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Re: SWBF2/3 Feature Discussion
Posted: Tue Jun 01, 2010 4:03 pm
by mswf
Fusion wrote:I know Darth Z13 did a semi-accurate Boz Pity from RS a few years ago, semi-accurate meaning layout with none of the new models. I could ask him if he still had the plans or earlier files somewhere, although he might not seeing as he lost most of the ones he made for DotG to a crash.
Edit:
He even made a video of it.
No, that's a no-go. I've recently tried to come in contact with him, I think I remember him telling me that he lost the source files or something. (it's
always the loss of source files)
Re: Major SWBF3 News!
Posted: Tue Jun 01, 2010 4:25 pm
by SilvaDalek
I think that making the game seem fresher would make this mod or whatever this is shaping up to be should be the main goal. After rewatching the leaked alpha footage the game seemed to have more of a GTA series ridicule.
Also, the bottom left hand corner of screen looks like it has health and other stuff. Basing the HUD off the leaked alpha footage would definitely make the mod better.
Re: SWBF2/3 Feature Discussion
Posted: Tue Jun 01, 2010 4:38 pm
by Teancum
Oh and the other thing would be to drop the whole land-to-space thing. That's one of those things that's too much to handle at first. Once a land map is complete you can always go back and add a space area to that map (once/if we ever figure out how).
Re: SWBF2/3 Feature Discussion
Posted: Tue Jun 01, 2010 4:42 pm
by 501st_commander
Teancum wrote:Oh and the other thing would be to drop the whole land-to-space thing. That's one of those things that's too much to handle at first. Once a land map is complete you can always go back and add a space area to that map (once/if we ever figure out how).
couldn't you take a skydome and put it for the land dome, another for the space sky highter up, and One more for the planet look in "space"? Then some major lighting... or would that look too... wierd?
Re: SWBF2/3 Feature Discussion
Posted: Tue Jun 01, 2010 4:45 pm
by mswf
No, you can dynamically load .sky files (with new skydome meshes), but you can't unload one, so inevitably you'll run out of skydomes.
Re: SWBF2/3 Feature Discussion
Posted: Tue Jun 01, 2010 4:46 pm
by Teancum
How are the AI supposed to know where to go? You can't have planning that overlaps. That's the kind of stuff I'm talking about. If a team ever did this they'd have to know the ins and outs of the engine backwards and forwards to get anything
remotely believable to work.
Darth_Squoobus wrote:I think it's pretty clear by now that the very concept of this is a pipe dream.
Amen - I don't know how many ways one can say it's 1) a waste of time and 2) too much for the community. Even if we had all the best the community has ever had all working together its too much. If we had a team made up of 2 Maveritchells, 2 Zerteds, 2 Teancums, 2 Dan_Boeings and a handful of other folks this is a 2-3 year project. For n00bs and mediocre modders we're talking 4-6 years. In 2-3 years a real SWBF3 would be out, and certainly within 4-6 years, making it useless. I'm not joking either - I do development for a living.
I don't want to outright close this topic to make a point - it's just not fair to abuse my power (MuHAhAhahahaha!!!). But
a full-out SWBF3/Elite Squadron mod will never happen. Try just to take the cool ideas they have and implement them into something more realistic (and much,
much smaller scale). Don't try to recreate something we can only source from videos.
Re: SWBF2/3 Feature Discussion
Posted: Tue Jun 01, 2010 8:04 pm
by AgentSmith_#27
I'm a newbie here, but I've learned from other projects I've observed over the years that unless you have an extremely dedicated, close team with a ton of time they're willing to devote to a project, something of this scale never gets put out while maintaining quality.
I know I would rather have a really really good map, as opposed to 5 nice-thought, poor-finish maps.
Re: SWBF2/3 Feature Discussion
Posted: Wed Jun 02, 2010 10:10 am
by StarkillerMarek
So is there something we are supposed to be working on now? Or are we still trying to agree if we want to actually start? by this I am not trying to proclaim myself out of the "n00b" classification of modders
And this is the Gametoast community we are talking about. We are the best SWBF2 Modding community in the world.
Re: SWBF2/3 Feature Discussion
Posted: Wed Jun 02, 2010 1:04 pm
by Darth_Squoobus
StarkillerMarek wrote:So is there something we are supposed to be working on now? Or are we still trying to agree if we want to actually start? by this I am not trying to proclaim myself out of the "n00b" classification of modders
And this is the Gametoast community we are talking about. We are the best SWBF2 Modding community in the world.
Why don't we just pull the plug before we get too far in over our heads...
Re: SWBF2/3 Feature Discussion
Posted: Wed Jun 02, 2010 1:42 pm
by myers73
StarkillerMarek wrote:
And this is the Gametoast community we are talking about. We are the best SWBF2 Modding community in the world.
and we have so much competition
Re: SWBF2/3 Feature Discussion
Posted: Wed Jun 02, 2010 2:25 pm
by 501st_commander
who is in and out on doing this?
I am in
Re: SWBF2/3 Feature Discussion
Posted: Wed Jun 02, 2010 2:39 pm
by Teancum
*sigh*
No offense to anyone here, but any veteran modder here will tell you you're in waaaaaaaay over your heads. For your own good I'm locking this. Consider looking into doing one, (that's ONE map) but if it's not absolutely blow-your-mind amazing you won't get this off the ground whatsoever.
Continue any discussions via PM, and consider posting a WiP thread ONLY when that map is 50% or more complete.