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[Role Playing Game] The Power of Fire

Discussion in 'Map Development' started by Barade, Dec 9, 2014.

  1. Barade

    Barade

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    [​IMG]

    Download:
    Warcraft III: The Power of Fire mod

    Installation steps:
    • Download the .exe installation setup file on the website.
    • Run it and install the modification
    • Start "The Power of Fire.exe" in your Warcraft III directory
    • Singleplayer: Play the custom campaign "The Power of Fire"
    • Multiplayer: Start a custom game and select one of the maps in "The Power of Fire" ("en" English maps, "de" German maps)
    Known bugs in 0.9:
    • Don't select "Teach me the witch song." for the NPC Mathilda.
    • Sometimes when traveling to the World Map (especially from Dornheim), the game crashes.
    • During video sequences the camera zooms slowly to the target.
    • Spells might use mana although not being able to cast.
    Known bugs in 0.8:
    • DO NOT SOLVE THE QUEST FOR EINAR. DON'T FORGE SHORTSWORDS FOR HIM. THIS CORRUPTS YOUR SAVEGAME.
    • DO NOT JOIN ANY LEGION: After joining a legion you can save and load but not save afterwards.
    • Use as many different savegames as possible to prevent from being stuck with a corrupted savegame!

    Known bugs in 0.6:
    • Items must be destacked before selling them. Otherwise you won't get the full gold (fixed in 0.7).
    • One sentence of Dago is bugged and cannot be skipped. There is no sound (fixed in 0.7).
    • When a character does already talk to an NPC other characters must talk to that NPC by using a right click. The "Speak to Person" button disappears (fixed in 0.7).
    • Every spellbook skill shows level 1 even if the skill is not learned. An extra skill which says "Learn skill" will be added in 0.7 (fixed in 0.7).
    • Many English translations are still missing.
    • Many sound recordings of NPCs are still missing.
    If you test the mod and tell me about more bugs I would be very thankful.

    Upcoming features (TODO list) for 1.0:
    • More English translations and fixes of the exising translations.
    • Computer fellows can use a backpack and therefore heal themselves with items or pick up items.
    • Music is used video sequences and some existing music is replaced.
    • Show the current level of an ability in the character grimoire.
    • Complete sound recordings for all NPCs and the main character.
    • Improve the new maps (terrain, new NPCs, routines etc.)
    • New parts of the story in Holzbruck and the North.
    • Better balancing.

    English Let's Play (Version 0.9):


    German Let's Play (Version 0.8):



    German Let's Play (Version 0.8):



    German Let's Play (Version 0.7):


    Facebook Page: The Power of Fire | Facebook
    Mod DB Page: Warcraft III: The Power of Fire mod
    Website: Warcraft III Library
    Search Thread for German voice actors: Rollenspiel-Mod sucht Sprecher | HoerTalk.de - Hörspiel-Community

    Introduction:
    The Power of Fire probably is the biggest German multiplayer COOP RPG mod for Warcraft III: The Frozen Throne. It exceeds the 8 MByte limit by far using a custom MPQ.
    It has been started back in 2007 and since then been improved but also left in the corner. The development was interrupted many times due to my own inactivity, other projects etc.
    Since its beginning it has grown and uses now lots of custom RPG systems which all have been written by myself in vJass. Besides the story and dialogues have been under long development and the mod has now as much content as you could wish for.

    COOP means that all players work together on finishing a main quest line while still being able to make their own quests.
    Many NPCs offer quests while talking to the character through dialogues where the player can select his choice of questions and answers just like in games like Skyrim or Gothic.
    Each quest which is not part of the main quests can be finished by each player once.
    Although it is a COOP mod it has a PvP mode as well which is integrated in the story and therefore makes some sense. Besides there is an AOS area.
    The modification can also be played as campaign in single player only. In the campaign you can play multiple maps and change between them like in the Bonus Campaign. Your character will be stored and restored in every map.

    Features:
    • Multiplayer: up to 6 players
    • Real Texture models
    • Huge world: the playable size of the first map is 234x197
    • Map transitions in the single player campaign: You can go to another map and back like in the Bonus Campaign
    • Backpack and equipment systems (6 equipment slots, 4 * 30 backpack slots)
    • Professions: Hunter, Alchemist, Smith, Sorcerer, Demonologist
    • Respawning creeps
    • Respawning items
    • Distributed item drops, bounty and XP - prevents characters from becoming much stronger than others
    • RPG camera system
    • NPC fellows who can be controlled by all players
    • Riding sheeps and horses
    • Custom bases per player which allow collecting gold
    • Voice acted conversations with NPCs with multiple choice dialogues
    • Daily routines of NPCs
    • Shrines with revival points
    • More than 30 quests for each player in the first chapter
    • 9 main quests for all players in the first chapter
    • 30 NPCs with custom dialogs in the first chapter
    • More than 10 video sequences in the first chapter
    • Maximum level is 10000
    • Custom skill system: Multiple skill points from start and per level
    • Custom spells
    • 8 different classes
    • 15 different spells per class (1 default, 2 ultimates and 12 spells with 5 different levels) = 120 different spells + "Attribute Bonus", "Mount a Horse" and many other spells
    • Linear story
    • PvP: Arena map and AOS area
    • Dungeons with bosses
    • Voice recordings for dialogues and unit soundsets
    • Multiple Languages: German, English (in progress)

    Classes:
    At the moment there is 8 different classes with each having 15 different spells + Attribute Bonus and a Mounting Horse spell:
    • Cleric - Healer and damage protector. He is also able to revive other characters.
    • Necromancer - Summons different creatures. Besides he can create corpses and heal from them.
    • Druid - Healer and transformer. You can play him as crow, bear or human.
    • Knight - Passive warrior with many auras and defensive skills.
    • Dragon Slayer - Aggressive warrior with many damage skills.
    • Ranger - Long-range combat fighter with many damage skills who can also hide.
    • Elemental Mage - Damage mage who causes an enormous amount of damage with his skills.
    • Wizard - Mana mage with many skills for transfering mana and passively benefiting from casted spells who can also mirror himself.

    Videos:





















    This video is the oldest which has still green icons and doesn't show the grimoire. It also lags quite a bit.




    Screens:
    Die Macht des Feuers – The Power of Fire
    Screens

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    Story:
    This RPG has no standard RPG story telling which includes quests like "Kill 6 wolves" or "Find 12 items". The main story focuses around a castle called "Talras" which might be attacked by invading Orcs and Dark Elves. Therefore the reigning duke hires you and your friends to help him defending his land.
    While hiring allies for the duke you will meet people such as norsemen (awesome) who are on their own journey.

    There are many other quests and story lines of the NPCs in the castle, the village and other locations. All NPCs live together in this believable world. Consider that I played the German RPGs Gothic and Gothic II when I started this mod. All NPCs have their own dialogs, daily routines etc.
    You can choose to help NPCs or offend them. Quests may have different solutions.

    Language:
    At the moment the dialogs and quests are written in German but I would work on a translation into English (maybe with the help of others).

    Sound:
    Since there is no 8 MByte limit it would be possible to get voice actors and to record all dialogs.

    German Thread:
    Die Macht des Feuers - inWarcraft Forum

    Source Code:
    This project is completely Open Source.
    You can download the source code and model resources etc. for the latest release here: Downloads - Warcraft III: The Power of Fire mod for Warcraft III: Frozen Throne

    There are two code repositories:
    gitweb.wc3lib.org

    Git


    Modifying the Modification:
    Since it is all Open Source you can change/improve the modification as you would like to. The following small tutorial shows you how to install all necessary files:
    How to change the mod

    I've uploaded the custom MPQ archive "TPoF.mpq" at http://wc3lib.org/dmdf/TPoF.mpq.
    You have to download it and place it for example in your Warcraft III folder.

    The current maps can be found JassNewGenPack to load the MPQs.
    Edit the file "loadmpqs.lua" and add the entry to the bottom of the file:
    Code (Text):

    loadmpq(15, "E:\\Projekte\\TPoF.mpq")
     
    Replace the path with the path to your downloaded MPQ file.

    Now you can start the JassNewGenPack World Editor and open one of the maps to change the terrain or the object data.

    If you want to work with the scripts as well you must checkout the source code for the ASL and TPoF:
    Use something like Git | heise Download to check both projects out.
    Use the following URLs to check both projects out into two different folders.
    Code (Text):

    git clone git://wc3lib.org/asl.git
    git clone git://wc3lib.org/dmdf.git
     
    After that edit "jasshelper.conf" in your Warcraft III directory which comes from the JassNewGenPack and set:
    Code (Text):

    [lookupfolders]
    // Just type the folders where //! import would look for if relative paths where used, include the final \
    // embed them in quotes
    // example: "c:\"
    // The order causes priority:
    "C:\\YourDirectory\\asl\\src"
    "C:\\YourDirectory\\dmdf\\src"

    [externaltools]
    // this is for //! external NAME args the syntax is "NAME","executable path"
    // example:
    //"OBJMERGE","c:\kool.exe"

    //*
    //* grimextension pack by pitzermike:
    //*
    "FileImporter","grimext\FileImporter.exe"
    "ObjectMerger","grimext\ObjectMerger.exe"
    "PathMapper","grimext\PathMapper.exe"
    "TileSetter","gimext\TileSetter.exe"
    "ConstantMerger","grimext\ConstantMerger.exe"
    "TriggerMerger","grimext\TriggerMerger.exe"
    "FileExporter","grimext\\FileExporter.exe"
    "PatchGenerator","grimext\\PatchGenerator.exe"

    [wewarlock]
    //put the path to WEWarlock between quotes
    //Ex: "C:\WeWarlock-0.7.0\WarlockCompiler.exe"

    [jasscompiler]
    //this is to specify what compiler to use, normally pjass.exe,
    // though you may also want to use JassParserCLI.exe ...
    "JassParserCLI.exe"
    // The next line specifies the jass syntax checker's arguments:
    "--report-leaks --pjass $COMMONJ $BLIZZARDJ $WAR3MAPJ"
    // i.e. You can change it to "$COMMONJ +rb $BLIZZARDJ -rb $WAR3MAPJ"
    // in case of a recent  PJass version ...

    [forcemethodevaluate]
    [noimplicitthis]
     
    JassParserCLI can be downloaded from wc3c.net: A JASS2 Parser - Wc3C.net.
    It has to be installed into the subdirectory "jasshelper" of the Warcraft III directory.

    Finally you have to open the map in JassNewGenPack and to save it either in debug mode or without debug mode. To optimize the map you could use: Default Wc3mapoptimizer 5.0

    If you cant run Warcraft loading the MPQ you can use MPQDraft v20060913
    to create a custom Warcraft exe using the TPoF.mpq file.

    The MPQ archive TPoF.mpq contains custom trigger data. Therefore you can use additional trigger functions in the trigger editor which offer the systems of The Power of Fire. JASS or vJass is not required when using triggers only.


    Help:
    Indeed, I need much help. Over the years I've been the main and most of the time the only person behind this huge project. Fortunately, I am taking care of the code basis/systems etc. so the areas where I really need much help now is terraining, the graphics/models and the spells.

    The terrain does not look that awesome since I am not an experienced terrainer and my friend who helped me is neither.

    Besides many models are still missing and some model editing has to be done.
    If you like this project and are interested in helping me just contact me.
     
    Last edited: May 13, 2017
  2. APproject

    APproject

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    I always support HQ projects, screenshots looks really pleasing and overally good job. Thumbs up for open source idea as well.

    Aren't you worried about people having to wait tremendous amount of time just to download this huge map when attempting to play publically? Those voice actings would surely add lots of weight to it. Nevertheless, it is time to set online maps to the next level, so I wish you all the best with it.
     
  3. kakuzu

    kakuzu

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    Look interesting , looking forward to this RPG map
     
  4. Barade

    Barade

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    Thanks and of course I am worried. There are many more things which would prevent users to play this mod but on the other hand you have the advantages to use all resources usually only campaigns use.
     
  5. APproject

    APproject

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    But if it is completely possible to play this map online despite huge size or other issues, then it is all okay, it is player's problem if one is unable to play then.
     
  6. Barade

    Barade

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    Indeed, someone must be willing to play this mod since it requires some time to play all the quests and explore the map etc. you usually need some "reliable" other players who won't leave after 5 min.
    Therefore it always requires some preparation I think. This mod has been started after I played some RPG maps with my best friend and we got a bit bored by some of these maps which are intended for simple battlenet hosting with any players whoever will join the game.

    This mod might be better for a LAN or people who know each other. If you know the old Gothic or Gothic II games you might know how a great authentic RPG world can look like AND have a great story. I've always hoped to play some story like that in such a world, only with other players as well.

    Btw. at the moment I am working on an item respawn system which might allow players to collect plants etc.
     
  7. LordDz

    LordDz

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    Yes, it would be very neat to throw this up on a lan, "here guys see what Wc3 still can do" while providing a GOOD rpg with co-op.
     
  8. Barade

    Barade

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    Some updates: I've implemented more spells. Note that each class has 15 different spells!
    1 spell is a basic unskillable ability which each class has. 2 spells are ultimates and can only be skilled to one level when the character reached level 12 and level 25.
    The remaining 12 spells have 5 levels and can be skilled regulary.
    So on each level up you can spend multiple skill points to different skills.

    Note that up to 4 spells can be added as "favorites" and can directly be reached in the UI. The others are packed in a spellbook ability.

    Now hopefully the map does not become too boring with all these spells. Many of them are based on standard wc3 abilities but there are also many custom spells.

    For example the Druid can transform into a crow or a bear or heal his fellows in many different ways. Most of his abilities are based on wc3 ones.

    On the other hand the Elemental Mage or the Wizard use many many custom spells. The elemental mage for example has a spell which increases the damage of all other spells he has.
    The Wizard of course has many mana related skills. For example one ultimate skill can be used to refresh mana passively whenever spells in range are cast.
     
  9. APproject

    APproject

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    I like the idea of having a set of skills, some flexible bunch of available abilities could truly provide a decision based experience, the key here I suppose is to make those spells work with each other really well, so that player could discover various combos. (currently having this aim with my project's talent tree)
     
  10. Barade

    Barade

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    Now there is no real talent tree but some combinations are possible and I'd like to improve this a bit. I don't want to make too many dependencies between skills.
    For example you can skill a passive ability as druid which improves the both animal forms.
    Or as I wrote one skill improves the damage other skills make.

    It's a bit hard to balance the many combinations of skills which this results but since it is a COOP and not a PvP map like DotA it does not matter THAT much. The classes simply must be interesting and UNIQUE.
     
  11. APproject

    APproject

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    Balancing is important and difficult indeed, but it all comes after doing some tests or later on when people give feedback.

    In my opinion it is cool that players could find out some tricks or good combos on themselves, it would show how much thought was given for the game and its mechanics.

    Of course it would require lots of coding and time, but you could make all (partly) spells multitasking just like you mentioned your passive ability. It would surely open lots of combos and possibilities if all spells were like this and made as balanced as possible, so that every spell and combo would be wanted to be tried out.
     
  12. Barade

    Barade

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    Yes if I had another code I would use more custom spells but since I do all the coding stuff it really gets hard to maintain many custom spells.
    When I added the Druid I simply used wc3 standard spells with some extras and therefore I do not have to worry about too many code parts but I agree about the flexible combos etc.

    Another thing I've discovered is that especially in a COOP map when you offer many class spells it gets hard to create enemies which do also have many different spells.
    In the beginning of the game you simply slay some boars which do have maybe one single ability.
    Later when you've skilled a lot you would expect the enemies to have many skills, too but sometimes it just doesn't fit to the enemy or area etc. so sometimes you end up in killing boars or wolves with many different combos and spells but that's how it is :D
     
  13. APproject

    APproject

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    What I would suggest from my own experience, you can trick the system by adding more special effects with other, but simple, spells for stronger creeps, this way a need for many custom spells could be kind of suppressed, because those effects would basically give what player wants - something fresh, hehe. What I do, I try to give nasty custom spells to bosses only, the stronger the boss, the more nasty tricks it has, and for creeps I basically do this special effect illusion and it seemed to work for me very well, what do you think?
     
  14. Barade

    Barade

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    Yeah but for some creeps like boars or wolves any spells with effects wouldn't fit I think.
    I agree about the bosses abilities.

    Sometimes it is even enough to give them stuff like stunning and making much damage which is annoying enough for the players.
    I think it depends on the map itself. Some maps like the Diablo RPG maps are built like a linear dungeon where you get from one boss to another. In an open world RPG there might be "some" dungeons but at many locations there are simple enemies.
     
  15. Barade

    Barade

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    Hey guys,
    I've added the section "How to test the mod" since it is Open Source.

    Good news: Someone is interested in helping me with the terrain and hopefully will. Another person contacted me about the balancing. We'll see if he is still interested since I needed to upload the MPQ archive.
    As you can see it has a size of 150 MiByte which might be reduced in the future. There are many unused textures and models.

    Minor note: I need a great loading screen. The current loading screen really sucks. It should be something dark (an artwork) which of course must be related to fire.

    I've added some quests and revised some NPC dialogs. The main work is now to fix scripting bugs and add remaining spells, items and some abilities for creeps.
    There really is a massive amount of code which I have to maintain.
     
  16. Barade

    Barade

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  17. Barade

    Barade

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    Unfortunately the terrainer does not respond anymore, so I still need someone

    Work goes on very well. Hopefully I will start an alpha test with some volunteers in July or August. The map can be played through already. Most bigger issues are fixed now.
    Range weapons and unit transformations work now.

    There needs to be more content like items and creep abilities as well as creep spots.
    Besides there is no useful translation tool like gettext, so the translation will be a bit complicated. Maybe I will generate a wts file with Google translate for a first version :D

    Does anybody know if there is a tool which supports this already?

    Edit:
    If you are German you can participate in an upcomming alpha test: http://warcraft.ingame.de/forum/threads/215287-Alphatester-gesucht!
     
    Last edited: Apr 8, 2015
  18. Barade

    Barade

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    This evening at 8 p. m. there is another German test you can join. I will be in the Battle.net channel "dmdf" at 8 p. m. You just have to download the modification exe.
    I will host a game with the map "Talras". Anyone who speaks German can join.
     
  19. Barade

    Barade

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  20. APproject

    APproject

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    Looks nice, you might want to use the YOUTUBE tag and post those videos on your first post.

    Looks like your game is full of various outcomes of the gameplay and it offers losts freedom. If you do not care about the size, you could attempt to voice act the most important lines in the game. Acapela-group also offers up to 5 German, high quality artificial voices in case finding actors would become problematic. You may also want to fix those DISBTN of icons, so that when menu appears, it doesn't go green.