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Re: Major SWBF3 News!
Posted: Fri May 28, 2010 11:31 pm
by inky
Couldn't you just work some magic and reconfigure Elite Squadron for PC? I don't know plug the PSP to the comp or sometin and edit the files??? Sorry, if I'm saying stupid stuff. I don't have a PSP.
Re: Major SWBF3 News!
Posted: Fri May 28, 2010 11:44 pm
by Eggman
inky wrote:Couldn't you just work some magic and reconfigure Elite Squadron for PC? I don't know plug the PSP to the comp or sometin and edit the files??? Sorry, if I'm saying stupid stuff. I don't have a PSP.
Even if that were possible to do, it would be very,
very illegal.
Re: Major SWBF3 News!
Posted: Sat May 29, 2010 12:19 pm
by Teancum
inky wrote:Couldn't you just work some magic and reconfigure Elite Squadron for PC? I don't know plug the PSP to the comp or sometin and edit the files??? Sorry, if I'm saying stupid stuff. I don't have a PSP.
Elite Squadron and Renegade Squadron were made by entirely different folks, using an entirely new engine. Besides, even if we could it would look circa 1997 when played on a PC.
Re: Major SWBF3 News!
Posted: Sat May 29, 2010 3:13 pm
by myers73
would could all just get together and make an open source BF3 on the unreal engine, but fat chance of that getting off of the ground.
Re: Major SWBF3 News!
Posted: Sat May 29, 2010 5:59 pm
by Teancum
Nah, I'd much rather do a SWBF3 mod for SWBF2 itself if we were to do anything. The infrastructure is already there. Even still that would be a huge undertaking.
Re: Major SWBF3 News!
Posted: Sun May 30, 2010 12:14 am
by VF501
myers73 wrote:would could all just get together and make an open source BF3 on the unreal engine, but fat chance of that getting off of the ground.
Zero possibility of that happening here. There are only about 4-5 3D graphics artists here on GT that have the skill set and tools to make the art and do it justice on Unreal III engine and as far as I know, none have experience with the UDK. Added to that is the fact that only 3 of them are pretty active here, which would be DUCK, AceMastermind, and FragMe.
I could see Tean, Zerted, and possibly Mav on the programing side of things, but then again I don't know how much C++ they know and their experience with the UDK too.
Then the whole C&D letter from LucasArts arriving after we get off the ground just to kill us at a high point. Its happened to other projects based on other IPs before.
Re: Major SWBF3 News!
Posted: Sun May 30, 2010 7:02 am
by [RDH]Zerted
Teancum wrote:do a SWBF3 mod for SWBF2 itself
What is it that we would add?
Re: Major SWBF3 News!
Posted: Sun May 30, 2010 8:21 am
by Teancum
Maps and vehicles could be done, but the character customization would be a lot tougher (along with melee when near an enemy)
Re: Major SWBF3 News!
Posted: Sun May 30, 2010 1:21 pm
by [RDH]Zerted
If someone wants to write up a swbf3 feature list. I'll see what I can fit into the unofficial v1.4 patch.
Re: Major SWBF3 News!
Posted: Sun May 30, 2010 1:37 pm
by Maveritchell
[RDH]Zerted wrote:If someone wants to write up a swbf3 feature list. I'll see what I can fit into the unofficial v1.4 patch.
Most of what people would (and will, inevitably) list would be content and not features per se.
Re: Major SWBF3 News!
Posted: Sun May 30, 2010 2:05 pm
by 501st_commander
[RDH]Zerted wrote:If someone wants to write up a swbf3 feature list. I'll see what I can fit into the unofficial v1.4 patch.
more than 500 mission limit
side for plantes like in the move (utapau + 212th : mygeto + 41st : etc.
if possible, better interface.
Re: Major SWBF3 News!
Posted: Sun May 30, 2010 2:44 pm
by CressAlbane
-More room for eras on the era select screen.
-Every letter code supported for ccustom modes. (If reasonable)
Re: Major SWBF3 News!
Posted: Sun May 30, 2010 2:55 pm
by mswf
501st_commander wrote:-more than 500 mission limit
CressAlbane wrote:-More room for eras on the era select screen.
-Every letter code supported for ccustom modes. (If reasonable)
These are hardcoded things. The 500 mission limit could only be circumvented through a mod manager that would count those. The 3-character mod names is something that doesn't even need to be different; there are still enough unused combinations.
501st_commander wrote:-side for plantes like in the move (utapau + 212th : mygeto + 41st : etc.
That's content, not a feature.
Re: Major SWBF3 News!
Posted: Sun May 30, 2010 2:56 pm
by SilvaDalek
New Engine, New Graphics, New Modes, New Eras, New Models, New Animations, New Units, Melee, Character/Weapon Customization, New Interface, Some Leveling/Experience System, Better Multiplayer, AI Smarter Than My Dog, Better Compatibility, Integrated Clan System, And Everything That Was Good About SWBF2 and SWBF.
I see 0% of that list being doable (to the extent that a new game would have). That's what I would have wanted to have seen in SWBF3.
Re: Major SWBF3 News!
Posted: Mon May 31, 2010 4:47 pm
by inky
Would it be possible to have a loadscreen for BF3 that runs off of BF2? Like, once you have all the new stuff in, create a different startup screen that is connected (I'm desperate for a BF3) to BF2?
EDIT: As for new features, maybe have more Campaigns?
Re: Major SWBF3 News!
Posted: Mon May 31, 2010 5:03 pm
by Teancum
SilvaDalek wrote:New Engine, New Graphics, New Modes, New Eras, New Models, New Animations, New Units, Melee, Character/Weapon Customization, New Interface, Some Leveling/Experience System, Better Multiplayer, AI Smarter Than My Dog, Better Compatibility, Integrated Clan System, And Everything That Was Good About SWBF2 and SWBF.
I see 0% of that list being doable (to the extent that a new game would have). That's what I would have wanted to have seen in SWBF3.
People keep dogging SWBF2's engine, but make no mistake, we can do Lord Of The Rings: Conquest quality stuff with SWBF2 -- Bloom, Bump Mapping, Specular, glow, higher poly models, better texture resolution, etc. All of the features exist, it's just that the number of hours needed to do it increases exponentially. AI is about the only thing that is an issue, and if people spent more time doing proper AI planning and hintnodes AI quality would increase exponentially.
Dunno why I wanted to rant on that, but I feel like I did. Nothing personal -- I just wanted to point out that vast improvements in visuals and AI actually can be made, but nobody has because the community as a whole is not at that skill level.
inky wrote:Would it be possible to have a loadscreen for BF3 that runs off of BF2? Like, once you have all the new stuff in, create a different startup screen that is connected (I'm desperate for a BF3) to BF2?
EDIT: As for new features, maybe have more Campaigns?
Yes to all of that - at least to some extent. But again this is hundreds of hours to get something like this working. For a modding community to do a "copy" of SWBF: Elite Squadron for SWBF2 would take 2-3 years of dedication by several (in other words, more than 3-4) individuals, as well as major support from the community.
Re: Major SWBF3 News!
Posted: Mon May 31, 2010 5:45 pm
by 501st_commander
inky wrote:Would it be possible to have a loadscreen for BF3 that runs off of BF2? Like, once you have all the new stuff in, create a different startup screen that is connected (I'm desperate for a BF3) to BF2?
i can rig that up in a day or two as a load menu. The only thing is, getting the game to read there is a cd so it can save settings..
If we could get some of the animations from Elite Squadron, that would be a start.
Offish-topic question:
Is the run animation in bf2 hard-coded?
Re: Major SWBF3 News!
Posted: Mon May 31, 2010 7:02 pm
by myers73
no it is not, you could change it to the roll anim if you wanted.
Re: Major SWBF3 News!
Posted: Mon May 31, 2010 7:36 pm
by CressAlbane
THAT'd be something to see. Make for a good video on Xfire...
Anyway, maybe we all should collaborate on a big mod project of this scale...
Re: Major SWBF3 News!
Posted: Mon May 31, 2010 7:40 pm
by 501st_commander
myers73 wrote:no it is not, you could change it to the roll anim if you wanted.
if we could get the run anim from ES or make a new one like it and put it in bf2, that would be awesome.