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BF1942: Battlefield 40k Mod | Locked | |
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Dec 13 2004 Anchor | |
Hello to everyone on Mod DB Our mod has been in development since July 04 We currently recruiting the following: Unwrappers Lionheart, Alan2525 Find us here at: Battlefield40k.com --
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Dec 14 2004 Anchor | |
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Dec 14 2004 Anchor | |
All thanks to alan2525, he runs and maintains it. -Lionheart --
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Dec 14 2004 Anchor | ||
You've got some impressive models in there -- |
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Dec 14 2004 Anchor | |
Thank you, I'll pass that on to our artists - Lionheart --
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Dec 14 2004 Anchor | |
Pretty ambitious, looking at all the proposed units. Good luck with that. And I'm with Krycha, its unfortunate that its BF1942. --
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Dec 15 2004 Anchor | |
Maybe if you moved it to Battlefield 2 I'd help. -- BANNED - kthxbye. (Cheapalert) |
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Dec 15 2004 Anchor | ||
BF2 still has several months before it's going to be released, therefore it's impossible to tell what is/isn't going to be supported. |
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Dec 15 2004 Anchor | |
We are still thinking about battlefield 2 and whether to move over to it. The thing is currently most of us are still learning all the capabilities of the current refractor 1.0 engine. The problem that will come of switching to a new engine will be that it is going to be far more sophisticated to design for. As if it isn't complicated already. My personal hope is that the battlefield developers follow the example of Valve and consult the modding community in design of good conversion and modding tools that will allow transition from an older engine to a new one simple. - Lionheart Edited by: bf40kadmin --
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Dec 15 2004 Anchor | |
Are you still working on it? if so you should add something that can teleport you or an enemy like you could make one that takes u somewhere and one that dissenegrates(spelling?) the enemy it would be cool --
~Are you ready for the MOHAA master?~ |
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Dec 15 2004 Anchor | |
Why not use the UT2k4 Engine? Same vehicle support, similar gameplay, and UT is far, far easier to mod. |
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Dec 15 2004 Anchor | ||
^^ Yes, I totally recommend either UT2k4 or Joint Ops. The new Joint Ops expansion pack brings the player count up to Your site looks nice, too ^_^ -- "He who fights with monsters might take care lest he thereby become a monster." |
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Dec 15 2004 Anchor | |
I didn't make that decision, I joined the mod in late August/early September and the mod started early July. I joined as both a 40k fan and bf1942 player. Seeing as the team have been working on the mod all the time it would be a waste of time to start from scratch again, and undo all what has been achieved so far. I've played UT2004 but its fighting maps feel a little limited. Joint ops looks really good but I wonder how well does it play? - Lionheart --
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Dec 15 2004 Anchor | |
what type of weapons and vehicles will be on this mod? --
~Are you ready for the MOHAA master?~ |
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Dec 15 2004 Anchor | ||
Pxtl, do you actually know anything about ut2k4 modding? if you do i and the other bf40k scripter would be very appreciative of the help:) its just we looked at it and it seems kinda difficult. We will hopefully be porting to bf2 as soon as possible...support and servers for bf1942 are running kind of thin:( |
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Dec 15 2004 Anchor | |
There is one type of unit within Warhammer 40,000 that can do quick teleportation hit and run attacks. Eldar Warp Spiders, whether it is technically feasible to create this kind of unit is a mystery. MOHAA look on the creation list. Infantry weapons for space marines Bolt Pistol, Boltgun, Storm Bolter(combine two bolguns together) & Heavy Bolter- Fires small rocket propelled bullets that explode on impact. Power Sword (unlike most other BF1942 mods this mod you can destroy vehicles with close combat weapons) Imperial Guard Super heavy Tanks Shadowsword (Anti Titan tank), Baneblade Titans (Gigantic sized walkers) Thats just a small snipet of some of the weapons, but almost everything is based upon the Warhammer 40,000 universe. Look at games workshop and forgeworld. --
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Dec 15 2004 Anchor | |
Nice those are tight weapons and vehicles I will really look into getting this mod! --
~Are you ready for the MOHAA master?~ |
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Dec 15 2004 Anchor | |
Sorry, I only dabbled in it on UT - but it seems to be a pretty standard Java-style OOP class structure. I was able to make some fun custom weapons within a few hours of starting, and ended up making a simple rocketpack-assisted Instagib mutator. But that was UT - UT2k4 is very similar though, from what I've looked at. Besides, I don't have the time to join any new projects. Good luck to you guys either way. There's apparently a full integrated nagware-based IDE called WOTGreal. |
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Dec 16 2004 Anchor | ||
I've been telling Magus for a while it isn't that hard he's just got this phobia of curly brackets |
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Dec 16 2004 Anchor | ||
Hey, seriously you guys should think about using the BattleField Vietnam engine. It's basicly the same thing, just revamped and better. Its more efficient. Its also more moddable... |
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Dec 16 2004 Anchor | ||
nah, there wouldnt be much point seeing as we are gonna move straight to bf2 anyway as soon as it comes out, wed have to convert lots of code, there is already another 40k mod on bfv, not all the team have bfv, the extra features in bfv dont really apply to 40k, more people play bf42...the list goes on |
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Dec 17 2004 Anchor | ||
The Nam engine is sluggish compared to the 42 engine. Anyway BF2 is rumoured to be shipping with an SDK so that should make things better and more moddable. |
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