them as well as players. There are 6 types of barricades that can be used to defend your team from being overrun by zombies. Zombies will only attack barricades with melee directly when a player is close to them, otherwise they use the claw attack, which is weaker but has longer range, so the more zombies outside, the faster the barricades fall.

Wooden Board - HP 5000 - The weakest and most simple of barricades, several of these are used in combination to block zombies from entering windows.

Chair - HP 15,000 - These are used defensively to reinforce crates in the center hallway. Chairs can also be used as access points to jump over crates that are already constructed.  Defending the center hallway is important so it's a good idea to repair these frequently.

Sofa - HP 20,000 - Sofas are used like Chairs to help reinforce and jump over crates in the hallway, and they block more zombies from passing by. These are quickly destroyed by zombies so be sure to repair them often.

Crate - HP 30,000 - A stronger, more durable defensive structure used to reinforce windows and doorways. Crates are extremely important to keep repaired as they block wider doorways which are usually targeted by the most zombies.

Roadblock - HP 60,000 - Even stronger than crates, your team only has two of these outside to provide a front shield defense in front of the main doorway crates. These should be constructed immediatly at the start of a round, since they are often impossible to repair later on.

Table - HP 90,000 - The most durable barricade your team has, solid oak slab tables function as doors, completely blocking off wherever they are placed. Unfortunately your team only has two of these, but one can be constructed to protect your team inside the basement if, provided you have enough defensive support.

Gun Cabinet - 75,000
Technically not a barricade, there are 3 of these used as ammunition sources located in the basement, upstairs, and ground level. These cannot be repaired once destroyed, but fortunately the zombies will not target them either. The military can easily destroy them however with explosives so make sure to stock up on ammo when you see them approaching.

Hummer - Health 75,000 -250
This one time defense can be parked temporarily as a barricade in front of or inside the house. It will sustain damage from bloaters and other collateral explosive damage for a few minutes until it's destroyed, so use it wisely. [/spoiler]

Extended Credits
Hologram Tutorial - Bamdur
Palm Tree Prop Model - RepublicCommando
Telephone Pole and Wire Models - RepublicCommando
Hookah with Hardpoint - Darth SpiderPig
Comet and Plasma Effects - Sereja
Witch Model - Sereja and Phobos
Hellspawn Model - Nedarb7
Magic Staff Model - Unknown
Glaive Model - Unknown

Development Patches
http://nld.fcsite.cf/updates.html
#45
SWBF1 Modding Tutorials / Fred's Hint Nodes Tutorial
October 23, 2014, 03:10:08 PM
Hint nodes tutorial and forum notes by Psych0fred, merged from various sources by Phobos. BF2-only stuff is crossed out.

Hint Nodes Tutorial by Psych0fred

Hint Nodes are hotspots that when an AI is in range triggers the specified behavior in the unit. There many node and behavior types, some with primary and secondary stances for deeper control over the unit's behavior. Hint nodes should be used in moderation for the best performance and AI behavior. Hint Nodes have indicators that illustrate the hot spot and direction the unit must be facing to perform the behavior. Some of these have primary and secondary stances that cause a unit to stand, crouch, go prone, or face left or right. A METANODE allows for a behavior to be applied to a greater realm of influence or collection of nodes.

NEW MODE
Selecting NEW NODE in the ACTION control panel will allow for the placement of a new node with each mouse click.

MOVE
Once placed a node can be select by changing to MOVE mode and it's properties adjusted.

NAME
Hint Nodes can be named for convenience in the editor.

TOGGLE HEIGHT
This toggle controls the ghosted height indicators that appear on objects in the editor such as hint nodes, This is just a visual indicator that can be changed to make it easier to see how this nodes line up in the editor as objects of infinite height. These same controls apply to other edit modes as well and they all have controls to change the height as well as transparency of the height indicators.

TYPE
The TYPE controls set the node types as well as any subsequent behavior that can be controlled. The node types are SNIPE, PATROL, COVER, ACCESS, JETJUMP, MINE, and LAND.

- Snipe Only snipers will use these. They run to them, get into one of the selected Primary stances, face the direction of the hint, and sit there shooting people. After a minute or two they'll leave and do something else. Snipers don't need to be under attack before they use the hint nodes. Here's a brief description on how to make the AI defenders stay in defensive positions:
- Place snipe hints at the defensive positions.
- Make sure the direction of the hint faces the forward-facing direction for the defender.
- Set the mode of the hint to "Defend".
- Don't use the MetaNode property.
- In the LUA script, add the following: SetDefenderSnipeRange(170)
Note from Phobos: Unit ODFs should have UnitType = "Scout" for use with these hintnodes.

- Patrol For defensive movement, PATROL causes units to hang around an area changing position. Patrol nodes are not waypoints for patrolling, they are more or less hang out spots, they hang out on the node and scan the area for so many seconds before moving on if they encounter no enemies. The patrol nodes can be set up as metanodes I believe, in which case they hang out in and scan a larger area.

- Cover nodes are the general combat nodes, put it behind a bush or rock. It has advanced properties like right and left which is the direction from behind the rock or bush they stick their head out on. You should place lots of them everywhere in the level, since they use these while fighting. These cause AI to duck behind the object the node is placed behind. The direction should be set facing the 'covered' direction. So if the node is behind a barrel, the direction would point towards the barrel. This way they know that they should use that node if the enemy their hiding from is on the other side of the barrel. You should also set both primary and secondary stances.
- Primary stance is the 'covered' state, and is usually Crouch.
- Secondary stance is the 'attacking' state, and could be Stand, Crouch, Left, or Right.
- Selecting Stand will make them stay put but stand up and shoot, while left or right make them take a step (2m) in that direction before firing.

- Access nodes would just make AI stand around, like in front of a control panel or something. They were never used as 99% of the time you want the AI doing something battle-related.

- JetJump targets jet troopers and can be used to control whether or not they leap up to higher levels such as the huts in the trees on Endor. Jet Jump nodes are used by Dark Trooper-style jet jumpers while in combat. They will occasionally run to a node and jet jump in that direction.
- They get launched exactly in the direction that the node points, so the up/down is important as well.
- You should rotate the node to face the correct direction, then angle it upwards about 45 degrees. This is pretty close to what a player would do if they run and jet jump.

- Mine specifies a spot for the AI to place a mine field. Units with mines will drop them on these nodes, one mine per node. AI units will now lay mines in minefields that you can place in the editor. Make sure you've got latest data, then add some minefields to your maps. The minefields are hints: they need the Metanode button selecting, and then enter a radius for the size of the minefield. AI will lay mines 3 meters apart. You're probably best off laying a series of small minefields (say with a radius of 5m). If you lay a huge minefield, the AI will try to fill it in, so they could end up laying dozens of mines there. AI units will not lay mines in minefields that contain enemy mines. Also, you can associate a minefield with a Command Post. For now, this will only allow AI units whose team owns that Command Post to lay mines there. Of course, you do not have to associate a minefield with a CP, in which case any AI unit can lay mines there.
Note from Phobos: Unit ODFs should have UnitType = "assault" for deploying mines most effectively.

- Land targets Carriers for landing a deploying troops. Flyers will now only land at "land hints" that are ready to be placed in the editor. This will allow us to guarantee that flyers land safely. You should place the hints in fairly open areas, to allow the flyers some room for error.  The direction of the hint is important - it tells the flyer which direction to land in. So, for example, if the hint direction points to the right then the flyer will approach the landing spot from the left. Bear in mind that the flyers need a safe landing approach distance of say 50-100 meters. I'm relying on you to make sure this approach path is safe ;-)

Also, the landing hints take an optional command post parameter. If you don't set this in the editor, then the hint is associated with the nearest command post, so you should rarely need to set it manually.  The AI uses this data in the following way: if a flyer spots a non-owned command post that has a landing hint associated with it, the flyer will land, the AI soldier will jump out of the vehicle and try to acquire the command post. Transports also use the landing hints. They will land at friendly command posts to pick up soldiers, then fly and land at enemy command posts to deploy the soldiers.  You can place multiple land hints around the same command post to give the AI several places to land. By the way, like I mentioned above, flyers now need these landing hints in order to land at command posts, so until you have added these to your maps flyers will not be landing. You can still use regular MoveTension, and that sets all directions to the same value.

- Fortification nodes are used by units while they are Defending something. So CTF guys that are on flag defense, or the defensive side of assault goals. They use the same stance actions as Cover nodes, so you should set the direction, primary and secondary stances.
#46
Requests / Windmill Animated Prop
October 23, 2014, 01:31:09 PM
The windmill prop by Eddie should have added spinning animation using XSI. Converting this to an animatedprop would be appreciated.

Attached picture and assets
#47
SWBF1 Modding / Lava Giant Classic [Idea/Port]
October 23, 2014, 04:25:15 AM
Has anyone played this map before? It was my favorite map from Unreal Tournament 2004 and one of the top ports for Killing Floor. Would it be ok to port this map to SWBF1 since it was already ported to other games?



The lava would be pretty easy to build, the steep cliffs would be tricky though. The castle itself would require some additions like turrets and barricades to make it more defensible. The LUA could be scripted to spawn hundreds of zombies or stock AI for different types of battle. Defend the castle, or Siege the castle for instance. Earth could also be added to the sky but I'm not sure about the random lava geysers.

More pics:
http://i.imgur.com/EJgXH6O.jpg
http://i.imgur.com/7DhDGFw.jpg
http://i.imgur.com/iPwJLyq.jpg
#48
SWBF1 Modding Tutorials / Fred's Sky Modding Tutorial
October 21, 2014, 08:41:05 PM
This tutorial is a combination of forum notes taken from secretsociety.com and the sky tutorial which shipped with bfbuilder. Everything below this line was written by psych0fred.




Tutorials: Fred's Sky Modding Notes

- NearSceneRange(start min, start max, end min, end max) where the range between the two is controlled by the slider under video options.
- FarSceneRange first requires a world have a far scene (far scene uses low res terrain for the distant texture and FarSceneRange is just min and max distance. If a world has no far scene it uses reflecting color as the fog color in the far scene.

The FarSceneRange is at what point the scene stops rendering. If you set the FarSceneRange to 0 then everything blends into the dome. What doe sthis mean? Look at Yavin1 and you'll notice there isn't a sky texture, it looks like the sky blends into a gray fog. This is because the FarSceneRange is set to 0. Otherwise the blending of teh skydone is done with LowRezTerrain, as in the scene blends to the LowRezTerrain texture rather than the dome. The gap between Near and Far Scene Ranges should be kept under 50, because in that mid range both near and far are being rendered (it's a buffer zone) and eats memory.

A couple other sky notes that may be useful:
- Suninfo(height angle, direction angle)
- The angle is the direction the light goes not comes from, so 0 is directly below, 90 is on the horizon and 180 is overhead. The heioght angle you set using common sense, the directional angle you play with and see how it looks until you like it. This is because the direction angle is based on the x direction of a world (which is different based on your sun position)
- On PC AmbientVehicle and Ambientunit are not used unless there are not top and bottom directional settings, in which case it then uses ambient vehicle, otherwise static world objects use the ambient color setting and dynamic objects (vehicles, units, etc) use the top and bottom directional settings.
- Sun shadow color is the color which is subtracted from the area that is being hit by a shadow.

Yeah if they try to render too many objects at once it could crash them. They can test it with sptest and look in the log. They can also adjust their lod settings in their control panel if you have your ranges in the sky file set to accomodate them.  I can't proivde support on MSN as I mostly do this in my spare time while I work on our next game. As for the forward command center If it's part of the side you just have to make sure you load it in the top of your lua like you would a vehicle because it's assets need to come from the rep.lvl. Aside from that I think you just place it in the world like an object.

It shouldn't be based on object count but rather the amount of memory required. It'll work off the view distances first and if it doesn't have enough memory to display everything then it will display what it can. Make sure you read the posts on the sky file, it's important that your mid range is as small as possible because it renders both high and low res models within that range which takes up even more memory. This is a good starting point for small to medium map: NearSceneRange(50.0, 220.0, 60.0, 300.0);

Note the mid range here is only between 50 and 60 meters so only in that range will objects be doubly rendered. Otherwise the low res is all you see beyond 60 meters. It's also possible that you forgot the low rez models, in which case you are only seeing the hi res and nothing renders for low res. Check the ODF file for a reference to a low rez model if you see nothing in the msh file. Otherwise check your in game video settings to see what your settings are. The lod range settings could be set low in your profile. Otherwise try bringing out the max distances on the visibility range and see if that helps.

Sky dome's should be hemisphere's as shown above, in which case the flat part (bottom ) needs to be closed off rather than open (you can use/extend the pixel from teh bottom of the dome, so it shouldn't. Open-bottomed spheres cause visual problems in certain circumstances. In the case of space maps the dome would be a sphere with the entire interior textured.

Sky meshs don't have to be a dome, but your texture needs to be matched on whatever mesh you do use so there are seams. I don't think geonosis uses a dome but rather something rectangular. Geonosis sky was used in the template so if you did not use a different mesh then try one from another world like Tatooine or Yavin. Getting the seem at the top of the sky to disappear may not be possible but you can play with it until it is as good as possible.



BFBuilder's Sky Modding Tutorial by Psych0fred

EDITING THE SKY
The sky is controlled by the ModID.SKY file located in the DataModID\Worlds\ModID\World1 folder for each project. The sky file is a text file that can be edited with a text editor. Objects in the sky are not restricted to any formal outline; an unlimited number of objects can be placed in the sky in a variety of differet ways. What ultimately is important is objects placed in the sky appear in front of objects that are to appear in the background, and the Geonosis sky used as the template sky is a good demonstration of that.
The default sky file contents appear below.

SkyInfo()
{
    ObjectVisibility(40.000000, 80.000000, 1600.000000);
    FogColor(252, 252, 252);
    FogRange(0.000000, 3000.000000);
    NearSceneRange(50.0, 220.0, 60.0, 300.0);
    FarSceneRange(450.000000, 1000.0);
    AmbientColor(120, 101, 76);
    TopDirectionalAmbientColor(120, 101, 76);
    BottomDirectionalAmbientColor(126, 70, 35);
    CharacterAmbientColor(209,156,73);
    VehicleAmbientColor(189, 136, 53);
    Enable(1559);
    FogRamp(3);
}

SunInfo()
{
    Angle(140.000005, -10.000011);
    Color(120, 120, 120);
    Texture("");
    Degree(90.000011);
    BackAngle(180.000022, 0.000000);
    BackColor(128, 128, 128);
    BackDegree(0.000000);
}


DomeInfo()
{
    Texture("SKY_Geonosis.tga");
    Angle(190.000005);
    Ambient(128.000038, 128.000038, 128.000038);
    Filter(1);
    Threshold(150);
    Intensity(50);

    Softness(1);
    SoftnessParam(60);

    PC()
    {
        TerrainBumpTexture("geo1_bump", 1.0);
    }



    DomeModel()
    {
        Geometry("geo_sky_dome");
    }

    DomeModel()
    {
        Geometry("geo_sky_arena");
        Offset(-20.0);
        MovementScale(0.995);
    }
    DomeModel()
    {
        Geometry("geo_sky_spire");
        Offset(-20.0);
        MovementScale(0.995);
    }
    DomeModel()
    {
        Geometry("geo_sky_dome_rim");
        Offset(10.0);
        MovementScale(0.995);
    }

    LowResTerrain()
    {
        Texture("geo1");
        PatchResolution(7);
        FogNear(300.0);
        FogFar(700.0);
        FogColor(142,82,38, 128);
        DetailTexture("geo1_far_detail");
        DetailTextureScale(0.25);
    }
}


//Big rep flyer
SkyObject()
{
    Geometry("rep_fly_assault_DOME");
    NumObjects(2);
    Height(200, 300);
    VelocityZ(20, 50);
    Distance(1500);
    InDirectionFactor(2);
}

//Rep fighters
SkyObject()
{
    Geometry("rep_fly_gunship_DOME");
    NumObjects(20);
    Height(80, 140);
    VelocityZ(80, 120);
    VelocityY(-10, 10);
    Distance(600);
    InDirectionFactor(0.5);
}

//CIS fighters
SkyObject()
{
    Geometry("cis_fly_droidfighter_DOME");
    NumObjects(20);
    Height(80, 140);
    VelocityZ(80, 100);
    VelocityY(-10, 10);
    Distance(300);
    InDirectionFactor(0.5);
}

//CIS rockets
SkyObject()
{
    Geometry("cis_fly_techounion_DOME");
    NumObjects(8);
    Height(0, 0);
    VelocityY(10, 12);
    Acceleration(0.0, 2.0, 0.0);
    Distance(1000);
    LifeTime(80.0);
}


SKYINFO
The SkyInfo properties define the global sky properties.These are mostly self-explanatory and their settings adjusted to see the effects in game. Again the sky files provided with the assets for the worlds that shipped with the game are a great resource for sky file settings and their effects.

SUNINFO
The SunInfo defines the actual sun object properties. No texture is used for the sun in the template, but one could be.

DOMEINFO
DomeInfo defines the actual dome and objects contained by the dome object. One object is mandatory, and that is the dome itself. The dome geometry shape is not limited to a spherical shape, it could just as easy be a cube. The dome model gemoetry is exported from Softimage XSI. In the template sky there are objects for the arena and the spire in the background. These are separate objects but they could have just as easily been a static part of the sky texture. When lifting off in a flyer, having the objects in front of the sky texture provides a different sense of perspective on the object while rising. If the objects were in the sky texture they would not change as the camera position rose above the world. With them as objects in front of the sky texture their MovementScale can be adjusted to provide a sense of closeness to the object as the camera peers over it.
LowResTerrain is the texture displayed for objects outside of the near visbility range. A good way to create a texture for this is using the ADVANCED IMAGE controls in Zeroeditor. In the Advanced Image Controls panel there is a button labeled Save HiRes Map. This button will save a huge image (4096x4096) of the terrain that can then be scaled down to 512x512 in order to maintain the image quality.

SKYBOJECTS
SkyObjects are objects that appear in the sky and not the dome. Specifically these are the capital ships and fighters that can be seen flying throughout the sky. These make use of special dome models that have less complex geometry and therefore utilize little memory. These objects must be included in the mission lua in order to load.
#49
SWBF1 Modding / Smart vs Stupid Zombies
October 19, 2014, 05:12:04 AM
To make zombies smarter you can change the UnitType value in the ODF to "Trooper" or "pilot". This will make them strafe shots at close range and they are harder to shoot in the head with high move speeds.

To make zombies more stupid and charge at the player without trying to dodge shots change the UnitType to "assault". When combined with slower move speeds this resembles the classic zombie more but they are much easier to kill. I haven't tested the other unit types such as "support" yet.

This works for any AI not just zombies btw and is most noticeable on Hard difficulty.
#50
Fish Pack Assets by Acryptozoo & Phobos
Download



how to scale fish
#51
Requests / Crowbar Model [closed]
October 09, 2014, 11:16:26 PM
This is the final weapon needed for the new zombie mod

Crowbars are very durable weapons for bashing down zombies.



Closed thread, thanks Tirpider
#52
SWBF1 Modding / Munge Logging
October 09, 2014, 09:36:25 PM
I want to append a simple command to log all of the munge.bat command prompt display to a text file in the same folder as munge and clean batch files.

This would log all the munge errors since CMD cuts off after so many lines. Any ideas for adding this to imp.lvl munger?

@cd _BUILD_PC
@call munge.bat IMP
@pause


del /q Sides\%1\munged\*.*
@setlocal
@set PATH="%CD%"\..\ToolsFL\Bin;%PATH%
@REM copy common binary format data from source root \Common
copy ..\Sides\%1\munged\*.*  Sides\%1\munged\

odfmunge -sourcedir ..\Sides\%1 -platform pc -inputfile !*.odf -outputdir Sides\%1\munged\ -continue
modelmunge -sourcedir ..\Sides\%1 -platform pc -inputfile !*.msh -outputdir Sides\%1\munged\ -maxbones 16 -keep collision -continue -righthanded
texturemunge -sourcedir ..\Sides\%1 -platform pc -inputfile !*.tga !*.pic -outputdir Sides\%1\munged\ -continue
configmunge -sourcedir ..\Sides\%1 -platform pc -inputfile effects\*.fx -outputdir Sides\%1\munged\ -continue

levelpack -sourcedir ..\Sides\%1 -platform pc -inputdir Sides\%1\munged\ -outputdir Sides\%1\munged\ -inputfile REQ\*.req -continue
levelpack -sourcedir ..\Sides\%1 -platform pc -inputdir Sides\%1\munged\ -outputdir ..\_LVL_PC\SIDE\ -inputfile %1.req -continue

@endlocal

#53
SWBF1 Modding / ImpactEffect Values [solved]
October 05, 2014, 11:54:28 AM
bolt ImpactEffect
bolt ImpactEffectRigid
bolt ImpactEffectShield
bolt ImpactEffectSoft
bolt ImpactEffectStatic
bolt ImpactEffectTerrain
bolt ImpactEffectWater

what are the differences of these values? more importantly which one is for units?

Quote from: snake http://www.swbfgamers.com/index.php?topic=2028These are pretty important. These are the effects that happen when you shoot a certain surface. So ImpactEffectRigid for example would probably mean a wall or building. ImpactEffectShield would be like a droideka shield.




Quote from: SleepKiller on October 08, 2014, 09:29:07 PM
ImpactEffectSoft is the one for units. ImpactEffectStatic is for props I think, I don't know what ImpactEffectRigid does. (Vehicles/buildings maybe?) The rest are all fairly obvious.

Ok good, so for my mod
Flamethrower will have a sticky fire for units, no stick for buildings, and a steam IE for water.
Regular guns will have bloodspray IE for soft, sawdust IE for static, and dirtspray IE for terrain, default water.
#54
Requests / Senator Palpatine [solved]
October 02, 2014, 07:37:19 PM
I thought I once saw a msh for senator palpatine (without the emperor's hooded robe) that looked like this:
[spoiler][/spoiler]

I looked in the bf2 mod tools and it wasn't there, so I'm not sure if it actually was ported to SWBF or not.
Thanks Unit 33
#55
Released Maps and Mods / Cloud City Midnight Blue
October 01, 2014, 07:36:58 AM
Cloud City Midnight Blue Edition by Phobos

[spoiler=Screenshot][/spoiler]
#56
Requests / Wooden Board [CLOSED]
September 25, 2014, 01:21:14 AM
I looked through all of the stock assets and was surprised to not see a wooden board msh especially on Endor.
So I am requesting a very simple prop mesh, a wooden board.

Something like this


They will be used as defensive destructibleprop for a new zombie map very much like this
http://img4.wikia.nocookie.net/__cb20131013014406/stateofdecay/images/7/75/Barricade.jpg
#57
Requests / Strykezone 380 Crossbow
September 21, 2014, 04:53:43 AM
http://blog.thecrossbowstore.com/2013/04/01/walking-dead-daryl-dixons-crossbow-revealed/



QuoteThese weapons are excellent for both hunting and taking down Walkers without attracting too much attention. With re-usable ammunition it's less of a waste on resources than firearms. It's quiet enough that I could bring down dozens of squirrels and even a deer without attracting the attention of the Walkers.

It might be possible to modify the stock crossbow model to look more like this one. This weapon would be very useful for the new forest map.
#58
Requests / gun cabinet msh request [closed]
September 19, 2014, 05:02:12 AM
a simple prop model like this.

doesnt have to have guns but should have enough space so that i can add stock sniper rifle models
#59
Over the next few weeks I will be releasing some mods that were originally not going to be released until much later. Some of these have already been unofficially leaked (without readmes or credits), so I've decided to release several mods sooner than I originally was going to. One player in particular known as Kishan (recently banned from [FC]) is trying to take credit for some of my mods, and this will not be allowed.

The first mod in this series to be released is a map skin I made called
Yavin IV: Arena Midnight Blue
pics can be seen here http://www.swbfgamers.com/index.php?topic=6657

It is designed to provide an advantage online and in SP, because it improves the FPS and visibility far more than stock. Invisible fog particles, brush, and high numbers of collisions or models can often dramatically reduce the FPS on lower end computers, which is why I started with developing minimalist mods on my old laptop back when I started modding in 2009. This evolved into a twilight/midnight theme that has been used to improve several stock maps.
I hope the community enjoys these mods and do not care about advantages being available to all players. It's only a fair advantage that anyone can choose to use after all. If you don't like the mod, don't download it.

Thanks to everyone who supports the SWBF Community and its modders. Long live SWBF1!
You may redistribute or use these mods as you wish, just make sure to include the developmental credits.

Installation:
1) Backup the "yav2.lvl" file located here
C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\YAV
2) Paste the new yav2.lvl from 1-18-13 in this folder
3) Join any server with the map Yavin IV: Arena and enjoy

Credits:
[FC]Rage - developer of all skins and world mod
Cull - initial inspiration for helping to develop a nobrush arena skin

File Is Attached To Thread
#60
DARK TROOPER CHAMPIONSHIP 2014

Videos of Matches by {Alpha}Kiwi
https://www.youtube.com/channel/UC7ChZ3dMWMm3_E50EJq5xAg/videos

Download DTC Here -> http://www.swbfgamers.com/index.php?topic=8174.msg91256#msg91256
Recent Updates To Rules -> http://www.swbfgamers.com/index.php?topic=8174.msg91309#msg91309



Total Kills/Headshots by end of Round 1
{212}Black Water- K25 H0
BOB.Dark Phantom- K25 H0
[FC]Anyder- K25 H0
[FC]Phobos- K25 H7
Joseph- K25 H0
BOB.Anythingpos- K0 H0
BOB.Norwood- K0 H0
ZipZap43- K0 H0
[FC]Ultimo- K3 H1
RepublicCommando- K0 H0

Total Kills/Headshots by end of Round 2
{212}Black Water- K29 H9
BOB.Dark Phantom- K30 H3
[FC]Anyder- K50 H21
[FC]Phobos- K50 H16
Joseph- K50 H0 (?)
BOB.Anythingpos- K16 H0 (?)
BOB.Norwood- K13 H6
ZipZap43- K25 H0 (?)
[FC]Ultimo- K13 H11
RepublicCommando- K25 H12

(?) = unreported

Total Kills/Headshots by end of Round 3
TBA

Prizes
- A forum award will be given to the top 4 participants based on total kills by the end of round 4/5.
- Special shotgun crosshairs will be awarded to the 4 participants with the most recorded headshots by end of tournament.

Top Kills Prizes
1st - Sapphire DTC #1 Forum Award, #1 Pistol Reticule
2nd - Emerald DTC #2 Forum Award, #1 Pistol Reticule
3rd - Ruby DTC #1 Forum Award, #3 Pistol Reticule
4th - Amethyst DTC #4 Forum Award, #3 Pistol Reticule
5th-10th - DTC Participant Forum Award, SpiderWeb, AsianEye

Top Headshots Prizes
1st - FalconWing, Elevator, AlienUFO, Hieroglyph, BatWing
2nd - AlienUFO, Hieroglyph, Batwing
3rd - Hieroglyph, Batwing
4th - Batwing

Forum Awards designed by Unit 33. Crosshair Reticules designed by Phobos. Pterosaur, Pterodactyl, KryptoDrakon, and DragonWing will possibly be available as prizes in next year's DTC tournament, details of which will be announced in October 2015.


In December 2012, there was the Mos Eisley Shotgun Tournament.

November 7th is when the Dark Trooper Championship 2014 Tournament begins! Registration is open from now until November 1st, so there is at least two months to practice for it. It could last anywhere from 3-10 weeks, depending on how many players sign up. The DTC 2014 is much more balanced than the previous tourney, and is hosted on GameMaster instead of Tunngle.

The Double Elimination System has been abandoned and instead the Swiss Bracket System will be utilized, which means everyone gets to play until the tournament ends since nobody gets eliminated. See these links for a more detailed explanation:
http://challonge.blogspot.com/2013/01/swiss-tournaments.html
http://senseis.xmp.net/?SwissPairing
http://en.wikipedia.org/wiki/Swiss-system_tournament


Tournament Mods
- The DTC mod map folder must be placed in AddOn to play in the server. Some client customizations are available, such as toggling radar and crosshairs. See the DTC Readme for more info. *DTC mod map will be available for download before November 6th.
- Radar is automatically enabled by default for everyone. It can be manually disabled if the player so chooses.
- Default crosshairs use whatever the player has in their common.lvl. Players can also enable enhanced DTC crosshairs by Phobos if they so choose.
- Dark Troopers have White Skin Mod (by Phobos), Blue Jet Flames (by SleepKiller), Shotgun Model (by Sereja), and Enhanced Green Lasers Mod (by Phobos).
- Dark Troopers moves faster like a pilot, maxspeed buffed from 6.0 to 7.0
- Dual bacta packs always drop from kills and vanish within just 10 seconds
- Slow autoheal enabled
- Health bots disabled
- Grenades disabled
- Infinite ammo enabled
- CPs disabled
- 1 second respawn timer
- 3 second spawn protection
- Server is hosted using /noaim and 60FPS
- Main Server is hosted in Chicago by Phobos, Backup Server hosted in New York by Anyder
(post other mod suggestions for more balance)
- FPS boosting mods will be enabled by default. These can be disabled by replacing dtcmos.lvl with the stock tat2.lvl or a mod skin of your preference.

Tournament Rules
- The server password will change every 2 weeks and should only be known to participants. Admins will tell players the new password through PM/Xfire.
- All battles take place on Mos Eisley using the DTC sides mod. Each side has 25 reinforcements to start. The first player to reach 0 reinforcements loses the match.
- Endgame screenshots must be taken by at least one player/spectator or the match is considered void and must be replayed.
- For each match at least four endgame screenshots should be taken. The endstats, awards page, and details page for both players. Endstats screenshot is mandatory, the others are optional but recommended. This way the headshot data is also recorded for every match. A very special crosshair mod will be awarded to the player who has the highest headshot count at the end of tournament, regardless of their position in the final rankings.
- Sides are chosen by the tournament randomizer to prevent player disputes. The player with top slot in the bracket spawns on Rebels, Cantina Side. The player name in the bottom bracket slot spawns on Empire, Warehouse Side. However, players will need to alternate to reduce repetition. A player cannot play the same side more than two rounds in a row.
- At least one Admin or approved Spectator who knows the rules should be present at every battle. If this is not possible, it is the players' responsibility to make sure all four screenshots are taken at the end of match.
- Spectators must be approved by Admins, and are not allowed to interfere with the match at all. Specs who interfere with the battles could get banned and/or disqualified.

- Only 2 spectators may be present at once and must camp in the designated glitch area at all times.
*Show Designated Glitch Area*
[spoiler]


[/spoiler]

- Priority for the 2 player slots goes in this order: Admin > Filming Spectator > Non-Filming Spectator
- A buffer round must always be played first so that the server session is fresh, under 250 seconds mission time. The buffer round is only 3 reinforcements and should not be ended until both players are ready to fight. After the buffer ends, players will wait by their CP, and the Admin/Spectator will count down from "5" to "0". Players do not fight until the number 0 appears on their screen.
- Players who disconnect from the server during an official match have up to 5 minutes to rejoin or it will be considered a loss for them. The only exception to this would be if there was 'weather-related power loss' which must be verified by an admin using IP tracer and weather radar service.
- Players may not fight matches in advance for the next week's round unless they have explicit permission from the Admins. 

Match Settings
- Each round lasts for one week. All players have a 7 day window to fight their opponent. However, the first week will be 9 days long.
- Furthermore, if the tournament is at least 7 weeks long then week 7 will last for 14 days, due to Holidays around this time.
- The deadline for posting weekly battle results is Sunday 6AM EST. The next round schedules will be posted every week by Sunday afternoon. Each week lasts 7 days except the first week which lasts 8 days.
- Players who are unable to fight their opponent within a week of the scheduled round automatically forfeit the match.
- Players are allowed to miss up to 2 battles total before being dropped from the tournament.

- Players who missed the registration deadline may not join the tournament unless someone else is dropped. In this case, their scores will be reset.
- Bonus rounds will only be required if any of the Top 5 Players are tied for ELO scores at the end. These players and anyone ranked above them will play an additional round if needed to determine the final rankings.

Scheduling Battles
Players should communicate with their opponent on either this thread, PM, or Xfire to work out an agreed battle time within the 7 day window. If your schedule is not very flexible, please make this known in advance by posting your available times to play here. Do not sign up for this tournament if you can't commit to at least one duel per week.

Anyder: Has limited time to play. Won't be ingame every day, best times are Friday/Saturday from 11AM-7:30PM EST.
Phobos: Best times are Friday/Saturday afternoon. Often unavailable through the week.
Joseph: Unsure of availability at this point. Could likely attend several matches per week.
Ultimo: Unsure of how long he can participate due to time restrictions.
Black Water: Best Times (EST) are Sunday 2:30-9:30PM and Mon/Wed 6:00-9:30PM

Weekly Schedule
The number of total rounds will be determined by how many players sign up before the October 30th Registration Deadline:
6-7 players = 3 rounds
8-9 players = 4 rounds
10-11 players = 5 rounds
12-13 players = 6 rounds
14-15 players = 7 rounds
16-17 players = 8 rounds
18-19 players = 9 rounds
20+ players = 10 rounds
*Update: Additional deathmatch rounds might be played if there are at least 10 participants to determine final top four rankings.

An additional match might be needed to determine the top 2 from the top 4.
4 rounds will be played for the top 2 competitors on the 12th and 13th. These will be broadcasted live and the first player to reach 100 kills wins. It will be spread over 4 rounds, 2 on Friday and 2 on Saturday, with a 30 minute break in between each round.


Week 1 = Friday, November 7th
Week 2 = Sunday, November 16th
Week 3 = Wednesday, November 26th
Week 4 = Saturday, December 6th

Final Match = Friday and Saturday, December 12th and 13th

Week 5 = Saturday, December 6
Week 6 = Saturday, December 13
Week 7 = Saturday, December 20
Week 8 = Saturday, January 4th
Week 9 = Saturday, January 11th
Week 10 = Saturday, January 18th


ELO Leaderboards
After the tournament ends an ELO score will be calculated based on total kill-death-ratio statistics for every participant. Total kills will be added up and divided into a scaling ELO algorothim which will approximate the relative score comparisons for each player. A perfect score will result in 2900 ELO. Forum Awards and Mod Prizes will be given to the Top 4 Players and the player with highest headshot count shortly after the tournament ends.

FAQ
Q - Why can't headshots be used to calculate ELO rankings?
A - Because for rounds where there is an odd number of players, one player has to sit out (one sit-out max per participant). This player will recieve a free 25 kill points but no headshot points. The same rule applies to someone who wins because their opponent didn't show. So the headshot total score is not factored into the final ELO rankings, and only first place for headshots will recieve an award.
Also, there might be instances where players forget to take screenshots of the headshot count. They will not receive HS points in this case, only kill points.

Q - What calculations are used for the ELO formula?
A - These will be posted later after the tournament ends. The K-factors will have to be scaled for brackets, and adjusted based on the number of rounds, so it can't be posted yet anyway.
There will be total kills added up for the entire tournament and divided into an ELO algorithm which will be determined after the number of participants, rounds, and final deathmatch rounds is determined.

Q - So every kill point helps improve your overall score, regardless of whether you win or lose the match?
A - Yes

Q - Will an award also be added for Narrow Escapes / Survivalist stats?
A - No, it is too inconsistent.

Q -
Quote from: Anyder on September 12, 2014, 12:02:10 AM
Hey guyd, join the tourney if u wanna be in the elo leaderboards  :cheers:
A - It should be noted these use dynamic-based ELO calculations, different from the DTC ELO calculations which are static-based. The ELO Leaderboards are average scores over time, and DTC Leaderboards are peak performance scores for this tournament.




Tournament Admins
Lead Admin/Host: Phobos
Co-Admins: Anyder, Joseph
Approved Spectators/Filmers: {Alpha}Kiwi

Number Of Participants: 10
Registration Roster

  • {212}Black Water
  • BOB.Anythingpos
  • BOB.Dark Phantom
  • BOB.Norwood
  • [FC]Anyder
  • [FC]Helios
  • [FC]Phobos
  • [FC]Ultimo
  • Joseph
  • RepublicCommando

Old Bracket
http://challonge.com/bf1shotgun

New Bracket
http://challonge.com/DTC2014

Total Kills

Total HeadShots

Match Results Archive

Final Rankings

Shotgun Crosshairs
1. SpiderWeb - December 2011
2. AsianEye - October 2012
3. EasterEgg - January 2012
4. BatWing - February 2012
5. Hieroglyph - July 2012
6. AlienUFO  - August 2012
7. Elevator / FalconWing - December 2012
8. Pterosaur - June 2013
9. Pterodactyl - January 2014
10. KryptoDrakon - July 2014
11. DragonWing - November 2014




Please post any comments or questions you have in this thread.
Post here to sign up!