SWBF2/3 Feature Discussion

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Teancum
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SWBF2/3 Feature Discussion

Post by Teancum »

501st_commander wrote:
[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.
Note he said SWBF3 features.


501st_commander wrote:If we could get some of the animations from Elite Squadron, that would be a start.
I suppose I should be more clear. Nothing whatsoever can be ported from Renegade Squadron or Elite Squadron. They're entirely different engines, they use crazy compression on all their formats to get everything to roll on the PSP, and there are no tools that exist for these games.

Anything for a "Battlefront 3" mod would have to already exist for SWBF1/2 or be made from scratch. And to be totally clear again, this is a 2-4 year project with a need for 1-2 "Maveritchells" who can not only lead, but have all the technical know how, plus 5-10 really good modders. N00bs need not even apply.

Off the top of my head, here's what you're looking at to have a half-way decent mod:
  • 10+ QUALITY maps, made be veterans
  • 6-10 NEW vehicles
  • 15+ new characters, and only a handful of those would get away with being skins
  • 100+ new props for those new maps
  • Untold amounts of ODF coding for weapons, characters, etc
  • 40-50+ new sounds to accommodate for all the new stuff
  • Some way to have a melee punch as a soldier and not make it total garbage
  • Some way to circumvent the typical class system and allow for full customization via GUI
  • Some way to to Hero CTF like RS/ES does (when you get the flag, you become the hero)
Like I said, HUUUUUUUUUUUUGE project.
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Re: Major SWBF3 News!

Post by myers73 »

why is discussion still continuing about this, there is no way that it will get off the ground, much less be a success, look what happened with the DMI project.
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SWBF2/3 Feature Discussion

Post by 501st_commander »

myers73 wrote:why is discussion still continuing about this, there is no way that it will get off the ground, much less be a success, look what happened with the DMI project.
it depends on how you start it..


@Tean:
I diden't know about the psp to pc porting. I should of know off my head as common sence...


I am willing (if we start this) to work on this. It should be a hard but fun project.. It may get a few more years on bf2 for gamers.
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Re: Major SWBF3 News!

Post by inky »

^I don't think SWBF2 gaming will EVER die.
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Re: Major SWBF3 News!

Post by RogueKnight »

Woah there everyone, Tean already said that something like this is improbable, and no one is going to start a big project like this.
Hidden/Spoiler:
Without me involved.

Lets get a PM chain going people! I got all summer!
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Re: Major SWBF3 News!

Post by 501st_commander »

RogueKnight wrote:
Hidden/Spoiler:
Without me involved.

Lets get a PM chain going people! I got all summer!
Hidden/Spoiler:
Me too!! or at least i hope...... :|
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Re: Major SWBF3 News!

Post by [RDH]Zerted »

Yes I said features, not content. New/More/Better features as in having the ability to disable certain era/games mode from being loaded. Content as in new maps and models. If you look at the maps/content I've released, they're crap, but some of the features I've done are almost unmatched.

Sadly, I just discovered my laptop is overheating whenever I try to play any game (it is slowly dying). I'll have to install Windows on my desktop before I can get to modding anything again.
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Re: Major SWBF3 News!

Post by skelltor »

i am still kinda a noob to modding but would like to help maby we should start a new topic on this?
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Re: Major SWBF3 News!

Post by myers73 »

im in for a map and the sides if people start getting serious about a major mod.
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Re: Major SWBF3 News!

Post by AgentSmith_#27 »

Hidden/Spoiler:
[quote="[RDH]Zerted"]Yes I said features, not content. New/More/Better features as in having the ability to disable certain era/games mode from being loaded. Content as in new maps and models. If you look at the maps/content I've released, they're crap, but some of the features I've done are almost unmatched.

Sadly, I just discovered my laptop is overheating whenever I try to play any game (it is slowly dying). I'll have to install Windows on my desktop before I can get to modding anything again.[/quote]

[quote="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.[/quote]
I love the engine, the freedom of movement is one of the things that makes BF2 such a great game to me, in any future installments I would love to see simply an upgraded version.

Really, I can't think of any useful features besides
features as in having the ability to disable certain era/games mode from being loaded.


Any features I can come up with that would make this game close enough to what SWBF3 should have been mostly involve upgrades to the mechanics of the game and mod tools. E.G. Removing the object limit (incidentally, what IS the exact # on the object limit?) That kind of thing.

In short,
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.
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Re: Major SWBF3 News!

Post by myers73 »

AgentSmith_#27 wrote: I love the engine, the freedom of movement is one of the things that makes BF2 such a great game to me, in any future installments I would love to see simply an upgraded version.

:? ?

i hope this was a joke
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Re: Major SWBF3 News!

Post by StarkillerMarek »

myers73 wrote:im in for a map and the sides if people start getting serious about a major mod.
Me too, I guess.
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Re: Major SWBF3 News!

Post by Teancum »

myers73 wrote:
AgentSmith_#27 wrote: I love the engine, the freedom of movement is one of the things that makes BF2 such a great game to me, in any future installments I would love to see simply an upgraded version.

:? ?

i hope this was a joke
Why would you think that? I 100% agree. The engine is super-easy to use, and for a 2006 release one year after the original, I'd say it was fairly high tech. There's very little we couldn't do with this engine, it's just that nobody has.
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Re: Major SWBF3 News!

Post by Twilight_Warrior »

ummmm....I've only made minor side mods for myself, so this is all completely theory, but...
Teancum wrote:
  • Some way to have a melee punch as a soldier and not make it total garbage
There's a way to change the block button to a second attack button to work for light and heavy attacks, so could somthing similar be done to switch a button for the soldier class to have a regualr shotting attack and a melee attack?
Teancum wrote:
  • Some way to to Hero CTF like RS/ES does (when you get the flag, you become the hero)
[/list]
If I recall from Mav's final fantasy mod, you can spawn and switch control to a playable character that isn't just a simple recon droid. So if we switched control to a spawned hero when you got the flag, you could teleport the normal character to a safe haven on the map, then it would LOOK like you changed to the hero.

Again, I've never actually tried ANY of this, and I'm probably completely wrong, this is just theory from what I've heard on random forum discussions.
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Re: Major SWBF3 News!

Post by Maveritchell »

Twilight_Warrior wrote:There's a way to change the block button to a second attack button to work for light and heavy attacks, so could somthing similar be done to switch a button for the soldier class to have a regualr shotting attack and a melee attack?

If I recall from Mav's final fantasy mod, you can spawn and switch control to a playable character that isn't just a simple recon droid. So if we switched control to a spawned hero when you got the flag, you could teleport the normal character to a safe haven on the map, then it would LOOK like you changed to the hero.
Combos are melee-only - they have specific and unique properties that can't be applied to projectile weapons.

Forcing a spawn is much easier than what you're suggesting. That mode is completely doable from what I understand, but I've never played Renegade/Elite Squadron and I don't know specifics for that mode.
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Re: Major SWBF3 News!

Post by 501st_commander »

myers73 wrote:im in for a map and the sides if people start getting serious about a major mod.
mapping/sides also.

I'm not going to make a huge map if we do this. I have been planing on making a new death star map anyway...
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Re: SWBF2/3 Feature Discussion

Post by Teancum »

Here's my take:
  • Maps need to be the same as (or close to) the Elite Squadron maps. Not "Hey this is Korriban, so even though it looks nothing like the ES map it counts!" I can provide footage of all of the maps (I have a video out cable for my PSP, and can do video capture via my PC. The biggest stumbling block here would be the props, props, props, props and more props.
  • The whole customize on-the-fly thing can be dumped. It's not a fun system aside from the visual customizations. Still, I know the Fake Console can do jetpacks and a few other things that are applied to the character on the fly, so perhaps there could be "ability" customizations combined with traditional classes. Your standard jet trooper would be gone, and could be replaced with that as an ability you can choose. You can make the jetpack work via a bolton by simply specifying the backpack in the effect file as well (normally it would disappear when on)
The breaking point here is the maps. It's just such a big task taking them on. Guys like Mav have both the mapping and modeling skills to do maps like Korriban and Sullust, but most of us couldn't do our own props, let alone anything else. If there was enough interest and skill for the maps themselves the rest could be done. The coding would largely be done by 2-3 very experienced coders such as Zerted and Mav (not necessarily them), and sides are fairly easy.

But maps... that's an absolutely enormous undertaking. If ya'll seriously plan on doing this, focus only on the maps first. All the other stuff will come. I speak from 10+ years of being on mod teams that have succeeded and failed. In this case if you don't focus on the maps it'll fail, and fail bigtime. Get yourself a bunch of props related the the maps first, then focus on building each map itself.
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Re: SWBF2/3 Feature Discussion

Post by Darth_Squoobus »

I think it's pretty clear by now that the very concept of this is a pipe dream.
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Re: SWBF2/3 Feature Discussion

Post by Fusion »

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.

Although I have no modding skills or even a desktop pc at the moment, I can certainly help with balancing and info on the PSP games if Tean is busy or something. No videos, but if you needed information on how a weapon or hero worked or their loadouts, I can have the games booted up in a second.

Edit: He even made a video of it.
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Re: SWBF2/3 Feature Discussion

Post by 501st_commander »

Teancum wrote:
  • Maps need to be the same as (or close to) the Elite Squadron maps. Not "Hey this is Korriban, so even though it looks nothing like the ES map it counts!" I can provide footage of all of the maps (I have a video out cable for my PSP, and can do video capture via my PC. The biggest stumbling block here would be the props, props, props, props and more props.
I got the idea for the new death star from ES, so, it'll be close. If you can get some footage of the death star for me, it would be great. Now i just got to find some good modelers...

I'll start on the new DS if we are really going to do this. I might make it anyway if we dont..
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