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Yea there has been little success with modding Frostbite without tools. In fact I have seen zero modifications for BFBC2 so this seems to be widespread.
Sorry, I was just covering my bases because so many that post jump to conclusions and post about controversy because lets face it...its more interesting sometimes.
If you read my link here... Bfeditor.org ...they do say that there is a large network in the process that limits modding as well as a few other issues. They even go over what workarounds could be done to get modding of Frostbite to the masses. Your right in the idea that developing the tools will take a long time but it's not for documentation issues. They would be happy releasing the editor along with example maps to show whats needed to get a game running and for people like me that's how I often learn a new engine. The real work and time that we see for BF3 modding is the recoding of the engine to make it mod friendly.
I personally do not agree that DICE should of even developed an engine with no hope of the easy implementation of modding considering their history. But they didn't and went down a route that made the developing process easier for them instead. As a part time modder, I can respect that they did what they felt was right in order to deliver a good product. I mean who knows, maybe in a few months if engine issues are worked out we can see modding tools that won't be as much of a headache as they describe. The sky is not falling yet and we will just have to wait and see how things unfold.
No that's not it. Modding challenges in Frostbite were established well before BFBC2 came out. It is not a matter of being difficult or complicated, it's the matter of it requiring a large network of computers along, something that not all mod teams have access to. In order to make it mod friendly, they would have to rewrite whole parts of the engine involving the pipeline and compiling. Now if your a developer with an unreleased game do you spend time on the unfinished game or mod tools? It is a matter of priorities. Modding is not completely out of the question at a later date. Please use some sense and logic instead of all this conspiracy theory crap.
I have to agree with you a bit. I don't know why modders are taking all of this so personally. I've done some mapping and modding for BF2142 and I can see the reasoning behind them not focusing on mod tools right now.
If you haven't had the chance you check out this link, it shows that it is simply a technology hurdle and not DICE giving the finger to the modding community. Hope people grow up and stop launching personal attacks on your page.
It's not a matter of not wanting too. Check out my link on page 7 and it will explain the problems with the Frostbite engine. In short, it was designed as an in house tool with support of an extensive IT network to maximize productivity. Porting this over to individual computers or smaller networks would require rewriting of the engine which is not a focus right now on a game that's not even release yet.
UDK is not that great of a comparison considering the access rights to the engines. There is a large difference between just access to use the engine and access to the source code to change it.
The DICE PR guy did a bad job in the interview. Mod tools are not planned right now because of multiple technical hurdles with the FB engine. It has nothing to do with being dumb or stupid. Read the link I posted later on page seven, that gives a technical run down of the Frostbite engine. They even admit that their engine crashes about 2 out of 3 times during the compiling process of their assets which occur every other day. Honestly with the state of FB, I would not want to mod something that is likely to crash from instability. Debugging mods would be impossible.
Yes not having modding planned in a series famous for it could be considered a **** move but no one really cared till now. Both Bad Company games, the launch games for Frostbite, were not moddable (BFBC wasn't even on PC). DICE created the engine that was most efficient for their games in an large team environment with an extensive IT network to support. An engine that excels in that environment cannot be easily ported over to work singularly on individual computers. Therefore parts of the engine have to be totally overhauled to work for modding. Honestly, they should be putting full focus releasing the game right now. As I said in another post, BF3 brings a new version of Frostbite to the table and once it has proved fully stable, DICE may decide to put the time and effort into getting mod tools out there for the us to play with.
You guys hit it on the head. Everyone should note that this was during the production of Bad Company 2 and it is possible that the engine has improved to the point where modding could be re-introduced. Remember that the Frostbite engine jumps a version with each new game that comes out and the release of BF3 could bring about a stable enough version for normal modding after being put through the paces.
People just need to take it down a notch, wait for the release of BF3 and then see where their status with modding lies.
Yes, it pretty much guarantees that only larger scale mod teams would be able to get anything productive done on FB 2.0
You guys should take a look at this thread on the BFeditor forums, it helps explain how the weaknesses on the Frostbite engine make it difficult for modding.
Oh well, if they remake a new 2142 in Frostbite 2.0 with some mod support all will be forgiven.
When the marines bunny hop, do they get penalties to accuracy for it?
Wow, another useless comment from another troll. I'm guessing your a professional then that does all your own custom work?
Great mod, level design looks great. A big departure from the original Doom 3. Keep up the good work!
Just got the mod running this morning after a fresh install. Not only are the graphics awesome, but I also gained an FPS boost and greater game stability. I highly recommend this mod.
I have to take a look at UDK, but I would like to help out in level design. I've worked with Unreal 2004 and 3 so I have a grasp of how things work. I own a bunch of the old AC games so I can put together levels that are like the old ones. If you can't find anyone to work on the HUD elements I can help with that too.
You just brought back so many great memories from playing Armored Core games, especially the older PS2 ones which are still my favorite.
Technically, pentagrams are a pagan symbol which is interpreted by religions as satanic, there is nothing inherently evil about the symbol. I also see your are removing the hell level, which is considered by many people to be the best in the game that breaks away from metal and concrete hallways. If you plan on just modding doom and not playing it, why is it so important to remove this content?
Why would anyone want to DDOS moddb?
Do you guys have a need for mappers? Been kicking around some map ideas for a while and would really love a project to focus on. I know how to build them, lightmap them in 3ds max and get them in game.
Just curious, I've been looking to get into UT3 and UDK mapping, what would It take for me to make some AFF content?
BTW, UDK demo is awesome. Played each level at least five or six times last night.
Or a Warhammer 40K picture.
That's a pretty awesome shot right there.
Terrain and cars are completely different from the small scale breakable boards and objects you see in Half Life. If you actually read his post you would notice that he included those breakable objects in it. Destruction on the scale seen in games like Red Faction: Guerrilla are either impossible or to inefficient to be a part of actual game play in the source engine.
Seriously, this is supposed to be a site for constructive ideas and criticism...not posting random things about people having sex and flying ******.
One thing I will advise for your map is to make sure the final product has plenty of room between the active combat area and the edge of the map. This will not only look better visually, but there are also issues with spawn points and entities if they are to close to the edge of the map. Otherwise looks like a cool mod. Are you guys going to use a 3rd part modeling program to make the lightmaps? I've been messing around with that on my own with good results.
I'm guessing you guys like Battlefield 2142? I always loved the settings that use modern technologies with a futuristic twist. If time permits over the summer and this mod pans out I would like to help you guys create maps, currently learning how to mod DOW2 so the transfer should be quite easy.
That actually looks pretty cool. I think it's fitting for a sunset type of lighting.
Nice job on the shaders uber, im also on the bf editor forums and have taken a peak at you thread about shaders there.
I have to say the work in this area is much appreciated, nothing bugs me more then getting poor performance in a game because of bad optimization.
The lighting looks much better than the first few screen shots you posted. It added a lot of atmosphere and character to the scene.
It's nice to see a return of this unit, I always missed the originality of Tiberian Sun units.