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Nolf1 coop....coming real soon!


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For those of you who may not have yet herd, I am in the middle of finishing development on a (semi-successful so to speak) coop mod for the first "No One Lives Forever" game using a dozen or so console commands and using attribute .txt file edits has bug work-arounds. This all being due to the inability to edit the single-player maps themselves within the game editor other then move them into a multiplayer map list. I must also thank those you who re-uploaded the nolf1 "console mod" for that mod alone makes most of this possible. The only work that myself can take credit for are taking the time to put the single-player maps into proper order on the assaultmap multiplayer map list along with various .txt file edits so that alternate gadgets modes on gadgets can be used(has separate weapons to cheat for) in multiplaye.

WITH ALL THAT HAVING BEEN SAID THE ONLY PROBLEM THAT REMAINS IS: finding how to use the console to give the object "player" certain weapons or gadgets they need on certain levels. Knowing the right weapon name is easy thanks to the weapons.txt file. Its funny because I figured this out years ago which gives every player currently in the game that specific thing you tell them to give BUT I JUST CAN'T SEEM TO REMEMBER THE COMMAND TO THIS DAY! If anyone else cares to test this out with me for a few levels that'd be great! Have a Tunngle LAN party or something, so that we may figure this out somehow and correct the spawn points, remove objects blocking a players path, or better yet figure out them weapon giving console commands all within the currently played maps themselves that'd be GRRREAT!

 

~Sincerely a Coop obsessed early 2000's PC giving fan, Clonest.

Edited by Clonest
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was hoping this would get some attention, perhaps I should've posted under fun and games or something more appropriate to the subject? :/

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Looking forward to seeing it.

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still having trouble finding though weapon/gadget cheat commands, that and the vehicle cloning cheat and THIS MOD WILL BE READY ....someday soon :)

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Looking forward to seeing it.

AT LAST I"VE FOUND THE COMMANDS!, i'll be posting the mod in a few hours if the site allows it :D

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hello Clonest !!

its awesome to see that there someone is still messing around with the nolf 1 stuff !
id like to know more about what you are working on and i'd like to get in touch with you to talk about more detailed stuff. please contact me if you are interested to discuss and maybe even team up.

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  • 1 month later...

EDIT:nvm I was a 'duh head' and hadnt checked out the download section..dangit i should remember the modern way..leech first..read second. =P

 

Anyone reading this post, checkout the download section. Trying this out within the next few hours.

Thanks for the effort and work put into this.

 




Edited by Choofy
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I just signed in to tell you, that I am eternally grateful to you for making this mod possible. I tried the same myself but gave up. I am a huge NOLF fan and have been playing the games for over 10 years and this is just.. words can't begin to describe how happy I am right now. This is like a pre-christmas present to me. A huge thank you.

Edited by ElitedFish
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I just signed in to tell you, that I am eternally grateful to you for making this mod possible. I tried the same myself but gave up. I am a huge NOLF fan and have been playing the games for over 10 years and this is just.. words can't begin to describe how happy I am right now. This is like a pre-christmas present to me. A huge thank you.

Your very welcome! :)

Edited by Clonest
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  • 7 years later...

Well you guys i know it's been a few years but GREAT NEWS, i'm back to toying around with "console commands" mod endlessly again and after reading back through the games weapons.txt file i again I GOT GOOD NEWS. I finally figured out how to enable the games scopes/silencers for weapons by Default.

*WEAPONS UPDATES*

|--->Now both the P38's Silencer and the Scope for the Delisle rifle are now already atttached when first equipped just as they are in singleplayer making them ideal for stealth missions(Speargun still rules!). The Walther SMG and P38 Pistol can now use the revolver's fire/poison ammo types, added for alittle variety.

The crossbow now uses fire ammo by default making it another useful tool for enemy health decay by shooting enemies leg when they try and duck for cover or player becomes low on health but still needs to do damage and duck between firing.

Both "Sniper Rifles" (Delisle and the Dragunov) ammo and the Explosive ammo type from the "Contender" are now interchangable so players aren't as limited to what scoped sniper weapon they want to use while still matching the time period.

The ever so noisy 5-shot revolver i've left untouched but is still useful for .38 explosive rounds.

*GADGET UPDATE*

|--->Gadgets now properly switch functions in multiplayer given you've cheated for the proper gadget already contains that ammo type, discovered this by editing them in the weapons.txt fron having infinte ammo to something reasonable like 700 rounds(more then enough for a level)

*MELEE COMBAT*

I've went ahead and replaced the starting weapon which was always "fisty cuffs" hands with the "Poison Barrette" this way players can still melee damage enemies from the front when out of ammo but will still only be a 1-hit kill when sneaking up from behind. I've removed the "poison pver time" damage from melee-ing the Barrette incase someone accidently hits a civilian it isn't "game over" 4.

*THE LAST BIT OF ROAD AHEAD *

|--->Still desperately hunting for the right console commands to activate proper backround music tracks that go with each level and if can't get the music to work that way then my only alternative will be to  uploade a folder, full of all the games various backgrounds tracks properly titles for both "sneaky" and "action" moods of all the  memorable tunes in either mp3 or wav format so that players can play their favorite bits in the background in their PC's media player of choice  on "loop" mode. Simply change it after each level or fight manually. After all the campaign isn't complete without the proper "atmopheric music". Still Baffles me to this day way the developers of the default Multiplayer deathmatch did not insert music tracks into the background their maps!

Lastly, for those you whom i made feel that this mod was too complex to setup due to my 5 paragraph or so "readme.txt" that comes with the mod, i will be revising it with much simpler layout of weapon/gadget commands needed in order for a Host to properly play thru of this game with others without overly drawn out backstory explanations. So stay tuned. Get back to ya  a few weeks. ;)

Edited by Clonest
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  • 3 weeks later...
On 2/15/2021 at 2:16 AM, Clonest said:

Still desperately hunting for the right console commands to activate proper backround music tracks that go with each level and if can't get the music to work that way then my only alternative will be to  uploade a folder, full of all the games various backgrounds tracks properly titles for both "sneaky" and "action" moods of all the  memorable tunes in either mp3 or wav format so that players can play their favorite bits in the background in their PC's media player of choice  on "loop" mode. Simply change it after each level or fight manually. After all the campaign isn't complete without the proper "atmopheric music". Still Baffles me to this day way the developers of the default Multiplayer deathmatch did not insert music tracks into the background their maps!

 

I don't think music was intended for deathmatches. In singleplayer it wasn't just intended as background music, it was intended to emphasize the casual, sneaky, tense and action moments, based on enemy state and sometimes distance from you. That wouldn't exactly translate well for real players in deathmatches. At best it might give an indication of if there's another player within a certain distance of you, but that could be considered cheap or undesirable. Remember that co-op wasn't an intended mode for multiplayer either, just deathmatch and Harm vs Unity. You could still argue that they should've let you play purely background music, but it was the first NOLF game and in the year 2000. Also they did include a co-op mode in the sequel. I know the first game has many preferred aspects over the second, but the developers and publisher at the time were probably hoping that people would move on to the second game.

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