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We
recently had the opportunity to sit down and
chat with a few members from the Full Metal
Jacket team.

(PCShooter)
What is your
name and what do you do for the Full Metal
Jacket Team?
The
Eternal:
The
Eternal, I am one of two coders. Also
scripting and site design currently
SenseOred:
I am SenseOred, and I have much fun modeling
and animating FMJ's models.
PitchBlende:
I am PitchBlende, hear me roar, I do Public
Relations on the mod, and also look up
History for the team, do Concepts, and
generally nag the team.
ThermO:
ThermO,
FMJ Lead Mapper/2D Artist/SoundFX
Stu:
Stu, Mod Founder/Mapper
(PCShooter)
Where
did you come up with the idea for a Vietnam
War mod? Can you give us an overview of the
mod?
Stu:
I came up with the idea just after I
watched the movie "Full Metal
Jacket" the first time. I am impressed
by the movie. So I searched for a Vietnam
mod to play but I found nothing. So
consequently, I tried to build up my own. So
the process of hiring members started and it
led to what it has become now.
PitchBlende:
Although I’m a newer member
of the team, I believe we all joined cause
of love for Gaming, Fun, and the History of
the Vietnam War.
An overview you want.
Several Vietnam Era Weapons, Us
Forces battling NVA/VC Forces on realistic
environments.
They have goals they have to
accomplish etc., etc.
(PCShooter)
What
are some of the objectives in the game?
SenseOred:
There are several different objectives, um,
three to be exact. There are the normal Team
Deathmatch (that will be different depending
on how many player life's the server sets),
Destroy (destroy something on the map) and
Find The Spot (get to a certain place).
PitchBlende:
I will take the more professional approach
to this question.
We have three Objectives right now,
which will go out with beta1.
Those include (War – Basic Team
DM), (Search & Destroy – Reach an
object on a map and blow it up), (Search
& Locate – Certain Number of your team
must reach a well-guarded part of the map). Several New Innovated Objectives will find their way into
Beta2.
This includes a Secret Mission
involving helicopters and a Mission that
MACV-SOG Calls Bright Light.
We do not want give the missions
away, but more information of these
objectives will be released once they are in
game. We
also have plans for other missions, maybe a
territorial mission, maybe something else.
Any ideas will be will appreciated.
(PCShooter)
What
are the primary classes in this mod? How can
we decipher between classes?
The
Eternal: USMC and VC, You can see
differences in models, skins and of course
weaponry.
SenseOred:
I know this one! None.
We decided to skip the class system early in
development, and that has not changed. Your
stats instead changes depending on what
weapons and items you choose.
PitchBlende:
VC/NVA & US Forces.
Everyone has access to all the
weapons/items, except you can only select to
a certain limit.
(PCShooter)
There
are many combat mods out there these days,
what sets yours apart from the rest?
The
Eternal: ME nah, I haven't seen any
other total conversion on Vietnam for quake3
yet, also we have so much realistic things
put into the mod, seems like you're actually
in Vietnam
SenseOred: Except
the obvious, the theme, we also have a
rather unique aiming system, incredible maps
and a really good feeling.
PitchBlende:
The Theme, The Love, First Realistic Mod
with Rocket Launchers?
We have jungles, m16s, RPGs, etc.
We have a weather system, undulating
water, moving water, and water falls. Spawn and Death Effects.
Air strikes, Viewable Bleeding,
Destructible Items.
That is just to name a few, we have
so many new things it is hard to name them
all.
(PCShooter)
Can
you explain what the primary weapons are in
this mod? Any napalm bombs? :)
SenseOred:
We don't have any napalm bombs,
since, well, I don't think the troops would
fancy running around with those on the
shoulders, and making drivable airplanes in
a Q3 mod would be rather difficult (read:
impossible).
We have the basics, pistols, machineguns,
rifles, snipers, grenades, a grenade
launcher and a rocket launcher. I bet
everyone will find his or her favorite.
PitchBlende: As
SenseOred said above, we have all those.
We have Airstrikes also, but they are
regular Mark HE propelled missiles from
flying F4 Phantoms.
(PCShooter)
Can
you elaborate on the different environments,
in relation to the changing weather
conditions that were prevalent during this
war, as well as the terrains in this mod?
ThermO:
WOW...Changing weather!
Well, if I had my way, FMJ would connect to
some remote weather network and check out
the conditions in the city/town where the
first connected user is located. Then the
weather variables such as Rain, Sunny,
Cloudy etc could be loaded into FMJ as the
map load - and the correct atmospheric
conditions would be applied. Not very likely
but one day perhaps.
Nevertheless, we do have weather - and a
little beyond what your stock-standard
out-of-the-box Q3 Arena offers. We have
realistic looking cloud cover; cloud mass
that reflect the leading edge color...to
that if the clouds are moving east and there
is a sunset in that direction, the leading
edge will reflect this condition. Not THAT
high-tech but effective when used correctly.
Sky maps are always hard. Getting them
looking right is an art of its own.
It was tempting to use Terragen, a 3D
terrain generator, but found the results
were less than impressive in the way that
nearly all Q3 mods use the output of this
program and tend to look similar after you
have seen a few.
Therefore,
I used my own methods to make nice looking
panoramic views of Asian looking terrain.
PhotoShop helped me greatly in this area, as
most skies you will see in
FMJ are heavily composted images; wispy
clouds, misty highlands and fire hell-skies.
Digital and non-digital media was used to
create these realistic backdrops. I feel
they still need some work.... Nevertheless,
we are very happy with how they compliment
our growing map collection.
(PCShooter)
Any
trick stuff like mines or booby-traps in the
mod?
The
Eternal: There is C4, this is used
for destroying the enemy goal.
SenseOred: We
plan to include mines (claymores) later on.
PitchBlende:
We have C4, it’s used to destroy a
certain goal.
We have plans for claymores; they
will probably be in beta2.
As for booby traps, we are working on
a shader that would camouflage the ground so
you can possibly fall in a trap.
Where
are you getting your influence to create
realistic levels that depict the Vietnam
War?
ThermO:
I cannot really speak for the other Team
Members but I have several Vietnamese
contacts and one very close friend who is a
Vietnam Veteran. Most ideas come from what
we all see in the movies and I am sure that
will not be a disappointment. However, we do
strive for realism in every way we possibly
can. So speaking with real people that have
some link or special interest in the
conflict helps greatly in the area of
research. In addition, it seems that most of
our team is trigger-happy and
war-enthusiasts...so we do not usually have
any problem getting the info we need.
(PCShooter)
Can
you explain the realism factor of this mod
in relation to a mod being too realistic to
be fun?
The
Eternal: Well, we have made as much
as possible realistic. Some small factors
are just a little unrealistic. But if we
would put those in it would just ruin the game play
SenseOred: Early
in development we decided that we should
make this mod fun to play, filled with
action and some realistic factors. I do
believe we have managed to stay on that line
- while not being ultra-realistic, we do
have one of the most realistic aim system so
far, and it's still fun to play.
PitchBlende: It’s
a Realistic Simulator, that means, it’s
somewhat like Real-Life, but we take out
certain realistic items/features to make it
worth while.
(PCShooter)
Will
you incorporate the single player aspect
into this game?
The
Eternal: No, we are probably gunna
add bots tough.
SenseOred:
I do believe we will try to make rather
smart bots.
PitchBlende:
Xaero is good enough for single player,
isn’t he? J
A Single player game takes to long,
we already started on the multiplayer part,
and to start on one now would be pointless.
Single Player games and MultiPlayer
games are two different types of games.
They are like comparing RPG’s with
RTS’s in my mind.
(PCShooter)
What are the limitations you have experienced with the Quake 3 engine?
The
Eternal: Not many limitations.
However, some things are in the engine,
while they should actually be in the
available source. (Things that have nothing
to do with the engine). In addition, surface
parms are limited.
SenseOred:
While we have not really had any problems
with the graphics on the Q3 engine, the
biggest problem must be its way to deal with
sounds. The gun sounds simply
does not have a big enough area it is played
on. I
think we have found a good solution to that
problem though.
PitchBlende: It
does not have an html editor for me.
Oh and screenshots sometimes come out
bad.
(PCShooter)
How
many clients will the multiplayer game
support?
The
Eternal: depends on server settings
SenseOred: How
many does Team Arena support?
PitchBlende:
Must maps are made for 10-20 players.
We suggest that teams be around 12-16
though.
(PCShooter)
What
tools did you use in the creation of the
detailed levels?
ThermO:
The basic level creation tool we are using
on the project is Q3Radiant. The most
popular incarnation at the time of writing
is GtkRadiant 1.1-TA-beta. This editor
allows much larger maps/levels/scenarios and
some better options to make life somewhat
easier from a mapper's side of the fence.
Our version of this tool is heavily modified
to suit our game type. It features a
completely new weapons list, custom surface
parameters for impact/surface sounds and
really has nothing to do with Quake III
Arena apart from a common graphic engine all
Q3 mod's share; And it seems to be getting
better with each new point release id
software create.
Apart from the CAD style creation tool, we
use a whole host of image editing software
such as Adobe PhotoShop - Aldus Photostyler
to name but two. Cool3d was also used in the
creation of our new three minute long
promotional video. This coupled with Adobe
Premiere and a handful of other graphic
intensive applications gives us a credible,
professional if not commercial look. Take a
squeeze at some of our latest screens and
tell me Vietnam is not the prettiest place
to kill your online buddies. Charlie may not
surf but we have it on good authority that
he loves a game of Full Metal Jacket.
(PCShooter)
Are
there any special new things you would like
to tell our readers about FMJ?
The
Eternal: IT ROCKS
SenseOred:
No, but I would like to tell everyone to use
their safety belts, and not lick on frosty
poles.
PitchBlende:
Beta1 will be good, but do not pass
up Beta2.
We have good plans for it.
(PCShooter)
Last
but not least, when do you think FMJ’s
first beta will be released?
The
Eternal: When it is done (verrrry
soon)
SenseOred:
Soon enough.
PitchBlende:
Soon, we our testing the last versions of
alpha stage now.
Expect Beta2 release around 2-4
months after.
Visit
their website @
http://www.planetquake.com/fmj
(PCShooter)
Thank
you for your time.
We really appreciate you taking the
time for this interview and wish you the
best of luck in the future.
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