Ultimate WWII experience mod? Hypothetical concept... -1 reply

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azreal

FH2 Betatester

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15th July 2006

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#41 13 years ago

you no with all do respect to all the mods out there, i must wonder at wat point do bf1942 mod devs stop caring. all of the major bf42 mods have bf2 mods coming out soon which will pretty much kill off the majority of the '42 servers. and aside from that, if this was to be made, im sure teh devs would give full credit to the mods of which they used. and for that matter, at this point in the battlefield series its not like any mods made for bf42 would completely revive the bf42 game. it would more fun based...




Natty Wallo

FH2 LevelDesigner

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16th December 2005

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#42 13 years ago

This is not correct... all mods are allready out, all except BGF and FH2 anyway... they havent killed off any 42 servers yet..people will keep playing bf42 along time, this mod (if it was made) would pro-longer its life even more. Not revive, but at least work as a very good life-support. Problem is it would take too long to make it for just one or two guys.




Legi0n

Hier kommt die Luftwaffe

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17th January 2004

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#43 13 years ago
Natty Wallo;4045608Talking strictly from a "developers" point of view, this would be really cool, you forgot Battlefield 1918 though.. that is an uber-mod in it self, very similar to FH when it comes to map-design and static objects modelling. WWI + WWII in one mod... Thing is, you would need to decide which type of damage system you want; the vanilla bf42 / BG42 or the FH one... either way, you'd have a few hundreds, if not thousands models and objects to recode, you would need to change the material on for example XWWII and BG42 tanks (the material on the standardmesh as well as the object) or an FH tank cant kill it, etc etc... Estimated time to make this mod would be something like 1 year for 3-4 guys spending ~40 hours a week, after that around 3-6 months of testing would follow, if you picked the 100 greatest maps.. for example you'd make a map with every single vehicle, kit and weapon from every single mod.. then test them against each-other and then fine-balance their armor, hitpoints, material, speed etc. It sure would be a kickass mod though..

I've been out of the modding scene for awhile now... however: My Steel Cross/Intensity AI coding was done for many if not all of the mods mentioned, under the name "Ballistik." My Intensity mod for FH (the last release of what would have been called Ballistik: FH, second to last being "Steel Cross") includes reworked tracer, fire and explosion FX that would almost require a current high-end system to run. For example, tracers left fading, alpha-blended 3-pixel-diameter smoke trails led by 1-pixel-length flares attached to the normal bullet mesh, rather than full-brightness tracer models, with each tracer having a 2600hz looping "howl" sound attached. Now, back in 2005, my Dell XPS Gen 5, fully spec'ed out, could handle about 1 and 1/2 seconds of tracer fire before it would lock up and crash. An XPS 720H2C, on the other hand, could likely handle Intensity's FX, folded into Steel Cross's texture/sound/map storage requirements. What would be a nice gift from EA/DiCE would be to rerelease BF1942 with the same engine but "reinforced" for heavy modding, including allowing larger maps, updated AI, mapmaking and pathmapping tools, and between 256 and 512 players in SP/COOP game mode. I'd take that and the original Refractor2 graphics over BF2 or BF2142's graphics any old day.




Guest

I didn't make it!

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#44 13 years ago
Legi0n;4118384 What would be a nice gift from EA/DiCE would be to rerelease BF1942 with the same engine but "reinforced" for heavy modding, including allowing larger maps, updated AI, mapmaking and pathmapping tools, and between 256 and 512 players in SP/COOP game mode. I'd take that and the original Refractor2 graphics over BF2 or BF2142's graphics any old day.

It's called the Battlefield Vietnam engine.

Might be interesting to port FH1 to that...




jumjum

Write heavy; write hard.

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10th April 2005

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#45 13 years ago
Legi0n;4118384I've been out of the modding scene for awhile now... however: My Steel Cross/Intensity AI coding was done for many if not all of the mods mentioned, under the name "Ballistik." My Intensity mod for FH (the last release of what would have been called Ballistik: FH, second to last being "Steel Cross") includes reworked tracer, fire and explosion FX that would almost require a current high-end system to run. For example, tracers left fading, alpha-blended 3-pixel-diameter smoke trails led by 1-pixel-length flares attached to the normal bullet mesh, rather than full-brightness tracer models, with each tracer having a 2600hz looping "howl" sound attached. Now, back in 2005, my Dell XPS Gen 5, fully spec'ed out, could handle about 1 and 1/2 seconds of tracer fire before it would lock up and crash. An XPS 720H2C, on the other hand, could likely handle Intensity's FX, folded into Steel Cross's texture/sound/map storage requirements. What would be a nice gift from EA/DiCE would be to rerelease BF1942 with the same engine but "reinforced" for heavy modding, including allowing larger maps, updated AI, mapmaking and pathmapping tools, and between 256 and 512 players in SP/COOP game mode. I'd take that and the original Refractor2 graphics over BF2 or BF2142's graphics any old day.

I hope everyone reading this realizes what a debt FHers, particularly SP devotees, owe Legi0n. When everyone else was putting out dozens of conquest/objective/CTF/TDM maps, Legi0N (and bizness too) was doing everything he could to improve BF1942 AI. The very first modification to vanilla 1942 I played was IIRC, a 2004 version of Ballistick, and it was like playing a brand new game. It opened up entire new worlds for me. Thanks, Legi0n - I love you, man.