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Wednesday, June 13, 2007

Mods at War: WW2X vs eXtreme+

In an act that is beginning to resemble more the end result of a nuclear fission reaction than the product of asexual reproduction, the Call of Duty 2 mod community has split.

While the split could have been considered a legal separation last year, I can tell you that it is a full blown divorce right now. The details of this conflict have come out as gory as any National Enquirer article on Britney Spears' rehab. The messy goings-on have descended into a war of words (the foul and four-lettered variety) in public forums all across CallofDutyville.

Name calling and ill-tempered scrapping aside, this article attempts to provide some of the history behind the latest CoD2 multiplayer mods that have arisen out of the split: eXtreme+ and WW2X. As well, we link to both mods so that you can download them and judge them on their own merits.

Ante-schism

I have told this story before, but the history of the eXtreme+ mod originates way back to the days of the CoD UO modification A.W.E, or "Additional War Effects" by Swedish CoD modding legend Bell.

When the CoD UO community realized the untapped potential of A.W.E., many of the scripters back then expressed the wish to use A.W.E. as a "jumping-off point" to bigger and better things. Wizard220, ace coder in his own right, expressed just such a wish and was amicably given permission by Bell to take the A.W.E. code and move it in a different direction.

The new modification became eXtreme ("A.W.E-eXtreme" at first), a term that Wizard220 to this day claims is his intellectual property. As an aside, this claiming of intellectual property by folks using pseudonyms who all skirt around the issue that the original copyright holder to most of the material is Activision is a concept that is hard to follow for those like myself who did not do well on their LSAT.

Wizard220 and his colleague, [RoS] Dragon, were major forces in developing the old A.W.E. modification into the new "eXtreme" mod and added many interesting twists to Bell's work. When Dragon left due to personal problems, Wizard220 (Wizz) apparently took over almost all the scripting.

At this point Wizz became sponsored, he had a website, two extreme servers under him and he was managing the mod.

At some point in this development, the COD UO gamestate limit of 32k was reached with the eXtreme mod.

Let me take a sidebar to explain gamestate. When a player or client first connects or a new level loads the server sends the client a huge message that contains all the values of all game variables for that level. This data is only sent once. Basically the problem is that at some point you can exceed a given allowable level (32K was the level on UO) and the server can crash.

By October 2005, Wizz felt abandoned by the developers of UO because they didnt upgrade the gamestate and he handed over extreme to another genius modder, Astoroth.

Astoroth then continued eXtreme for CoD UO until the final release and then switched over to CoD2, porting over work from the eXtreme UO mod to the eXtreme+ mod, which is what the eXtreme mod became known as. Wizard220 apparently helped extensively in this port, as witnessed by the fact that his name lives on to this day in some of the files.

Additional contributions over the past few years have also come from Matthius of the Admiral Mod and of course Bell who led the AWE development.

Marc, a bright and level headed modder from Holland, had become involved in eXtreme+ and was testing the mod on Linux servers. Between the release of CoD2 and the 1.2 patch he became an eXtreme+ Support Crew Member.

Astroroth's stewardship of the mod has become one of early promise followed by some confusion due to his virtual disappearance from the scene due to personal issues. The spring of 2006 marks Astroroth's last full-time involvement with eXtreme+ (about the time the 1.2 patch came out for CoD2).

Marc took the reins at eXtreme+ after Astoroth's absence.

Tally, from the U.K. and a well-known modder (now of the RoTR project) came aboard. Joker, a Californian also started to take on more responsibility.

Just after version 1.5 came out (approximately in January of 2007) Marc left the eXtreme+ crew. Apparently he arrived at that decision due to a post from the perennially absent Astoroth, which he did not take to be believable:
"A big reason for me to leave Astoroth's site is because he posted recently in the closed moderators forum that he will be back AT SOME POINT."

- Marc
The Schism

The reason for Wizz's departure from CoD2 is perhaps as mysterious as his reappearance. We are now fast forwarding to 2007 and his return initiated a tug-of-war over the work that, some may argue, he handed off years ago.

Wizz had returned and the threats regarding "pulling the plug" on the "extreme" name, the "eXtreme+" mod and the "extremecod.com" website began appearing in many forums around the community. Wizz was back and he wanted eXtreme!

Questions of who owns intellectual property began to outpace scripting questions on those same sites.

The upshot of the schism is the new world order: there are now two camps in CoD2 modding and each have direct lineage to the original UO mod from Bell.

The new eXtreme+ crew

The eXtreme+ camp, who pitch their tents at extremecod.com, have uber-modders like Tally, Paulo88 and of course Joker. In my opinion, the "new" eXtreme+ modifier should apply to all mods put out by this group from version 2.0. Joker has taken the bull by the horns with Marc's departure and with Paulo88 by his side created version 2.0. Having said that, it was a bit of a hard go. We covered this in detail in other BASH...the blog articles, but originally version 2.0 was supposed to be version 1.7!

Numerous bugs put an end to 1.7 quickly. Once the bugs were squashed, 2.0 rose from the ashes.

You can read all about eXtreme+ in the many posts we have had here on this great mod:

eXtreme+


The WW2X crew

The new upstarts call their mod "WW2X". The mod is caretakered at the moment solely by Marc. Nedgerblansky, while not a modder for WW2X (he looks after A.W.E. along with Oddball) does participate indirectly. Marc has borrowed some of Ned's code/gametypes for WW2X.

The home of WW2X is raidersmerciless.com

Interestingly, Wizz may have finally relinquished the name "extreme" as clearly indicated by the group's new mod name WW2X. The "X" in the name is the only common letter - admittedly, it is one sexy letter and I can see why it has been kept. Having said that, it was Marc who came up with the new title:
WW2X is a name i came up with... parting from extreme i couldnt very well name it extreme2 it would cause too much confusion. Without really deep thought i decided to name it ww2x this you could see as: world war to the extreme or world war 2 extreme...whichever you prefer.

- Marc
Wizard220's role is not all that clear in light of the new WW2X landscape:
Wizard220 doesnt code for ww2x.... he doesnt code for cod2 period.... because of the lack of support from IW and the crapy out of the box code.

- Marc
It appears then that his reappearance on the scene may have been to settle some personal grudges rather than to take the mod back. I cannot completely confirm this, it is just an opinion.

The arrival of Marc, working more or less on his own has had an immediate effect on the direction of the old eXtreme+ mod. As Marc states in a raidersmerciless.com posting:
One of my first modifications to the mod will be the dvar handling...1280 is the max amount of dvars cod2 can handle and extreme is closing into that big time.

Thanks to Nedgerblansky who developed a new method to circumvent this (drm) im now in the process to make extreme work with that method...and i must say..its working great......with the settings i normally use on my server i already saved 400 dvars.....which means..more features can now be added in the mod again.
The DVAR solution is critical to any future upgrades and it was implemented in the Feb. 2007 release of WW2X (v 1.6)
1.6.0:
Changed from default dvar handling to DRM dvar handling method
Changed ranksystem, now 13 ranks again but combined with 5 rankicons
Added knives that can replace the pistols (not throwable yet)
Fixed IHTF spectating when dead bug
Brought back the possibility to use healthbar with healthregen (3 options)

Biggest and most important new feature is the DRM dvar handling.
What does that mean?....more features can be added to the mod ..not bothered by hitting the dvar limit cod2 has.
Note DRM dvar handling became available soon after in June 2007 in eXtreme+. One can only assume that despite the appearances, the modding communities are closer tied than would be believed from the forum flamewars.

In short, the WW2X mod is a combination of A.W.E, A.W.E.-eXtreme and some of the "Merciless mod". A.W.E and Merciless of course are unsurprisingly maintained at the raidersmerciless.com site. Undoubtedly there is a good smattering of eXtreme+ in there as well due to the presence of Marc.

The latest version(1.7) for the WW2X mod for COD2 is available now. Here are some of its features.

WW2X v1.7 Features
---------------------
- Deployable mg30cal and mg42
- Fire and gas grenades and sticky bombs. Sticky bombs are not as sticky as you would think. They only stick to a ledge or anything that physically sticks out.
- Turret overheater
- Mobile mg30cal and mg42: 2 mobile mg's per team...one that you can carry around and fire or this new deployable one.
- Range finder
- Landmines
- Vote menu limiter/delay
- Throwable Knives
- Parachutes
- Weather effects
- Server redirecting
- Tracers
- Ambient planes
- Disable stock map fx
- Clan specific welcome messages and voting options
- Bleeding and bleeding messages
- Ingame statistics board
- Livestats
- Movie mode
- Spectate/death/end/stats/voting music
- Announcement sounds
- Teamkill detection with different punishments.
- Server messages
- Welcome messages
- Disable minefields
- Server/Clan logo text and/or picture
- Sprinting
- Map voting: map/gametype callvotemenu handles 180 maps
- Customizable killcam time
- Healthbar
- Random maprotation
- Playerbased maprotation
- Maprotation error correction
- Painsounds
- Deathsounds
- Checking and renaming of duplicate player names
- Anti camping system
- Extended obituary messages
- Turret abuse system
- Disable deathicons
- Disable nadeicons
- Disable stanceicons
- Disable weapon drops
- Disable grenade drops
- Disable pistols
- Disable objective points
- Disable damage feedback
- Disable/Force crosshair
- Disable/Force crosshair enemy color
- Disable health regeneration
- Colored smoke grenades
- Headpopping
- Helmetpopping
- Damage modifiers
- Unknown Soldier handling
- Blood splatter on screen
- Cold breath
- Change gravity
- Change speed
- Healthpacks/Medikits
- Mortars
- Tripwires frag and smoke grenades
- Remove bodies and sink bodies
- Ammo limiting
- Weapon limiting
- Dvar to stop clientside exploits
- Spawn protection
- Selectable secondary weapon
- Turret disabling
- Rotating MOTD
- Command monitor
- Weapon drop on arm/hand/leg/foot hit
- Forced autoassign
- Taunts
- Player model limiter
- Laserdot
- Bulletholes on screen
- Ranksystem with rankicons
- Ammo crates
- Panzerschrecks
- G43 Sniper
- Weapon class usage option
- Enemy weapon usage
- Grenade warning
- WMD contol (option to set a rank that allows you to call in airstrikes, mortars, artillery and napalm)

Gametypes
-------------
- Last Team Standing
- Last Man Standing
- Hold the Flag
- Individual Hold the Flag
- Domination
- Onslaught
- Capture the Flag back
- VIP
- Classic Headquarters
- Conquest

New Gametype:
- ESD

Side by side comparison


Where it counts, a quick scan of WW2X 1.7 and eXtreme+ 2.0 features will undoubtedly indicate that there isn't much to choose from between these two mods. The big differences in my opinion are in the gametypes: WW2X has ESD and eXtreme+ has Liberation, Hitman and round-based CNQ and CTF.

I am not surprised by how similar the two mods are on paper. After all the split has only occurred recently. I'll be more interested in the directions these two groups take their respective mods.

BASH will keep an eye on them so stay tuned!

Conclusion

Competition, we are told, is very healthy for the consumer. Competition in the CoD mod arena is no exception.

The only thing that worries me right now is whether there are enough software modding resources (i.e. the scripters/programmers) to carry out and sustain these two mods in the CoD2 community.

As for the bitterness in both groups...

Clearly, the folks in both camps are excellent at what they do. Many of them have "type A" personalities: opinionated, passionate and strong willed. These traits are typical of true artists and creators. As in any other human endeavour, groups like these do not stick together long. Differences of opinion are created and people go their own way. Each camp has its leaders and each camp has its followers. The laws of nature could have predicted this rift well before it happened.

I only hope that both camps stop their bickering and get back to what they do best: write scripts so that my fellow gamers and I can play new and improved modded versions of online CoD2.

Late Breaking news:

After posting this article I was informed of some very good news. It appears there may actually be a truce in the war of words between the WW2X and eXtreme+ camps.

Apparently there have been olive branches exchanged and there is a peace offering on the table. Both groups have expressed the desire to put the ill will behind them (which apparently involved personal issues rather than technical ones) and move on - they have even said they may help each other out.

As Marc says:

Hopefully now we can coexist in peace together again.....and they even unbanned me from the eXtreme site.
Wow. That's how intense this little war had gotten. Of course it helps when there are level-headed folks out there willing to put the player ahead of their own ego.

Good luck to both groups - we'll be watching (and playing) their efforts!