[IMG]https://media.discordapp.net/attachments/401936901592055808/415715228995682324/Invasion.png[/IMG]
[B]The Project[/B]
For a few weeks now, me and a group of people have been working on bringing this long-lost game back to life. We started out small but we are surely working our way up.
We are currently focusing in fixing the code and polishing it up, as well as creating maps to offer the playable experienced intended for Team Fortress 2: Invasion.
[URL="https://discord.gg/4EqMpMh"]
[IMG]https://media.discordapp.net/attachments/401936901592055808/415716533046870016/Discord.png[/IMG][/URL]
[I]You can follow our progress up on Discord, but I will be posting updates here as well, so it isn't a must-have. But join if you want to see if you can get on the team, as we are looking
for people to join us and we do the approval process through Discord.[/I]
Our team consists of: Magnus, Chous, MaartenS11, and myself included.
[I]
Also, here's a sweet small snippet! Magnus composed a theme track for the game, it's an early version but I'm hoping you guys will like it as much as the team does.
[URL="https://files.catbox.moe/okyqeo.mp3"]Click here to listen to it![/URL][/I]
Also, we plan for our first map to be based off Avanti in some way, it won't play the same, but it will look similar.
[B]Background Info[/B]
Team Fortress 2: Invasion is a cancelled version of Team Fortress 2 that was in development through 2001 to Christmas 2002. It was never publicly released or shown in any form or way.
The only reason we know about it is due to two leaks that occurred in 2003 and 2012 and various concept art that was made public over time. The only assets we have from the game are
the source code and two models. It was to play on a much bigger scale then any of the Team Fortress games and was described as being RTS-like. There were 3 phases of development that followed this source code; Space TF2, Roman-Inspired Humans vs Aliens, and finally, War of The Worlds themed.
[B]Gameplay[/B]
The game plays much differently then any other TF2 game, the objective was for one team to gain the most resources before the round ends. Resources were a mineral called Jojierium, which was used to build buildings for your team.
You could also spawn vehicles using a vehicle bay, among these vehicles was a Motorcycle, Wagon, Battering ram, Siege tower, and Alien-exclusive Tripods referred too as Striders or Walkers. Buildable objects include Sentry guns, Powerpack, Buff Station, Healing Station, Spawn Station, and the Resource Pump. The Powerpack was used as a power source for objects and could power up to four objects at once.
You could also capture Control Zones within a map, which would become your territory to use and build in. There were also environmental hazards, such as Meteors striking the map, Rockfalls, and lasers. Each round was split up into three acts, which would each last an amount of time set by the map the game was using.
[B]Classes[/B]
[I]Recon[/I]
Could unlock radar scanning technology so Recons could detect enemies on the minimap within a limited range around them. Armed with dual semi-automatic pistols and a sticky grenade. Also had a jetpack that could be upgraded. Very fast and quick.
[I]Commando[/I]
Could kick enemies down to the ground when close to them, armed with a Burst Rifle and a Power Shield. Could use an Adrenalin rush ability which would make players faster and more resistant to bullets within a limited range around the Commando. Would let out a battle cry upon activating it.
[I]Defender[/I]
Armed with a Minigun. Could build sentry guns and has limpet mines. Slow but effective for plowing down enemies. Also has a power shield.
[I]Pyro[/I]
Armed with a Flamethrower and a Gas can, could light gas on fire to create traps and would spread through gas. Also has a Grenade Launcher.
[I]Escort[/I]
Has a huge shield around him that other team players could enter to gain cover. Projectile tracking could be toggled. Armed with a Burst Rifle.
[I]Sniper[/I]
Armed with a Sniper Rifle. Could cloak when standing still as well. Good for quickly and instantly killing players in the way if you're skilled enough.
[I]Infiltrator[/I]
Armed with a knife and a pistol. Could cloak and disguise as enemy players and could gain corpse-consuming technology which would allow you to play dead as enemy corpses.
[I]Support/Suppression[/I]
An alternative to the Defender that was meant to push back enemy players and keep them out of the way, or suppress them. Armed with a Plasma Rifle. Good for keeping enemy players out at the cost of having low health.
[I]Medic[/I]
Armed with a Combat Shotgun and a Repair gun, this class can heal buildings and teammates. He can build an Autorepair (no code associated only mentioned in it), and a Self-heal.
[I]Sapper/Technician[/I]
Could build Sentry Guns, Buff Station, and an EMP Generator. Armed with a Drainbeam, a weapon that is the complete opposite of the Repair gun. It drains enemy health and charges an EMP that would be sent to the player you were draining. Also armed with Rallyflags, a device that would emit Adrenalin toward nearby players that would increase their health and damage resistance within a limited range.
[B]Buildings[/B]
[I]Powerpack[/I]
Pretty much every device needs this to function as it serves as a power source. The only exception is the Resource Pump
and the EMP Generator, which both do not need power to function.
[I]Resupply[/I]
Could resupply ammunition for anybody near it, basically a dispenser. Could be placed on walls and on the ground.
[I]Buff Station[/I]
Applied Adrenalin to whoever is connected to it. Could house a max of 4 people using it at the same time.
If you walked out of range, the effects of the Buff Station would stop.
[I]Dragon's Teeth[/I]
Could stop vehicles dead in their tracks. Destroyable, but good for blocking pathways for vehicles.
[I]EMP Generator[/I]
Would search for nearby enemies to EMP. Destroyable and does not need a power source
[I]Resource Pump[/I]
When placed in empty resource zones, you could harvest resources from the ground within the resource zone.
It would harvest them until the resources run out within the area. The amount of resources within a resource zone
is set by the map.
[I]
Sandbag Bunker[/I]
Good for keeping cover and sometimes popping up to fire at enemies. Destroyable, but good for needing cover then and there right in
the battlefield.
[I]Selfheal[/I]
A device that could heal people while the medic is away. Could house a max of 4 people using it. Built exclusively by medic.
[I]Vehicle Boost[/I]
An object that could boost vehicles so they could gain speed quickly. Could be used to either help get teammates to places faster
or to make enemy vehicles go fast in the wrong place so they would crash into something
[I]Barbed Wire[/I]
Used for keeping enemies out of a certain area. When two were placed alongside each other, it would generate a deadly laser beam in between them.
[I]Bunker[/I]
Good for keeping cover behind something that doesn't break easily. Basically a bigger, stronger version of the Sandbag bunker, but not as small or nimble.
[I]
Respawn Station[/I]
An object that you or your teammates can spawn in.
[I]Manned Missile Launcher[/I]
A Missile Launcher that is stationary. Expensive but is effective against enemies. Also good for taking down Walkers.
[I]Manned Plasma Gun [/I]
A Plasma Gun that is stationary, good for defending your territory.
[I]Sentry Gun[/I]
A Sentry Gun that has 3 types; Plasma, Rocket, and a normal Sentry.
[B]Vehicles[/B]
[I]Walker[/I]
Much like the Tripods of War of the Worlds, these vehicles were alien exclusive, and were tall and lanky. They would loom over the battlefield and shoot laser beams at a slow rate.
An expensive vehicle to buy for your team, but it will be worth it. A Walker comes in two variants; Strider and Mini-Strider. Mini is cheaper and less effective on the battlefield as the bigger Strider, and is not as strong.
[I]Wagon[/I]
A vehicle used for transporting players and equipment in small amounts. Strong and durable.
[I]Siege Tower[/I]
A portable tower. Could be used to get over an enemy wall or to transport snipers. Big and tall, but a little weak.
[I]Motorcycle[/I]
A one-person vehicle that's fast, but only carries one person at a time. Small.
[I]Mortar[/I]
A Vehicle more for firing mortars then to transport players. The closer you are to enemy territory, the more effective it is.
[I]Flatbed[/I]
A long truck that can be used to carry and transport objects to one place or another.
[I]Tank[/I]
Slow, but packs a punch. Good for keeping enemies out of a place you don't want them in, or for getting them out of places.
[B]
Other Projects:[/B]
Over the years, many projects have set out to finish and complete Team Fortress 2: Invasion, but most have either died out or been a lost cause. The ones below are the best of the bunch I'd highly recommend you'd check out.
[I]TalonBrave's Invasion Source 2013 Port[/I]
A port of Team Fortress 2: Invasion's source code that was leaked in the Source 2007 codebase leak in 2012. It's probably the most playable of the bunch,
and the most polished and demonstrates some features left out of other projects.
[URL="https://github.com/TalonBraveInfo/Invasion/tree/master/"]You can find it here on Github.[/URL]
[I]Team GabeN's Invasion[/I]
This one is the most well-known, it was never officially released but was in development through 2006 to 2011. The only build we have is of a leaked Xmas 2006 build, which can
be found via a quick Google search.
Promising :cat:
I always did like Invasions original concept, It's a shame the community update butchered it.
[B]Edit: [/B]Vehicles wouldn't fit into TF2s game mechanics.
Who has what task on the team? ( Modellers, Animators, etc...)
[QUOTE=Sims_doc;53150186]I always did like Invasions original concept, It's a shame the community update butchered it.
[B]Edit: [/B]Vehicles wouldn't fit into TF2s game mechanics.[/QUOTE]
Vehicles would work in some cases, not every. I think they would work because the maps are meant to be huge as the main focus is controlling territory and gaining resources, which would really be odd to play in a small, confined area. Vehicles were only really there to help transport people and buildings due to the intended sizes of these maps. The only one that doesn't follow this rule is the Siege Tower, which is very odd and I don't know how it would've functioned and what it would've benefited from using it in a match. The Tank also doesn't follow this, but is intended as a way of combat rather then transportation. Considering the game is extremely similar to an RTS game, I'd say vehicles would work for this cancelled version of TF2.
[QUOTE=G=4//\/\3!2;53150247]Who has what task on the team? ( Modellers, Animators, etc...)[/QUOTE]
Magnus - Composer
Chous - Mapper
MaartenS11 - Mapper/Programmer
NextWizard (Me) - Programmer/Web Designer
(Wanted their name removed until they contributed something [I]if[/I] they ever do) - Modeler
No animators right now, the person that wanted their name removed might be able to animate but I'm not 100% on that one.
In other news, MaartenS11 sort of got the Recon up and running. It still sort of crashes the game but you can spawn with it without crashing, so that's good news. While we were trying to figure out why it was crashing, I found out that the Recon was supposed to jump onto and off of walls. Not sure how it would've worked but I'm guessing you could stay up on the walls for a while to fire and hop off, but you couldn't move around the walls while doing so. There's also something called a "Supression Jump" in the Recon's code, can't find anything about it really. Also Recon could jump off of water, all of these sound really cool and I'm hoping we can get it working to a point were we can demonstrate it in a video or something.
[editline]21st February 2018[/editline]
[QUOTE=Mech Bgum;53150433]You think you can recreate it? Seems like an enormous amount of assets that have to be done.[/QUOTE]
Yeah, it's gonna take a while. I think we can do it, but yeah it's really gonna take a while. Our main focus right now is working on fixing the code so we can get it playable enough to a point were we can focus more on asset development and creation. Personally, I hope more Invasion content gets leaked so we can be more accurate. So much isn't known about how the game would've looked so we have to improvise a lot on our ideas, but we have settled on keeping the human assets based around WW2 as it seems like a good idea due to some concept art being based off things from that era. Aliens are something special though. We sort of noticed how the Alien Commando has a design style similar to Buzz from Toy Story, so that's funny.
But yeah, it's a huge task but I think it will be worth it in the end.
[QUOTE=Sims_doc;53150186]I always did like Invasions original concept, It's a shame the community update butchered it.
[B]Edit: [/B]Vehicles wouldn't fit into TF2s game mechanics.[/QUOTE]
Invasion isn't TF2 though. It's a bit more liberal approach to the formula.
[quote]It was to play on a much bigger scale then any of the Team Fortress games and was described as being RTS-like.[/quote]
I'm guessing it would play similar to Command and Conquer Renegade, which was kinda like an RTS-flavored precursor to the Battlefield series.
cool idea but how will you maintain playercount once it is done
[QUOTE=Firetornado;53151471]cool idea but how will you maintain playercount once it is done[/QUOTE]
I plan on hosting dedicated servers and we do have ideas for more gamemodes, and possibly more maps. But when that time comes I'm sure we will have it figured out.
Ideas are ideas, youre gonna need a lot more people working on this to make it actually happen. Youre looking at basically creating a brand new game with new game mechanics that will require a TON of work and time, at least a couple years.
[QUOTE=InfectedPotato;53152345]Ideas are ideas, youre gonna need a lot more people working on this to make it actually happen. Youre looking at basically creating a brand new game with new game mechanics that will require a TON of work and time, at least a couple years.[/QUOTE]
Actually, anything mentioned in the OP [I]is[/I] already in the game's code. If you guys don't know, this is meant to finish the cancelled TF2 phase that had it's source code leaked way back in 2003. What I stated was stuff that was already coded, I never mentioned anything that wasn't there before. None of these are my ideas, they were the ideas of the people who worked on this game before it was cancelled. The only thing missing is the proper assets and some of the code for stuff mentioned in the OP requires fixing. I've already stated that it will take time. This is based off the source code that was leaked in 2012 for it, most of our work is fixing the code and adding in assets. Those couple of years were already handled for us, the rest of the job is making sure it works correctly and looks good. And if it doesn't work, we fix it.
[QUOTE=Nextwizard;53150435]Snipped[/QUOTE]
I'd suggest scaling back theses engagements to mirror that of Man VS. Machine. Smaller Battles.
I always thought borrowing elements from "Bad Fur Day" and "Crysis" Power Struggle would create an interesting solution to this problem.
In "Crysis" Power Struggle you've got "resources' that then allow for the construction of more advance and power vehicles and weapons.
While in "Bad Fur Day" you've got class specific vehicles and because players already have the choice to choose their loadout you'd only need to >get the players primary weapon then attach it to the vehicles turret.
Eg. Light French WW1 Tank with a Medic Gun as the main gun.
However the problem with loadouts is that it negates the ability to construct new weaponry and would be better used as a way to "upgrade" weapons just as you would in "Man Vs. Machine" however rather than individuals collecting money points would divide resources to players and upon death they would lose theses points, thus giving the player a risk and i'd imagine you'd be able to earn more by eliminating other players.
Hmm but only problem with this is that you are already copying a mod thats on moddb and still in development
[url]http://www.moddb.com/games/team-fortress-2-invasion[/url]
So yeah
[QUOTE=Nbc66;53154867]Hmm but only problem with this is that you are already copying a mod thats on moddb and still in development
[url]http://www.moddb.com/games/team-fortress-2-invasion[/url]
So yeah[/QUOTE]
I left that due to being a toxic work environment. This was also a shameless plug-in of your project, this post is for my project and not yours. Speaking of which, you constantly used to insult me and other team members for no good reason before I left.
This project I quoted is actually very buggy and incomplete, and is more just the Team GabeN build with some edits as it seems.
EDIT: No I'm not copying this, I'm using the source code that was leaked in the Source 2007 codebase leak that happened in 2012 to specify, which is easily available.
[QUOTE=Nextwizard;53154909]I left that due to being a toxic work environment. This was also a shameless plug-in of your project, this post is for my project and not yours. Speaking of which, you constantly used to insult me and other team members for no good reason before I left.
This project I quoted is actually very buggy and incomplete, and is more just the Team GabeN build with some edits as it seems.[/QUOTE]
Hmm are you sure becouse of what i remmber you and chaos were not doing anything and the project lead was so upset with you that you litrly try to steal his project becouse things can not go your way
And if you still want to denie this than you can not say that you arent ignorant and that you are a coder by just reading comments in the code and not even knowing the basics of c++
[QUOTE=Nbc66;53154923]Hmm are you sure becouse of what i remmber you and chaos were not doing anything and the project lead was so upset with you that you litrly try to steal his project becouse things can not go your way
And if you still want to denie this than you can not say that you arent ignorant and that you are a coder by just reading comments in it and not even knowing the basics of c++[/QUOTE]
Ok, first of all work on your grammar. And I did not steal his project. There have been many people trying to get this game working, and I do not just read comments. Comments do help and yes I do read comments when I see them but I don't do it all the time. And I do know C++, I'm just no master.
It was a good choice to leave his project though, got to do my own thing my way. Please don't start drama here or wherever I go like you have been. I know you love to antagonize people, but maybe you shouldn't follow me around like this.
[QUOTE=Nextwizard;53154943]Ok, first of all work on your grammar. And I did not steal his project. There have been many people trying to get this game working, and I do not just read comments. Comments do help and yes I do read comments when I see them but I don't do it all the time. And I do know C++, I'm just no master.
It was a good choice to leave your project though, got to do my own thing my way. Please don't start drama here or wherever I go like you have been. I know you love to antagonize people, but maybe you shouldn't follow me around like this.[/QUOTE]
Firstoff that isnt even my project and everybody knows that you dont know c++ becouse the project lead askd you to make a basic calculator in c++ and you didnt even know how to do it so yeah
If you want to lie to yourself then don't
[QUOTE=Nbc66;53154962]Firat of that isnt even my project and everybody knows that you dont know c++ becouse the projwct lead askd you to make a basic calculator in c++ and you didnt even know how to do it so yeah
If you want to lie to yourself then don't[/QUOTE]
Actually you told me to when you had no authority. I wasn't wasting my time because you think you can tell people what to do. I'm not lying to myself, I'm stating facts you just refuse to believe because you're ignorant.
I don't get it though. Anywhere I say something about my project you jump on me and try to start drama. People don't like people that do that and probably will not listen to their opinion.
[QUOTE=Nextwizard;53154980]Actually you told me to when you had no authority. I wasn't wasting my time because you wanted I'm not lying to myself, I'm stating facts you just refuse to believe because you're ignorant.
I don't get it though. Anywhere I say something about my project you jump on me and try to start drama. People don't like people that do that and probably will not listen to their opinion.[/QUOTE]
:conspiratard:
[QUOTE=Nbc66;53154987]snip[/QUOTE]
I'd just like to say that the ModDB has copied stuff from the Team GabeN wiki and there is no credit, as pointed out by a guest comment. Real classy.
[QUOTE=Nextwizard;53155005]I'd just like to say that the ModDB has copied stuff from the Team GabeN wiki and there is no credit, as pointed out by a guest comment. Real classy.[/QUOTE]
but the problem is that we when made the moddb page we already credited team GabeN in there and I don't know why you are trying to have an argument with me in your own thread looks really unprofessional
[QUOTE=Nbc66;53155060]but the problem is that we when we made the moddb page we already credited team GabeN in there and I don't know why you are trying to have an argument with me in your own thread looks really unprofessional[/QUOTE]
If you look at your own profile and go to the "events" tab, you'll find out why people don't listen to you. And actually, some of them aren't. I don't think you saw the ones that didn't yet.
[URL="http://www.moddb.com/games/team-fortress-2-invasion/features/building"]
These[/URL] are [URL="http://www.moddb.com/games/team-fortress-2-invasion/features/game-mechanics4"]the ones in question.[/URL]
But blatantly copying is also very unprofessional, that's pretty hypocritical of you. And before you say it, I didn't copy yours. I haven't even released screenshots of my project yet, it's too early and we are waiting until it actually is presentable before we show people what it looks like.
And yeah, I know I'm arguing. You took it here, not me or anybody else. If you decided to just keep it cool, maybe this wouldn't of happened.
I'm done here, I'm going to actually stop replying to you because it's just asking for trouble at this point. I'm going to be productive and work on my project. Hope you do to.
[QUOTE=Nextwizard;53155076]If you look at your own profile and go to the "events" tab, you'll find out why people don't listen to you. And actually, some of them aren't. I don't think you saw the ones that didn't yet.
[URL="http://www.moddb.com/games/team-fortress-2-invasion/features/building"]
These[/URL] are [URL="http://www.moddb.com/games/team-fortress-2-invasion/features/game-mechanics4"]the ones in question.[/URL]
But blatantly copying is also very unprofessional, that's pretty hypocritical of you. And before you say it, I didn't copy yours. I haven't even released screenshots of my project yet, it's too early and we are waiting until it actually is presentable before we show people what it looks like.
And yeah, I know I'm arguing. You took it here, not me or anybody else. If you decided to just keep it cool, maybe this wouldn't of happened.
I'm done here, I'm going to actually stop replying to you because it's just asking for trouble at this point. I'm going to be productive and work on my project. Hope you do to.[/QUOTE]
I literally just told you that you are being unprofessional and you are trying to shut down every comment I tell what happened to you in the other mod you just denied it grow up an accept the truth sometimes
[editline]24th February 2018[/editline]
also Kallus
can you do this
#include <iostream>
int main() {
int a , b , c;
cout≤≤"Kallus is gay"≤≤endl;
cin≥≥ a,b;
c=a+b;
cout≤≤"Kallus is";
cout≤≤ c;
cout≤≤ "time/s gay";
return 0;
}
[QUOTE=Nbc66;53155091]I literally just told you that you are being unprofessional and you are trying to shut down every comment I tell what happened to you in the other mod you just denied it grow up an accept the truth sometimes
r
[editline]24th February 2018[/editline]
also Kallus
can you do this
#include <iostream>
int main() {
int a , b , c;
cout≤≤"Kallus is gay"≤≤endl;
cin≥≥ a,b;
c=a+b;
cout≤≤"Kallus is";
cout≤≤ c;
cout≤≤ "time/s gay";
return 0;
}[/QUOTE]
I think you got me confused with somebody else there. Or you quoted the wrong post?
:chillout:
[QUOTE=hahagoni_r;53155195]just FYI, that wouldn't compile[/QUOTE]
yeah i fuckd up the cin here is the fixd code
#include <iostream>
using namespace std;
int main() {
int a, b, c;
cout << "kallus is gay" << endl;
cin >> a;
cin >> b;
c = a + b;
cout << "kallus is";
cout << c;
cout << "time/s gay";
return 0;
}
[editline]24th February 2018[/editline]
[QUOTE=Nextwizard;53155177]I think you got me confused with somebody else there. Or you quoted the wrong post?[/QUOTE]
lol if I did I wouldn't make that special code for you
[QUOTE=Nbc66;53155201]
lol if I did I wouldn't make that special code for you[/QUOTE]
I'm not that guy, but thanks anyways. Let's just stay on topic from now on and stop derailing this thread.
Any news on the project? It looks quite dead...
[QUOTE=kos8bit;53194244]Any news on the project? It looks quite dead...[/QUOTE]
It's not dead, I can assure you that. We've been working in silence for a while and I've been waiting until we have something presentable to show, I'm not sure if showing this pictures is professional or not, but for the people that want updates I will show them these images.
First of all, we got a new modeler, Northern3D. He's damn good, and only specializes in objects and weapons. So far he's done amazing work for our project, and is working alongside our programmer MaartenS11 to get his models functioning properly in-game.
Here's a picture of his models, paired with the concept art it is referenced off of.
[IMG]https://cdn.discordapp.com/attachments/412751806205132810/422590422943268880/Repair_Gun.png[/IMG]
[IMG]https://media.discordapp.net/attachments/412751806205132810/422593527420157992/Welder.png[/IMG]
[IMG]https://media.discordapp.net/attachments/412751806205132810/422596014352891905/Buff.png[/IMG]
Also, we are looking for somebody who can texture these models for us, and somebody who can model the player models. It would also help if we had another concept artist to help visualize stuff that doesn't exactly have concept art attached to it. If you're interested, join our discord and message me, I'll be sure to get back to you as soon as possible.
Secondly, we figured out how a true round of Team Fortress Invasion would've played, and it wasn't whoever collected the most resources would win. The real point of the game was to exterminate all respawn stations to prevent the enemy team from respawning. Respawn Stations were personal and public spawns that would respawn you if killed. If they weren't present and everybody was dead, it was game over for the entire team. Big maps made sure this wasn't a problem that resulted in quick match times, as well as several defensive buildings to help prevent this. The idea was to both gain resources to help build your team to prevent this, and to make sure you could gain more resources.
And Magnus may be working on more music, specifically with the theme, act end fanfare, round win/lose fanfares, and resource milestone fanfares. (for when you or the enemy team reaches a certain amount of resources)
A more detailed update is under way, stay tuned for that.
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