DCUG Developer’s Diary #7

Howdy folks, and welcome to another DCUG Developer’s Diary. I’m writing at a sad time, as today the Freedom Force community is mourning the loss of one of the very best of us, my good friend Daglob, who recently lost his long battle with cancer. I hope to be able to write him a fitting tribute sometime soon, but I’m not really up to it at the moment. Yet, he would want the show to go on, and I think he’d appreciate being celebrated with the creation of more FF content, as our community was very important to him. In any case, please know that this project, and all of my projects from now on, will be dedicated to our fallen friends, Cyber Burn and Daglob, Mike and Bill, two good, generous men who I was privileged to know and call friends. I know that’s a heavy note on which to start talking about a video game, but I hope you’ll forgive me being a bit personal and sentimental and will also join me in praying for their families and friends who are missing them today.

In terms of the mod, I’ve got some some cool things to share with y’all today, so let’s chat about some of our absent friends’ favorite subjects: heroes, daring deeds, and Freedom Force, the game that delivers the best of both.

It has been a productive few weeks, though not as productive as I’d have liked. I’ve finished the next two Aquaman missions, both of which gave me more than a little trouble. In fact, the second one gave me such fits and frustrated me so much that I took a few days off and played Crusader Kings II, so I could be frustrated by a different game! Still, I managed to solve the problems…eventually! I’ll tell y’all all about the process, as well as finally talking a bit about my Green Lantern re-work and possible campaign.

Part 1: Rigging for Trouble

This stage of the project began, as did my troubles, with me returning to my old nemesis…the oil rig map! If you’ve been following this feature, you may remember me talking about this blasted map a few posts ago. I had gotten a hold of an object that would serve as my oil platform, thanks to Daglob (who was always willing to help out), but I couldn’t figure out how to make the object work as terrain in the game. I added a set of these objects directly to the map .nif, and they showed up just fine….but characters would fall right through them to the “floor” of the map! I tried approximately a zillion different fixes, and I finally settled on adding super-sized versions of the pier object from the first game to the map, and hiding them right below the surface of the “rig.” This actually worked, though it created some slight pathing issues. So, problem solved, right?

Well, not so fast! When I started actually trying to decorate the map for the mission that I’d had planned for ages and ages, I made an unpleasant discovery: while the pier sections kept my characters from falling through the oil rig, they made the map an absolute pain to work on! You see, in the map editor, you select an object whenever you click on it, even if you can’t see it. So, every time I tried to move a prop or worse, arrange a marker, I’d have to be excruciatingly careful, lest I accidentally yank my ‘subfloor’ pieces out of position, and then I’d have to try to line them back up and sink them back below the surface of the rig, which is a difficult process to do accurately. To make matters worse, somewhere along the line, this “subfloor” system stopped working! I have no idea why this happened, but it might have had something to do with there being other objects on top of it and the combination “confusing” the game’s engine.

Finally, I got fed up and decided to try to find another solution. Once again, I tried a zillion different ideas before finally landing on something that is so obvious, I can’t believe it took me this long to come up with it! The map already has pieces that the game recognizes as “floors,” right? So, why not just copy those onto the rig’s surface? It’s a nice, simple, square shape, and the “floor” pieces of the map are squares as well, so that should work. And since we’re not trying to keep the space under the rig playable in this mission, the two-story problem isn’t really an issue. So, I started copying the actual pieces of the flat map terrain and pasting them into the scene root. Then I maneuvered them up onto the surface of the rig, and once I had the whole thing covered, I dropped them just below the top, rendering the rig itself as navigable terrain as far as the game was concerned! The concept was sound, and it worked like a charm…mostly.

As I was working on this, I re-discovered a quirk of Nifskope that I had previously encountered but forgotten. When you look at the interface, you can see multiple entries for a given mesh piece, usually a top level name and a sub category called “Editable Mesh.” You can manipulate the piece using both entries, but if you don’t use the “Editable Mesh” bit, the results can be weird. When using the top level, I’ve had edits work fine, but I’ve also had them not show up at all or display strangely. In this case, I forgot to use the “Editable Mesh” entry for my edits, and I built the whole map…only for the pieces to show up all out of position because of this eccentricity. So, when I went back and started over again, manipulating the pieces from the proper entry, everything worked fine, and voila, I had a workable map that wouldn’t drive me crazy in the editing!

Now I just had to decorate it, which is not my favorite part of the process because I’m just not that visually creative. And I’m still not 100% happy with the results. However, the community once again chipped in to help me out, and while I was struggling against a lack of proper art assets for what I wanted, RandomDays found me a nice oil derrick object and a helipad, which he imported for me. I think they add a lot to the random conglomeration of game objects I had been using as my decor. After the decoration was finished, I had a map, and all I needed was a script!

Drilling for Danger

The scripting of this mission had a few bumps, but it wasn’t too bad. I wasn’t trying anything too terribly fancy, as the story was fairly simple and straight-forward. This mission saw our finally finished oil rig besieged by fire trolls (with gorgeous new skins by AA and Deanjo2000), and our heroes having to fight them off while also looking for an explanation for their attack. I decided to go for simple and reliable in my mission design, just using basic encounter types, like Save Civilian and Examine, but I mixed this up a bit by simply having some of the encounters overlap. The heroes will be fighting a set of villains and saving civilians in one location, but there is also a clue for them to examine there, spawned by a different encounter. This allowed me to play around with the order of progression, so that defeating the enemies might trigger more bad guys spawning, but the story wouldn’t actually progress until you had found certain clues. My biggest obstacle turned out to be just space and blocking on the map. Even though I made the rig pretty big, taking up most of the space of the map itself, there still just wasn’t that much room to spread things out, but after working with the layout a bit, I think I managed to end up with a mission that didn’t feel too cramped or overwhelming (though I suppose that’s for the testers to say, when we get there!).

A minor obstacle I encountered was trouble with some of my props. I’m having the Aquatic Aces, who are weak to fire, fight a bunch of monsters who are all about fire, and since I’m not a sadist, I wanted to help my players out with this rather difficult situation. So, I added the ability for the players to turn on a “fire suppression system”, which consisted of cold-ray firing turrets that spawned around the map to help you out. That is all built on a simple encounter system that I’ve been using for years, but I ran into an unexpected problem: namely, the nice, tech-looking control panel object from the Freedom Fortress that I wanted to be the controls for the system didn’t spawn in the mission.

Instead, the medlab bed did, which looked quite odd! I had encountered another of those strange eccentricities of Freedom Force, where a single object template sometimes stands in for a whole host of objects. I assume this was done to simplify matters in game design, lumping a bunch of objects together that were different visually, but identical in terms of gameplay. The same is true of many of the building objects. They will have a single template entry, and then in their directory, a number of different meshes. This allows you to use whichever you want in map design, as you can pick the one you want when you go to its entry in the visual editor itself, but it also means that you can’t specify which one you want through scripting or in the editor menus. Fortunately, this is a simple issue to fix, as you can just copy the template entry and point it to the specific one you want. And with that issue solved, I had a completed mission that brought Aquaman back to the surface for a bit of derring-do and an encounter with some old foes from his very first issue! I’ve had the idea for this mission ever since I saw the JLU episode “Ultimatum,” where a similar scene plays out in the opening act. I always thought that would make a great set-piece for an Aquaman campaign, and although it hasn’t turned out exactly as I’d like, I’m reasonably happy with it.

Part 2: The Big Easy, DC Universe Edition

I had always planned for mission #6 to take place in New Venice, one of those classic DC Universe ersatz-urban centers, like Gotham or Metropolis, a fictional town that had shown up in Aquaman adventures over the years. In the comics, at least the early ones, this was a normal American coastal town that had been flooded, turning it into a New World version of the Italian tourist mecca (a change accepted by its populace with an ease and equanimity only possible in fiction). I had originally toyed with actually creating a whole new map, replacing the street texture of a city map with water and things like that.

However, I realized that, while that would probably look reasonably good, and I could even add boats and swimming civilians to complete the illusion, it would, ultimately, be just that, an illusion. While I could make such a map look okay, it wouldn’t really work properly in terms of gameplay. There was no way for me to have the streets be playable space in depth, as canals should be, and there was also no way for me to properly switch Aquaman from swimming to walking as he moved between different parts of the environment. It would have been a really cool setting if I could have made it work, but it just wasn’t meant to be. So, instead, I decided to use an existing map that had a coastal theme, the Liberty Bay map, which had a big sea-wall and dock.

But there was one problem. When I went to write the mission, I remembered that I had already used that map for Coast City in my JLA campaign! Oh no! So, back to the drawing board again. I started thinking about what type of city a “New Venice” might be. If Metropolis was like New York, what would kind of real-world city would make sense as a setting for Aquaman? I finally settled on using a location from my old stomping grounds, the Gulf Coast, and I decided to model New Venice on New Orleans. The name even works! What if the early settlers in Louisiana were Italian and not French?

Well, now I had a concept, but what I didn’t have was a map. So, looking to save myself time and effort, as I always am in mapping, I looked through Alex’s indispensable FF Atlas to try to find an existing map to use as a base. I settled on one of the Berlin maps, which had a nice multi-level elevation, which is admittedly, very unlike the pancake-flat Gulf Coast, but which gave me the idea to create a partially-flooded map, which I thought would look pretty cool. That gave me a base, and the European-style architecture could work okay for a New Orleans pastiche, if not perfectly, but the dark, grim map didn’t really capture the bright and colorful setting of the Big Easy, so I set to work on tweaking it.

First, I edited the actual terrain nif, changing the dark Berlin grass for the brighter, tropical-style grass from the Cuban maps, and making a few other changes. Then I removed all of the German signage and added some more Southern-style street decor. But that still didn’t do the trick. So, I sought out some help to create some New Orleans-inspired textures for the Berlin buildings. I didn’t want to try to gather up all the textures for the map in a custom directory, so I created new building objects and pointed them to copies of the buildings that I skoped to use new textures. Super Powered Yank came to my rescue again by creating those textures, but he also went above and beyond, volunteering to make some DC-centric signage to replace all of the German propaganda, and he came up with a whole set of general and character-specific signs and billboards that added a ton of atmosphere to this map and to the mod as a whole!

The new, colorful buildings and signs helped a lot, but I was looking through the game assets, trying to find something that I could use to supplement the Berlin buildings, something closer to the classic French-inspired architecture of New Orleans, and I came across some of the houses from the Cuban maps, which had these nice little balconies with iron railings. They were very distressed and looked super beat up, but with Tomato’s help, I got a more respectable looking version, used the “Hue and Saturation” tool in GIMP to create a few different colorful versions, and I finally had the makings of an interesting looking city that could work as my New Venice!

Uncooperative Urban Renewal

For my finishing touches, I added a big water object to the lowest level of the map, adding it directly to the terrain nif so that the cursor wouldn’t react to it in-game, and then I decorated and set the map up for use. Then I just had to write the mission and get it working. I had a pretty straightforward plan. I wanted my big monster, Chemo, to move through the city destroying buildings. That should be simple, right? Wrong. This mission drove me nuts! I thought I had it all figured out from the beginning when I realized that the brilliant creator of EZScript, M25, was even more brilliant than I had realized; he had designed the object-centered encounters to work with more than just one object. So, I just used a “Guard Object” encounter and specified a range of buildings that I set to spawn throughout the city. I made sure they were positioned where I wanted by actually placing them on the map, then converting the buildings to markers and naming them for the encounter, “no_object1, no_obect2,” etc. I thought I was good to go, but when I tested the mission, Chemo smashed the first set of buildings which were all next to where he started, but then he just stood around, drained of all motivation and direction. It turns out that he was too far away from his second objective, and a LOT of experimentation with different setups just couldn’t solve that problem.

So, I had what I thought was a clever idea. I’ll just break the encounter into sections. I’ll spawn placeholder buildings with a CS at the beginning of the mission, and then as each encounter ends, I’ll fade the camera, destroy the next building, and teleport Chemo. Then, as the next encounter starts, it will spawn the building into the right space, and its Alert CS will unfade the camera. That should have worked fine, right? Well, I thought so too, but boy I was wrong! It turns out that the “destroy” command just doesn’t work on buildings, no matter what you do. I’m guessing it’s because buildings are designed to collapse in stages, the only objects like that in the game. So, was I out of luck? Was I going to have to radically redesign the mission I’d already written, settle for something much smaller-scale? I wasn’t sure, and this is when I walked away for a few days.

But, a couple of days later, I had an idea that just might work. I thought, if it’s the fact that these are building objects that is giving me fits, why not simply copy them and make them into Generic object types for my placeholders? I tried it, and everything worked like a charm! Finally, Chemo could smash his way through the city to his heart’s content, moving the action nicely through the map and ensuring that he doesn’t just get stuck in one spot. I have to admit, I’m fairly pleased with myself for figuring this out. Poor Lady Grey had to listen to me talk through the plan as I was working it out, and I imagine she’s even happier than I am that I’m done with this mission!

Part 3: Let’s Ride!

So, in addition to my two new missions, I also had some base scenes to create, and while there wasn’t nearly as much backstory, world-building, and exposition to get through in this section, I wanted to do a little something to keep developing our Aquatic Aces and their environs. I just used one of CK’s excellent underwater maps for my setting, but I was able to do something a little special with it too. There’s a visual I’ve wanted in my Aquaman campaign for years, one associated with the classic version of the character, and I was pretty sure I was never going to be able to do it. Yet, thanks to RandomDays and Tomato, this little dream is coming true, which is just plain neat. Now, keep in mind, these images are still an alpha version, still needing skoping and only having placeholder skins.

You see, for decades, a common visual for Aquaman and the Aqua-Family was them riding through the seas on giant seahorses. It’s a charming and fun presentation of the character and his fantastical setting. The old 60s Aquaman cartoon, which is very much a product of its time, but which I love despite its silliness and poor animation, helped to cement this in the zeitgeist as a visual commonplace for the Sea King. Obviously, this presents all kinds of problems for FF, but RandomDays managed to import a really nice, fanatasy-themed seahorse mount, and Tomato is at work creating some great skins for the specific sea-steeds of the members of the Aqua-Family. This is a minor detail, something that won’t add to gameplay, as I don’t have access to proper animations to make these versions playable, but it’s a wonderful and atmospheric addition to the Aquaman campaign.

Part 4: In Brightest Day

One of my big goals for DCUG 2.0 is to expand the roster and add in a lot of characters that I didn’t get to before, but just as important is an updating and reworking of my existing cast. I was working on the latter when I started reworking my existing Green Lanterns to make them more unique and interesting, and that spilled over into me adding in a ton of new Lanterns, including a lot of the classic alien Lanterns, each customized and having unique builds in several key ways! While the Lanterns all had similar power sets, because they are all using the same equipment, I figured the way they used that equipment would be different, both in terms of tactics and in terms of imagery. So, while every Lantern had some basic powers, they also had at least one unique power, and even their similar powers often had unique visuals, as they would use different images for their constructs. This led me to dive down the rabbit hole of FX, and Cyber Burn came to my rescue several times throughout this process, my good right arm, as always.

One of the touches that I was most pleased with was giving each and every Lantern a distinct weapon they could summon with their ring, drawn from a weapon pack that Cyber had imported and ‘Lantern-ized’ for me. Hal, who strikes me as a baseball fan, summons a baseball bat, while Guy, who is more rough and tumble, gets a spiked club. Kilowog gets his trademark hammer, and so-on. It adds a bit more personality to characters that would otherwise be pretty similar in game.

I also gave every Lantern the ability to summon custom constructs as minions. Hal summons jets, John Stewart summons Marines, and Kyle Rayner summons giant robots, while my alien GLs each get their own thematic summons as well! This took me scouring the archives for suitable meshes and having Cyber, Daglob, and others whip me up some green versions of their skins, and I even made a few myself as I began to haltingly explore some of the tools in GIMP. Interestingly, the lessons I learned while working on this part of the project months and months ago would eventually help me in my mapping work for the Aquaman campaign.

Alright folks, that does it for today’s post. I hope that y’all found this intersting and useful. We’re heading out of town for a week and change on our usual summer trip to see family, but I’ll be back home and back to work on the DCUG soon. In my next post I’ll talk a bit more about how the Green Lantern campaign got started, as well as about the troubles that may spell its end! I’m also going to try to finish the final map and mission of the JLA/JSA crossover, so stay tuned!

The DCUG Needs You: Sound Designer Wanted

Be Part of the DCUG mod for Freedom Force

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Do you love superheroes? Comics? So do we in the FF community. Come join us and be part of creating something fantastic!

Howdy! I’m Benton Grey, the chief modder, writer, scripter, and everything else for Greylands Games, dedicated to making mods for the greatest superhero game of all time, Freedom Force. I’ve been creating highly rated mods for FF for years, and with the help of the community, I’ve produced a lot of fun stuff. Now I need your help on my latest project!

One of my passions is bringing my favorite characters, settings, and stories to life in this great game. I’ve created mods that deliver adventures for the Ninja Turtles, classic pulp heroes, the entire Marvel superhero universe, and more, bringing each to life in a way not really possible anywhere else. I’m currently working on a massive update and revision of my already epic and sprawling DC Universe mod, the DC Universe According to Grey, and I’m looking for folks with a love of DC Comics, superheroes in general, and/or sound design to help me find or create music and voice packs for the mod.

This is a mod and is done purely “for the love of the game,” so to speak, so these are volunteer positions. However, this is a chance to be involved with a fun and rewarding project, work with folks who share your interests and hobbies, and help bring your favorite heroes and their universe of wonder and heroism to life.

Sound Designer Positions:

This project could use one or more team members who have an interest in music and sound design to take the lead on choosing and/or creating the sound assets. This can take a number of different forms.

There are multiple campaigns, with dozens and dozens of missions, all of which currently are using music from the base game. I would love to see someone with a good musical and narrative sense help me tell these stories through sound. This could involve finding and choosing existing music, composing new music, or making editorial decisions about musical direction using existing resources.

The mod also has dozens and dozens of voice packs, but I would love to have someone to track down new voice assets, recruit and supervise voice actors to increase and enhance our coverage of characters, or simply explore existing assets and decide how best to employ or modify them.

Familiarity with sound editing software would be beneficial, but these positions don’t require much technical expertise.

If you want to see the fruits of your labors, you will need to get a copy of the game, which is available from GOG and Steam very cheaply. This is not required, as you could do your sound work without owning the game (but why would you want to?).

We use Discord and email to communicate

Successful candidates will be willing to put in a little effort, have a good attitude, and be willing to help me tell exciting superhero stories through sound. Because this is just a fan project, this need not be a major commitment. This is a labor of love for all involved, and any help you provide will be welcome.

This is an excellent opportunity to get some experience in game design in an accessible and low-impact way.

So, what are you waiting for? Join the DCUG!

To Apply

Send an email with your qualifications and interest to bentongrey@yahoo.com

The DCUG Wants YOU!

Howdy folks!  It has been a very tough year and a half here at Grey Manor, but now that the semester is over, I’m finally able to get back to my hobbies, including Freedom Force.  I posted this plea for help a long while back, the last time I tried to restart my project, but life conspired against me.  I’m back at it again, however, and I could still use some help to see my DC Universe dreams brought to life!   If you’re a gamer, artist, and/or a lover of superheroes, please think about helping out!

I am recruiting new members for my latest project, a massive, sprawling, all-encompassing mod aiming to bring the DC Comics Universe to life! We have big plans, and though we have already made a tremendous amount of progress in bringing them to fruition, we could use a little help in making this long-time dream come true. If you’re interested in getting into modding, join our team and help us create something fantastic!

1_46503e303856587311ea340810af52b7

Do you love superheroes?  Comics?  Video games?  So does the Freedom Force modding community.  Come join us and be part of creating something fantastic!

As many of you visiting this site know, I’m Benton Grey, the chief modder, writer, scripter, and everything else for Greylands Games, dedicated to making mods for the greatest superhero game of all time, Freedom Force vs. The Third Reich. I’ve been creating highly rated mods for FF for years, and with the help of the community, I’ve produced a lot of fun stuff. Now I need your help on my latest project and those to come!

One of my passions is bringing my favorite characters, settings, and stories to life in this great game. I’ve created mods that deliver adventures for the Ninja Turtles, classic pulp heroes, the entire Marvel superhero universe, and more, bringing each to life in a way not really possible anywhere else. I’m currently working on a massive update and revision of my already epic and sprawling DC Universe mod, the DC Universe According to Grey, and I’m looking for folks with a love of DC Comics, superheroes in general, art, and/or game design to create materials for this and future projects.

This is a mod and is done purely “for the love of the game,” so to speak, so these are volunteer positions. However, this is a chance to be involved with fun and rewarding projects, work with folks who share your interests and hobbies, and help bring your favorite heroes and their universe of wonder and heroism to life.

Help Needed:

  • Mappers
  • 3D Artists
  • 3D Animators
  • Nifskopers
  • Programmers/Scripters

Mapper Positions:

The project needs visually creative people who can conceive and design maps for use in the various character/team campaigns and to represent famous DC Comics locations. The game editor is free, intuitive, and easy to use, so no experience is required, but having some background with creating/designing maps could certainly be beneficial. Some basic texture editing experience would be useful but is not required.

Screenshot (91)

Familiarity with 3D Studio Max, Blender, and/or Nifskope would be a big plus, though willingness to learn would also be appreciated. Having the ability to create/edit 3D objects would give mappers much more flexibility in design.

Successful candidates will be willing to put in a little effort, have a good attitude, and display a willingness to learn FF modding/mapping.

This is an excellent opportunity to get some experience in game design in an accessible and low-impact way. This project would be great for producing materials for a portfolio or just as a fun hobby for someone who likes being visually creative.

It is not required but is heavily recommended that mappers get a copy of the game, which is available from GOG and Steam very cheaply (currently around $1.50).


3D Artist Positions:

Character/object artists and animators are needed for the DCUG and for the FF community at large.  An amazing amount of resources have already been created for this game, but I’m looking to tackle some new challenges with this mod and would welcome any modelers and/or animators who want to bring DC Comics characters to life.  Animators will need to own and have experience with 3D Studio Max, while modelers can manage with free programs like Blender.

Texture artists/skinners are also very welcome, and the community has a lot of resources for folks who want to learn about this type of 3D game art.  FF textures can be created with free programs like GIMP or with Photoshop, and experience with either would be beneficial.

Successful candidates will have some artistic experience and at least be willing to learn and undertake tutorials to get the hang of the craft.  Being a team player and good at collaboration will also be a plus.

Many FF community artists have used modding as a way to build a portfolio of 3D art which has helped them get work in their fields, so this is a good opportunity to do likewise, or just to have fun bringing your favorite characters to life.

These positions will become even more vital when I move on to my next project, which will see a major expansion of my TMNT mod into a full Saturday Morning Cartoon mod, which will feature a wide range of characters from the classic cartoons of the 80s and 90s, like the Thundercats, Silverhawks, Transformers, and more.  So, if you’re a fellow child of the 80s and a fan of those classic shows, help me see that dream realized!


Nifskoper Positions:

Nifskope is a program that allows the editing of 3D models (meshes) and animations, creating wondrous variety and providing a wealth of flexibility from the already wide resources available to FF modders.  Even folks who don’t have expertise necessary to create 3D art from scratch can contribute by becoming “skopers”, and using Nifskope to alter existing meshes and animations to create wonderful new effects.  I am looking for people experienced with Nifskope or who are willing to learn.

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Successful candidates will be detail-oriented, preferably have some related experience, and willing to work and experiment to learn how to take full advantage of the possibilities Nifskope presents.

If you are looking for a way to help and are willing to put in some work learning this program, this is a great opportunity to contribute something important to this project and the community at large, as well as develop extremely flexible modding skills.


Programer/Scripter Positions:

We could also use any experienced scripters or programmers, especially those familiar with Python scripting.  If you’d like to contribute to the campaigns of this mod or even help to improve the game itself, there are a lot of ways to contribute for those with the right skills or those willing to learn.  If you’re good with Python, you can even contribute your own stories and missions as well as help to bring our planned stories to life!

Successful candidates will have some scripting/programming experience and be willing to learn Python if not already familiar with that language.


Help me bring the DC Universe to life in a way never seen before!  I hope you’ll find a way to contribute and help out, for this project or the next.

So, what are you waiting for? Join the DCUG or the FF community at large!

To apply, send an email with your qualifications to bentongrey AT yahoo.com.

Or, if you’re just interested in joining the community, just drop by FreedomReborn.net and make yourself at home!

The DCUG Wants YOU!

Howdy folks! I’m starting to climb out from under the crushing weight of the last year, with a PhD dissertation, an overload made entirely of composition classes, and then the sudden scramble to go to remote instruction for this semester, and I am getting back to work on something really important….Freedom Force mods!  I’m looking for some volunteers to help me in my projects.  If you’re a gamer and a lover of superheroes, Please think about helping out!

I am recruiting new members for my latest project, a massive, sprawling, all-encompassing mod aiming to bring the DC Comics Universe to life! We have big plans, and though we have already made a tremendous amount of progress in bringing them to fruition, we could use a little help in making this long-time dream come true. If you’re interested in getting into modding, join our team and help us create something fantastic!

1_46503e303856587311ea340810af52b7

Do you love superheroes?  Comics?  Video games?  So does the Freedom Force modding community.  Come join us and be part of creating something fantastic!

As many of you visiting this site know, I’m Benton Grey, the chief modder, writer, scripter, and everything else for Greylands Games, dedicated to making mods for the greatest superhero game of all time, Freedom Force vs. The Third Reich. I’ve been creating highly rated mods for FF for years, and with the help of the community, I’ve produced a lot of fun stuff. Now I need your help on my latest project and those to come!

One of my passions is bringing my favorite characters, settings, and stories to life in this great game. I’ve created mods that deliver adventures for the Ninja Turtles, classic pulp heroes, the entire Marvel superhero universe, and more, bringing each to life in a way not really possible anywhere else. I’m currently working on a massive update and revision of my already epic and sprawling DC Universe mod, the DC Universe According to Grey, and I’m looking for folks with a love of DC Comics, superheroes in general, art, and/or game design to create materials for this and future projects.

This is a mod and is done purely “for the love of the game,” so to speak, so these are volunteer positions. However, this is a chance to be involved with fun and rewarding projects, work with folks who share your interests and hobbies, and help bring your favorite heroes and their universe of wonder and heroism to life.

Help Needed:

  • Mappers
  • 3D Artists
  • 3D Animators
  • Nifskopers
  • Programmers/Scripters

Mapper Positions:

The project needs visually creative people who can conceive and design maps for use in the various character/team campaigns and to represent famous DC Comics locations. The game editor is free, intuitive, and easy to use, so no experience is required, but having some background with creating/designing maps could certainly be beneficial. Some basic texture editing experience would be useful but is not required.

Screenshot (91)

Familiarity with 3D Studio Max, Blender, and/or Nifskope would be a big plus, though willingness to learn would also be appreciated. Having the ability to create/edit 3D objects would give mappers much more flexibility in design.

Successful candidates will be willing to put in a little effort, have a good attitude, and display a willingness to learn FF modding/mapping.

This is an excellent opportunity to get some experience in game design in an accessible and low-impact way. This project would be great for producing materials for a portfolio or just as a fun hobby for someone who likes being visually creative.

It is not required but is heavily recommended that mappers get a copy of the game, which is available from GOG and Steam very cheaply (currently around $1.50).


3D Artist Positions:

Character/object artists and animators are needed for the DCUG and for the FF community at large.  An amazing amount of resources have already been created for this game, but I’m looking to tackle some new challenges with this mod and would welcome any modelers and/or animators who want to bring DC Comics characters to life.  Animators will need to own and have experience with 3D Studio Max, while modelers can manage with free programs like Blender.

Texture artists/skinners are also very welcome, and the community has a lot of resources for folks who want to learn about this type of 3D game art.  FF textures can be created with free programs like GIMP or with Photoshop, and experience with either would be beneficial.

Successful candidates will have some artistic experience and at least be willing to learn and undertake tutorials to get the hang of the craft.  Being a team player and good at collaboration will also be a plus.

Many FF community artists have used modding as a way to build a portfolio of 3D art which has helped them get work in their fields, so this is a good opportunity to do likewise, or just to have fun bringing your favorite characters to life.

These positions will become even more vital when I move on to my next project, which will see a major expansion of my TMNT mod into a full Saturday Morning Cartoon mod, which will feature a wide range of characters from the classic cartoons of the 80s and 90s, like the Thundercats, Silverhawks, Transformers, and more.  So, if you’re a fellow child of the 80s and a fan of those classic shows, help me see that dream realized!


Nifskoper Positions:

Nifskope is a program that allows the editing of 3D models (meshes) and animations, creating wondrous variety and providing a wealth of flexibility from the already wide resources available to FF modders.  Even folks who don’t have expertise necessary to create 3D art from scratch can contribute by becoming “skopers”, and using Nifskope to alter existing meshes and animations to create wonderful new effects.  I am looking for people experienced with Nifskope or who are willing to learn.

Screenshot (93)

Successful candidates will be detail-oriented, preferably have some related experience, and willing to work and experiment to learn how to take full advantage of the possibilities Nifskope presents.

If you are looking for a way to help and are willing to put in some work learning this program, this is a great opportunity to contribute something important to this project and the community at large, as well as develop extremely flexible modding skills.


Programer/Scripter Positions:

We could also use any experienced scripters or programmers, especially those familiar with Python scripting.  If you’d like to contribute to the campaigns of this mod or even help to improve the game itself, there are a lot of ways to contribute for those with the right skills or those willing to learn.  If you’re good with Python, you can even contribute your own stories and missions as well as help to bring our planned stories to life!

Successful candidates will have some scripting/programming experience and be willing to learn Python if not already familiar with that language.


Help me bring the DC Universe to life in a way never seen before!  I hope you’ll find a way to contribute and help out, for this project or the next.

So, what are you waiting for? Join the DCUG or the FF community at large!

To apply, send an email with your qualifications to bentongrey AT yahoo.com.

Or, if you’re just interested in joining the community, just drop by FreedomReborn.net and make yourself at home!

DCUG Developer’s Journal #4

Howdy folks!  Time for another dev journal!  This one covers a range of topics but focuses on the addition of new characters to the mod’s massive roster.

First off, I am proud to announce that I’m no longer the only storyteller that will be featured in the DCUG!  Since the very, very beginning, one of my great hopes for this project was that it would serve as a springboard for others to tell their own stories in my version of the DCU.  I envisioned it as a massive sandbox that other DC fans could play in and help me flesh out.  Several folks started various projects to contribute, but they all eventually fell through for one reason or another, most because people just got busy with real life.  I actually still have a partially completed campaign called “Monkey Business” written up that a great guy named lmalonsof and I were working on back in the day, featuring a team-up of DC ape villains.   It promised to be a blast, and I should probably dig it out and try to finish it up one of these days.

Anyway, the new (and, really, only other) member of the DCUG team goes by Or Wolvie, a fellow FF modder who started a very promising project a few years ago but put it on hold after running into technical difficulties (I still hope he’ll finish it one of these days!).  I asked him if he’d like to tell some of his own stories in the mod, and to my delight, he agreed.  I gave him his pick of characters and teams, and he dreamed up some really fun adventures for Green Arrow and for the Teen Titans.  He’s well on his way to having his two new campaigns scripted up, and hopefully I’ll have some previews of them to share before too terribly long.  I for one am really looking forward to them!

Now, on to the update!

In preparation for the finale for the JLA/JSA crossover, I’ve been working on adding some new characters to the mod.  My plans for the mission involve a host of villains of the two teams, drawn from all points in time.  I find myself needing some more of the JSA’s villains, as they were relatively poorly represented previously.  This seems like a good opportunity to offer some reflections on my design philosophy and some info on how characters are built.

It starts with tracking down or requesting the art assets for a character.  At this point, almost any comic character you can imagine has been created, at least in some fashion, by our wonderful FF community.  So, I created my wishlist of JSA foes, posted on Freedom Reborn, and within an afternoon, the community pointed me to where I could find all of them.  Then it’s just a matter of dropping the meshes, skins, and keyframes into the FFvTTR Custom/Library/Art/Characters directory, where I can check them out with the CharacterTool.  When I have chosen the ones I want, I launch the current DCUG build and use the in-game character creator, which is wonderfully flexible and user friendly, to create a character file, or “Herofile”, which records and interprets their stats (like strength, speed, agility, etc.), powers, attributes (like if they can fly or climb walls), material type, and voice.  I often use existing HF packs as a starting point, but I always customize the characters with my own interpretation.

The DCUG was the first mod I ever created, and my character design philosophy has evolved a bit since I made all of its characters.  Now, this means I have to keep an eye on myself so that I don’t screw up the balancing by designing a character the way I did for my more recent mods like Marvel Adventures.  In general, my biggest priority for the early DCUG was comic accuracy and breadth, and I would just provide enough powers and abilities to capture the character, not paying as much attention to playability and fully realizing them as I could have.  I’m in the process of going back and polishing the existing characters to reflect a more comprehensive approach, and I’m building new ones with a more thorough eye as well.

I put more focus on making characters interesting to play and filling each one’s Herofile, giving them a full range of 10 powers whenever possible, as many attributes as made sense, and generally trying to use all available slots.  So, the first new characters I was developing were JSA foes, as I mentioned, and they posed a challenge because I really wasn’t all that familiar with them, having read few of their stories.  Fortunately, the Internet is full of information on ridiculous minutia, like the powers of 3rd stringers like The Fiddler.  My go-to sources are Ben Reily’s excellent Marvel RPG page, which, counter-intuitively, also has info on DC, and the great site Rapsheet, which has info on comic villains.

So, I built the Fiddler, giving him a range of powers to represent his magical violin (yes, that is a real thing in the DC Universe.  Aren’t comics grand?).  I also gave him some neat FFX (Freedom Force community expansion) attributes that allow him to use his music to affect the actual environment of a level.  He can do things like bring inanimate objects to life to fight for him.

I also built The Gambler, who is just a normal human with trick guns and knives.  He proved a challenge because of his limited powers.  While FF is perfect for depicting super-beings, it can get a little tough when you’re making normal humans with any variety or interest.  Fortunately, The Gambler has enough gimmicks to keep him interesting, and I came up with a fun HF.

I also started working on the old war comic classic, the Haunted Tank!  That’s right; after previewing the art for this formidable fighting machine in the last journal, its now actually playable, though I’ll probably keep tweaking it.

As I went, my list of new characters to add continued to grow on me, as it always does, and I cast my net wider. I designed and added a number of JSA villains, but I also ended up adding some Firestorm foes and some members of the Suicide Squad that I had previously missed, taking advantage of some really lovely new skins/skopes by FR member Laughing Paradox.

In this batch of characters I ended up adding:

  • Abra Kadabra
  • Baron Blitzkrieg
  • Captain Comet
  • The Enchantress
  • The Fiddler
  • The Gambler
  • The Icicle
  • Javelin
  • Killer Frost
  • The Mist
  • The Muse
  • Nemesis
  • Plastique
  • Shade the Changing Man
  • Slipknot

After I had finished my designing and testing, it was time to add the characters into the mod itself. There are a number of ways to do this. My favorite has always been a special Rumble Room (the game’s sandbox mode) gametype that adds included characters to the games .dats, or data files. However, in my current Windows 10 build, that gametype doesn’t work quite right, being super, ridiculously slow, so I went with my second favorite, which is Alex’s fantastic Herotool. It has a ‘send to dat’ feature that is very strong and at this point may well be better than using the in-game method.

Now, you might think that’s the end of the process, but it is really just the beginning. Now comes the hard work. First, I went through and wrote all the strings entries, which provide the ‘cleaned-up’ names of characters and powers, biographies, and mouse-over descriptions. This is a little detail I’ve always been very intentional about including in my mods, and it is rather painstaking work, going line-by line, thinking up (hopefully) clever descriptions and names for powers and taglinles. Honestly, it’s one of my least favorite parts of the process.

With that done, it’s time for customizations. FFX has given mod makers and players an incredible set of tools to customize their FF experience. It lets you do all kinds of things that the base game doesn’t. For example, The Enchantress can transform regular items in her environment in interesting ways, like transmutating a street light into a poisonous gas cloud, while Abra Kadabra can trap his enemies in a crystaline cage with its own hitpoints. Some of these FFX additions will work ‘out of the box’ but a lot of them require at least an extra step of customization or setup, especially some of the coolest ones. I’ve given several of these charaters FF1 style active defenses, meaning they’ve got forcefields that have a limited hitpoint pool and can actually be battered down, but that took a few extra steps and some editing of files.

Once all of that is done, then I go through and choose voicepacks appropriate for the characters, drawing on the massive library I’ve acquired over the years, which was hugely expanded by VPMAX, the community voice pack…pack. Those final touches done, it’s time to re-brand all of the new characters with the FFX Control Center, which helps the game identify and understand them, and then it is time to test them out!

Hopefully, everything works right!

In this case, things went relatively smoothly, and I was on to other matters.

As is always the case, I was working on several things at a time, just as I remembered something or as a thought grabbed me. In my various modding meanderings, I also happened to solve a mystery that was partially responsible for me abandoning my Aquaman campaign way back when! I had a lot of big plans for that storyline, and they involved trying things I had never tried before, like adding new objects and maps into the mod. I had a mission planned that would use a huge freighter as a battle scene, and I even managed to track down a mesh for a freighter that I could use. I tried everything I could think of to get that mesh to show up properly in the game, but I never got it to work. However, my recent exprience with the map issues for my JLA campaign showed me the answer. Instead of trying to add the boat as an object, I just added it directly to the map. That still took some doing, but I eventually figured it out, and I now have a way to tell stories I’ve been wanting to tell for years and years!

And that is all the news from the DCUG at the moment! The roster grows, and things proceed apace. Please check back again soon and see what else is in store. Look for some information about Or_Wolvie’s new campaigns soon!

DCUG Developer’s Journal #3

Welcome back Freedom Fans!  Today’s journal covers some more testing, but it also has a teaser for something that is just starting to come together!

I have been working on testing the final expansion JLA mission (other than the JSA conclusion missions), #17.  This features the conclusion of the Injustice Gang storyline, with the League ambushing the Gang in their headquarters, much to their surprise!  I drew heavily on the excellent JL:TAS two-parter, “Injustice for All” for inspiration for this story.  Like the second episode of that arc, we begin with Batman captured and with the League rushing to his rescue.  However, Luthor has an ace up his sleeve, and the villains have backup in the form of the deadly dangerous Amazo!

I thought hard about putting Amazo into his own arc also based on JL, but I figured that I needed to concentrate my storytelling in this campaign in order to get the most bang for my buck because of how much time and effort it takes to create a single mission.  I can plot out endless stories, but there are only so many hours in the day to actually make them.  Thus, I have a less than optimal setup, but I think it makes for a nicely dramatic mission.

Anyway, because of my stacking the deck against my players, I decided to give them a way out in case they found Amazo too much to handle in addition to the other villains.  Using a setup I’ve used often before for turrets and other defenses, I gave Amazo a “kill switch” of sorts.  I created Amazo with a custom encounter, giving him a custom name so I can deal with him between encounters, but I also created a switch in that encounter, which, when flipped, triggers a CS that kills Amazo (bob).  To give the players a hint, I put in a time-delay CS to tip them off.  Check it out here:

#——————————————————————————-

Encounter: Meanbot1
Type: Custom
Actions: switches exist, villains fight heroes
Villains: amazo named bob
Secondary Objective: “Disable Luthor’s new weapon” for 2500 prestige
Switches: ff_science_equipment
Marker: warehouse2
Next: None

Start Cutscene:
Wait for 240 seconds
Hero says, “Look! If we can get to Luthor’s equipment, we might be able to disable the android!”
Red Arrow on warehouse2_object1

All Switches Turned Off Cutscene:
Camera on bob
Play effect effect_electricalburst at bob
bob says, “Nooo! I had only begun…to live…!”
bob is killed
Play music music_05_fort_ft

#——————————————————————————-

The mission itself was, once again, a bit of a mess at first, but fortunately, it was mostly an easy fix.  I had mixed my metaphors again in the main CS where the heroes confront the villains, using ‘real’ names (black_manta, cheetah, etc) instead of the substitution names I had given those characters so I could manipulate them between encounters (wet, cat, etc).  That kept the CS from playing.  You see, I had split the villains into two encounters, with Luthor in one and the rest of the Gang in another.  I did this because I had to get clever to work around Luthor’s Energy Shield interrogation bug, which I described in the first journal entry.  I had a devil of a time coming up with a workaround.

The simple thing would be to just use a Cutscene encounter with a new Lex after the defeat of the first, but this would mean you wouldn’t have to defeat the entire team to win.  I tried using that strategy, but starting the CS with a “Starts When” condition, triggered once the other encounters are finished, but those are always temperamental.  It didn’t work, so I tried a LOT of other things before settling on an unorthodox solution.

I made the final encounter a custom one, with conditions to turn off Lex’s AI and the “Allies Want to Chat” condition, meaning he’s interrogatable, without having to be defeated first.  This means that you won’t be able to talk to Lex until there are no enemies near by.  It’s not a perfect solution, but it gets us much closer.  Now, chances are, players will finish off everyone else before trying to talk to Lex.  Unfortunately, the Chat encounters have never really worked, but I got around this too.  I made the CS the End Cutscene for the encounter, so even though a Chat CS won’t work, as soon as the players click on Lex, the End CS plays, which has the same function.  And, viola, we’ve got a functional mission that even has some neat features.

With those intermediary missions finished, I’m on to the new JSA missions!

First, however, I haven’t just been working on testing.  No, I’ve been hard at work updating and tweaking other parts of the DCUG as well, and with the help of our riduclously talented and awesome community, I have a few new additions to show off.

There are a ton of really fantastic meshes, skins, and skopes out there for my favorite hero, Aquaman.  However, as you might imagine, I’m a tad picky about him, seeing as he is my favorite.  So, with the help of the community, and especially Detourne_me, I got an all-star team of mesh, skope, skin, and keys to create my ideal Aquaman for FF.  I also tweaked his powers and abilities, and he’s now more awesome than ever.  I even changed up his aquatic telepathy to use the ‘doot-doot-doot’ sound effect from the classic cartoon!



This awesome Aquaman deserved equally awesome villains, so asked Deanjo2000 to customize some new versions of Black Manta and Ocean Master.  The results are just plain stunning!  Dean really did an exceptional job on both, but his Orm is especially great because he was able to take my vague, unhelpful requests, and turn them into a really nice version of the New 52 look for the character that also incorporates some classic elements as well.



And finally, Detourne_me came through once more, providing me with something I expected to be quite tough, and doing it in record time as well!  Feast your eyes on a classic piece of DC war-comic history….the Haunted Tank!

These are only the beginning, too!  I’ve got several more skopes/skins from Dean and from others that I’m going to be using to update and expand the mod in the days to come.  I’ll post some teases for such updates in these journals from time to time!

DCUG Developer’s Journal #2

Hoo-boy, things have certainly not gone more smoothly since my first journal entry.  This campaign has given me even more troubles.  I encountered a whole set of problems I’d never seen before and just about gave up hope for the finale of the whole darn arc I’m working on.  In the process, I learned a whole lot about maps and objects that I never knew, though I still couldn’t solve my problems.  The good news is that this story has a happy ending, even if it was really in doubt there for a while.

So, when last I left you, I had just finished up mission #14 and had it basically working, so I got started on testing #15.  As with the previous mission, I had already written, scripted, and mapped this one, so testing was all that was left.  It proved to be just as temperamental as its predecessor, but the script problems were magnified by a map problem.  In this mission, the gathered heroes from #14, Green Arrow, Green Lantern, Flash, and Superman, with Batman as an ally, had to rescue the remaining Leaguers, who were once again scattered across different diskworlds.

Fortunately, I had learned from the previous problems, and I anticipated some of the issues in this mission.  I started all of the encounters off at once to avoid the non-completing encounter bug.  Still, I had problems with the custom encounters for MM and GL.  WW’s encounter worked pretty well, but I discovered that I hadn’t created a animportrait (talking head) entry for the Amazons that provided her opponents.  Interestingly, sometimes a missing head.nif or entry will crash the game, sometimes it will just show a dialog balloon with a blank space.  I’m not sure what causes the different reactions.

This instance only resulted in the latter, thankfully.  I was able to fix MM’s encounter by doing the same thing I had one with Flash, using two different encounters with two different MMs, to get both the rescue and the alliance.  This one provided an extra challenge, though, as with so many more characters in play, it isn’t as easy to make the substitution and teleportation as seamless and unnoticeable.  Complicating the matter further, the encounter in question is a ‘Rescue Fire,’ which means the diskworld is sort of a hot place, and my players aren’t going to want to hang around there!  I’ll have teleport my new Jonn to the old one and hope for the best.  Here’s the pertinent script.

#———————————-

Encounter: Burn1
Type: Rescue Fire
Allies: martian_man named jonn
Marker: desert5
Primary Objective: “Save the Martian Manhunter from his fiery prison” for 1000 prestige
Next: If All Congregated: Burn4
Next: If None Congregated: Final2

Ally Congregates Cutscene:
Camera on jonn
jonn says, “Thank you my friends, once again, I owe you my life. I would not have lasted long in this fiery world. these flame creatures seem to be everywhere, and the ground burns constantly.”
flash says, “Don’t worry about it, J’onn, that’s what we do. Now let’s get out of here!”
green_arrow says, “Right, just one more little lost lamb and we’ll have the whole set. Maybe then I can go home!”
Fade for 1 seconds

#———————————-

Encounter: Burn4
Type: Custom
Actions: allies become controllable, allies fight villains, allies follow heroes, allies remain after encounter ends
Allies: martian_man named bob
Marker: bottom2
Next: None

Alert Cutscene:
bob teleports to jonn
jonn teleports to bottom1
jonn is killed
jonn is destroyed
Unfade for 1 seconds

#———————————-

It was here that I really ran into problems, the first of many in this batch of testing, unfortunately.  The GL encounter was only partially working, but the real problem was that my heroes teleported onto the center of the map…and then couldn’t get off of it!  They teleported into the middle of a number of turrets, which were on the edges of the disk, and the team literally could not move to them or reach the Lantern to free him.  There was some type of issue with this particular diskworld that made its edges impassable.  I tried tweaking it in Nifksope, but no luck.  I really don’t know enough about meshes OR maps to figure this out.

So, I had to adjust my story, throwing out that entire encounter or reworking it to fit somewhere else.  I chose the latter, moving his encounter to the final disk, a Timemaster-flavored world, and I switched up the plot slightly.  I’m fairly happy with the results, but it gave me a bad moment or two.

Of course, that was nothing compared to what happened when I went on to #16.  You see, that problem I had with the outskirts of that one diskworld, in the final Timemaster map I was using for the grand showdown with the Key, the ENTIRE map was impassable.  My heroes couldn’t go anywhere, and if I teleported them around with console commands, they would slowly slide back to where they came from.

Once again, I examined the terrain.nif, but I couldn’t make heads or tails of what I was seeing.  I posted on FR, and fortunately, the ever-awesome Detourne_me came to my rescue.  He didn’t know how to solve the problem, but he got me looking in the right directions.  He pointed out that the actual play area of the map was a giant game object, not part of the map itself.  I checked the object attributes of the “cog_massive”, digging through FFEdit’s manual to make sure that it had all the necessary attributes, but no luck.  It’s worth mentioning that there are explanations for each of the mysteries (to me at least) template attributes in the manual.  If you’re ever tying to figure them out, you can check objattributes for a complete listing.

(One of the stages of my frantic attempts to save the map made the cog disappear entirely!)

I checked the terrain itself, which DM had suggested might be the culprit.  Its bottom surface, far below the giant spinning cog, was composed of two levels, and each had an “AREA_UNPASSABLE” label.  DM posited that this might cause problems to anything over such an area, so I tried renaming them.  Progress!  Unfortunately, this only got me one step closer.  Now my characters could move…on the very bottom level of the map, as they would fall through the cog any time I teleported them up there.  I fought and fought with this thing before I hit on a solution.  I finally just copied the cog object directly onto the terrain.nif.  It took a few tries, but I got it right, and I finally had a workable map!  Now I only had to get the script working!

Fortunately, despite the fact that the big finale encounter only partially functioned, it was a very easy fix.  It features a showdown with the Key, where he is invulnerable until you destroy an object.  The CSes weren’t playing, and the object wasn’t showing up.  Turns out, I had misspelled the object name (d’oh!0 and mixed my metaphors, so to speak, in naming the Key.  You see, FF doesn’t like it when you refer to a character in two different ways.  You can use generic terms (like Villain1) OR specific names, like the_key, but you CANNOT use both, or it will choke.  So, easy fixes, and now the mission is playing quite nicely.

That wraps up this journal entry.  Please let me know if this is interesting to y’all, and if there is anything you’d like to hear more/less about, or if you’d like me to illustrate other parts of the process.

DCUG Developer’s Journal #1

Okay, let’s try this out.  There will be some spoilers for the campaign stories, so read at your own peril.

So, while traveling this summer, I had a really helpful email correspondence with Unkoman, who helped me plot several new campaigns and expansions for existing ones.  The centerpiece of my DCUG 2.0 update/expansion is a finished/polished JLA campaign that also provides a significant expansion in the form of half a dozen new missions featuring Green Arrow’s recruitment to the team, the first encounters with the Injustice Gang, and the first battles with the Key.  I created a really fun but, of course, overly ambitious outline.  I wrote it all up, added new materials to the mod, set up the maps, and got it all ready to test weeks ago.  Since then I’ve been very busy, and of course, only able to test and troubleshoot occasionally.  Of course, my attempts to get fancy have led to tons of bugs and lots of frustration.  I had a little time recently and got back to it.

I’ve been working on level 14 of the JLA campaign, where Green Arrow is jumping from pocket universe to pocket universe to rescue the JLA who have been scattered through the multiverse by the Key.  I’m using the ‘disk worlds’ maps from the finale of  :ff:, which makes for a really cool level.  Unfortunately, the maps have some issues.  More unfortunately, my scripts had issues!  I think every single encounter had bugs, and I eventually had to create workarounds for certain parts of it.

The mission was designed with GA encountering four heroes, Batman, Flash, Aquaman, and Superman, each imprisoned on their own diskworld, which was a threat specifically for them.  GA could teleport between them, recruiting each hero as he rescued them.  First I discovered that the individual encounters were not ending properly, meaning the mission never progressed past the first one.  This seems to be a result of using custom encounters that had an ally join your team.

I fixed that by just starting all the encounters at once.  Then, inexplicably, the Flash would somehow join your team twice, meaning there was no room for poor Aquaman….again.  I had to split that up into two encounters, one where you rescue Flash, one where that Flash is destroyed and a different one joins the team.  After I finally solved that I discovered that the diskworld he is on has pathing issues.

Here’s a truncated version of my scripting work-around.  You’ll notice that I name the two Flashes different so the game doesn’t get confused, and I wait to tidy up my extra Flash until we reach the second encounter, that way his being wiped out of existence, Anti-Monitor style, won’t screw up that first encounter.  By fading the camera between encounters, hopefully my players won’t even notice the substitution.:

#———————————-

Encounter: Chill1
Type: Rescue Frozen
Allies: flash named bob
Villains: shurale named harry
Minions: shurale, snow_man, snow_man, snow_man, snow_man
Marker: snow1
Primary Objective: “Free Flash from his frozen prison” for 1000 prestige
Next: If All allies freed: Chill2
Next: If No allies freed: Final2

End Cutscene:
Fade for 1 seconds
bob teleports to bottom1

#———————————-

Encounter: Chill2
Type: Custom
Actions: allies become controllable, allies fight villains, allies follow heroes, allies remain after encounter ends
Allies: flash named jim
Marker: snow2
Next: None

Alert Cutscene:
jim teleports to green_arrow
bob is killed
bob is destroyed
Unfade for 1 seconds

#————–

I’ve got an idea about that, but I haven’t tried it yet.  Finally, Aquaman’s wasn’t properly rescueable in his custom encounter, so I had to change it up too.  I’ve finally got this mission mostly sorted out…and now I face another one in mission 15, where you save the rest of the team.  I honestly don’t know that I’ve ever had a mission with so many problems per-capita!

Let this be a lesson to you, future modders: don’t get fancy!

The good news is I’m still making progress, and the campaign is coming together well.  I’m also really happy with a lot of how I’ve designed these missions and the base scenes.  I know SO much more about modding these days than I did when I made the DCUG in the first place, and it’s nice to be able to bring a little higher production value to the stories I’m telling.  I’m still often limited by EZScript and the available maps, but I’ve been able to find some fun ways to change things up.  I hope y’all will agree with me when you get a chance to play these missions!

I also just got a small pile of new and updated skins/skopes from Deanjo2000, and they look fantastic!

Finally, I posted an add for a map maker on ModDB.  Since it’s just an unpaid position working on a decade old game, chances are nothing will come of it, but it would be really fantastic if I could get some help with map creation.  That could open up so many possibilities and free up an incredible amount of time for me.  So, cross your fingers, gang!

Completed script:

Story: 14jla

#
# New JLA mission pitting the team agains the Key
#
Starting Encounters: Knight1, Chill1, Red1, Dry1, Dry2, Dry3
#———————————-

Encounter: Knight1
Type: Custom
Actions: allies become controllable, allies fight villains, allies follow heroes, allies remain after encounter ends
Villains: duplicate_male1, duplicate_fem1, duplicate_male1, duplicate_fem1, duplicate_male1, duplicate_fem1, duplicate_male1, duplicate_fem1
Minions: duplicate_male1, duplicate_fem1
Allies: batman
Marker: city1
Primary Objective: “Help Batman defeat the strange civilians” for 1000 prestige
Next: If Ally Survives: None
Next: If Ally Lost: Final2

Alert Cutscene:
Set Lighting to Night
Cinematic camera on green_arrow
Unfade for 2 seconds
Play music music_pandemonium
green_arrow says, “Well…this doesn’t look that bad. Looks a bit like home, actually…though it’s strangely quiet…”
Cinematic camera on batman
batman says, “Green Arrow? How in the world did you get here?”
green_arrow says, “Hiya Bats, I just caught a lift through…”
batman says, “Nevermind! There’s no time! Watch out! There’s something wrong with the people of this world!”
green_arrow says, “What do you mean…?”
Camera on Minion1
Minion1 says, “Hsssss…fresh meat! kill them! rend their flesh!”
batman says, “I think you get the picture. It’s the Key’s idea of a joke. I have dedicated my life to protecting the people of my city…so he sent me to a world where they’re out for my blood..though it seems any will do.”
green_arrow says, “But how…?”
batman says, “Later! Now, just concentrate on survival!”

Ally Lost Cutscene:
green_arrow says, “Nooo!”

End Cutscene:
batman is revived
Cinematic camera on green_arrow
green_arrow turns to batman
batman moves to green_arrow
batman says, “Best as I can tell, this world suffered some type of plague or contamination, and its inhabitants seem to be mad. we should keep our eyes open for more infected civilians.”
batman says, “so, how did you end up here?”
green_arrow says, “You’re welcome….”
batman says, “Yes. thank you.”
green_arrow says, “For saving your….?”
batman says, “don’t push it.”
green_arrow says, “Fine. I had just teleported to the Watchtower when the Key grabbed all of you. I followed him through his portal before it closed. I found myself in a crazy place, glowing, under a neon sky…”
green_arrow says, “there were a bunch of other portals. I crossed my fingers and jumped through, found myself here.”
batman says, “Hmm…disappointing. I hoped you’d have some way to get back.”
green_arrow moves to spot1
green_arrow says, “Yeah, I didn’t really think this through…unfortunatley, these things don’t come with instruction manuals.”
batman turns to spot1
batman plays animation ranged
batman says, “Wait! The portal…it’s open again!”
green_arrow says, “How? Did you do something?”
batman says, “No…I wonder…the Key talked about absorbing dimensional energies in his travels…it’s possible that you absorbed enough as you jumped between worlds to activate his gateways.”
green_arrow says, “Well, there’s only one way to find out. You coming?”
batman says, “It would be tempting fate to say ‘anywhere is better than here,’ but I suppose I’ll take my chances.”

#———————————-

Encounter: Chill1
Type: Rescue Frozen
Allies: flash named bob
Villains: shurale named harry
Minions: shurale, snow_man, snow_man, snow_man, snow_man
Marker: snow1
Primary Objective: “Free Flash from his frozen prison” for 1000 prestige
Next: If All allies freed: Chill2
Next: If No allies freed: Final2

Start Cutscene:
Fade for 1 seconds
Set Lighting to Day
Camera on snow1
Unfade for 1 seconds
batman says, “It looks like this world is frozen over. some second ice age, or perhaps nuclear winter.”
green_arrow says, “Brrr! You’re telling me. I wish I’d have packed my thermal costume…”
Camera on bob
green_arrow says, “Look! It’s the Flash, frozen like a TV dinner! and we thought we were cold…”
Camera on harry
batman says, “And it looks like he’s not alone. We’d better free him, but tread carefully.”
harry says, “Raarraggghhhh!”
green_arrow says, “A little late for that!”

End Cutscene:
Cinematic camera on bob
batman moves to bob
green_arrow moves to bob
bob says, “thththththannnnks….gggguys…this entire world…is so cold…even I couldn’t…keep my molecules moving.”
batman says, “we must have been protected by residual dimensional energy. hopefully there’s still enough left to get out of here.”
green_arrow says, “No kidding. I snow as much as the next guy, but this place over does it!”
bob says, “whhhwhhwhat’s going on?”
batman says, “Explanations can wait. We need to find the rest of the League. Let’s hope our next stop is warmer.”
Fade for 1 seconds
bob teleports to bottom1

#———————————-

Encounter: Chill2
Type: Custom
Actions: allies become controllable, allies fight villains, allies follow heroes, allies remain after encounter ends
Allies: flash named jim
Marker: snow2
Next: None

Alert Cutscene:
jim teleports to green_arrow
bob is killed
bob is destroyed
Unfade for 1 seconds

#———————————-

Encounter: Chill3
Type: Fight
Villains: shurale named harry
Minions: shurale, snow_man, snow_man, snow_man, snow_man
Marker: snow1
Next: None

#———————————-

Encounter: Dry1
Type: Custom
Actions: allies become controllable, allies fight villains, allies remain after encounter ends, allies can be freed, allies move when freed, allies in cages, allies do not move, allies thank heroes
Villains: fire_elemental, fire_elemental, fire_elemental, fire_elemental
Minions: fire_elemental1
Allies: aquaman_classic
Marker: desert1
Primary Objective: “Rescue Aquaman from the burning desert” for 1000 prestige
Next: If Ally Survives: None
Next: If Ally Lost: Final2

Start Cutscene:
Camera on desert1
green_arrow says, “Some kind of desert world…well, at least it’s warmer.”
batman says, “very warm. we’d better be careful. we could easily dehydrate here, and there’s no water in sight.”
jim says, “dry or not, I’ll take this over that frozen…”
Camera on aquaman_classic
jim says, “Hey, there’s Aquaman! It looks like there’s something wrong with him…”
green_arrow says, “hopefully it’s not whatever was wrong with those folks on the first world…”
batman says, “no, don’t you see? he’s an amphibian. this place is killing him! we’ve got to get him out of here, quick.”
Camera on Villain1
jim says, “Ohh yeah? I wonder what they’ll have to say about that…”
green_arrow says, “what the heck are they?”
jim says, “They look like some kind of…living flame…sort of the opposite of the things on the snow world.”
green_arrow says, “well, they don’t look any more friendly!”

Ally Thanks Hero Cutscene:
Camera on aquaman_classic
aquaman_classic says, “th…thank you all…I wouldn’t have…lasted much longer…”
jim says, “we’ll find you a nice ocean as soon as we can, aqua-buddy. can you make it?”
aquaman_classic says, “Yes…I’ll be alright, once we get out of this heat…”
green_arrow says, “Then it’s onward and upward!”
jim says, “do you realize what this place means, guys? these different versions of earth…this is the multiverse that physicists have theorized about for years!”
jim says, “scientists have posited that there are infinite variations to our universe, each in its own dimension, and each differing in key ways from our own. it looks liek they were right!”
batman says, “Yes, but unfortunately that multiverse is currently trying to kill us.”
green_arrow says, “Hey, you wonder if there are alternate versions of us out there anywhere?”

#———————————-

Encounter: Dry2
Type: Destroy Object
Villains: fire_elemental
Objects: ro_generator
Primary Objective: “Sabotage the automated factory” for 1000 prestige
Marker: desert2
Next: None

Start Cutscene:
batman says, “These fire beings seem to be coming from that portal…maybe we can destabalize if we hit it hard enough…”
Red Arrow on desert2

End Cutscene:
jim says, “That’s done it!”

#———————————-

Encounter: Dry3
Type: Hunt
Villains: fire_elemental
Marker: desert3
Starts When: Dry2 not at End
Next: Dry4

#———————————-

Encounter: Dry4
Type: Wait
Minimum Time: 30
Maximum Time: 35
Next: Dry5

#———————————-

Encounter: Dry5
Type: Hunt
Villains: fire_elemental
Marker: desert4
Starts When: Dry2 not at End
Next: Dry3

#———————————-

Encounter: Red1
Type: Rescue Caged
Villains: darkman_blue, darkman_blue, darkman_blue, darkman_purple, darkman_blue, darkman_blue, darkman_blue, darkman_purple, darkman_blue, darkman_blue, darkman_blue, darkman_purple
Minions: darkman_blue, darkman_blue, darkman_blue, darkman_purple
Allies: superman
Marker: ruin1
Primary Objective: “Save Superman from the ruined world” for 1000 prestige
Next: If Ally Survives: Final1
Next: If Ally Lost: Final2

Start Cutscene:
Fade for 1 seconds
Camera on ruin1
Set Lighting to red alert
Unfade for 1 seconds
green_arrow says, “Whoa, this place has seen better days. It looks worse than Gotham.”
green_arrow turns to batman
green_arrow says, “Err…sorry Bats.”
batman says, “It looks like this world has suffered some type of catastrophe…and look…the light.”
jim says, “Red…is that the natural sun color of this world, or is it linked to whatever happened here.”
batman says, “No way to tell…but if this place is under a red sun….I can guess who the Key imprisoned here.”
aquaman_classic says, “Superman…but where…”
Camera on superman
jim says, “there he is!”
green_arrow says, “Well, the good news is, this place looks dead. Hopefully we don’t have to worry about any unfriendly natives.”
Camera on Minion
Minion says, “Outsiders! Maybe they have food! Maybe they WILL be food! Get them!”
jim says, “Arrow! Don’t you know better? You NEVER tempt fate like that!”

Ally Thanks Hero Cutscene:
Camera on superman
superman says, “Thanks, guys…I’ve been robbed of my powers under this red sun. I’ve been staying just ahead of these poor creatures. they’ve been hunting me since I arrived.”
superman says, “It looks like there was a nuclear war here…and the survivors were changed…mutated…it’s not a pretty sight…but the worst part is…all I could think about was…I wasn’t there to stop it.”
superman says, “We’ve got to get home. I won’t let the same thing happen to our world.”
superman says, “Now, someone tell me, what in the name of Krypton happened to us?”
batman says, “I’ll explain, but first, we still have a few Leaguers to find.”

#——————————————————————————-

Encounter: Final1
Type: Cutscene
Next: Win

Start Cutscene:
Play Transition

#——————————————————————————-

Encounter: Final2
Type: Cutscene
Next: Lose

Start Cutscene:
Play Transition

#——————————————————————————-

 

Back in the DCUG!

Historyofthedcu

Greetings Freedom Fans and Internet travelers!  This is an announcement of a current project that is near and dear to my heart: The DCUG (The DC Universe According to Grey)

I’ve always wanted to return to my first and favorite mod and tell more stories, fix it up, and polish the whole thing up.  That’s what I’m currently slaving away on.  I’ve got a TON of work to do and almost certainly unrealistic plans for its development, but I am plugging away at it.  Time is a very rare commodity for me at the moment, as I’m finishing my PhD, dealing with a fair amount of general craziness, and searching for jobs, but I still manage to put a bit of work into this monster from time to time.  There’s not even a tentative release date yet, but I will say that I’ve already written and designed a major expansion for the JLA/JSA campaign, including a conclusion to the unfinished JSA crossover.  I’m in the midst of testing that at the moment, and after that…well, I’ve got a lot of ideas and made extensive notes while traveling this summer.

This post is an announcement and a notice.  The links for the current, unfinished build of the DCUG will come down sometime soon.  I don’t know how long it will take me to finish this update/expansion, but I hope it will be worth the wait and will be a much nicer package, inside and out.

I’m also going to post every once in a while to keep anyone interested apprised of my progress.  I’ll post ‘developer’s journals’ from time to time, talking about what I’m doing, offering general commentary on the project, and probably mostly just griping about bugs!  Feel free to ask questions and offer suggestions.  Interest from the community is one of the things that keeps me going!  Now, back to work!

Lost DCUG Campaign

teamarrow.jpg

Howdy guys, I discovered something today while I was cleaning out some files that made me a bit wistful and nostalgic, so I thought I would share it.  Years ago I was working on my sprawling DC Universe mod, the DC Universe According to Grey, and I created the beginnings of two extra campaigns.  At some point in time, I had a computer crash and lost all of that material…except this.  I discovered a few, a very few, screenshots of one of those ill-fated missions.  This one in particular was the first mission in a Green Arrow campaign, and it featured Green Arrow, Speedy, and guest starred Black Canary.

The mission involved taking Ollie and Roy on a patrol of Star City where they would encounter various low-level thugs, meet up with the lovely Dinah Lance, and then confront Count Vertigo for the first time in the finale.  I had a short campaign plotted out, but this was the only thing done.

trickarrow.jpg

I thought I might share these images with anyone interested, so we can all look at what might have been.  Perhaps one day I will get a chance to revisit this material, but I know at least one of the maps I used no longer exists.  Anyway, I’ve asked this before, but on the off chance I might hit the jackpot, I’ll ask again.  If you had an early version of the DCUG, please check your folder and see if you happen to have any of this material.  I think some of it got out into the public, but I was never able to recover it.  Well, that’s all for now.  Thanks for taking this little stroll down memory lane with me!