Re: Why BF2142?

I think he described half of my friends (which equals one) *g*

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Re: Why BF2142?

Hmmm...I think it is fine that they did this on the bf engine especially since a star wars mod already exists on the unreal 2004 engine, but...some of you guys who say that the unreal engine or even the half life 2 engine have no idea what you are talking about.

Some say that the unreal engine is bad because of "bunny hopping"...now I guess you would have a valid point if they just took unreal 2004 and added in star wars skins and weapons...but we are talking about total conversion mods here. As was noted the most realistic ww2 fps ever, Red Orchestra, began as an unreal 2004 mod. I assure you there are no bunny hoppers in that game.

Some said that the unreal 2004 engine could not support maps like the ones seen on the battlefield engine. One need only look at some of the larger tank maps featured in the Red Orchestra mod where it takes litterally 10-20 mins to get from 1 side to the other in a tank and are certainly much larger than any map currently used in the First Strike mod.

The same arguement of map size is used against half life 2's source engine. One need only check out a mod called empires which was previously a battlefield 1942 mod to see just how big these maps can be.

So...while I am happy with the engine the mod runs on currently, I don't like how people just denounced the unreal and source engines as not capable of hosting such mods.

24 (edited by Luke SkyRaper 2007-12-24 15:18:10)

Re: Why BF2142?

THe biggest issue I see, goes with a general philosophy.
Once you commit to something , stick with it !
It would be silly to make some kind of decision about changing game engines before the project is seen through to its completion.
Especially in our current state where we are trying to get as many players as possible, to even contemplate changing gears mid-flight would be a total waste of the developers time... and we know theres barely enough time to get what needs to be done here completed.
If they were making big money doing this I could see changing directions if a sizeable benefit was to be had... I dont see a sizeable benefit in changing engines from 2142 to something else.
Keep on moving forward, and make this game better than 2142 could ever be ... then you have done something notable !
wink

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Re: Why BF2142?

does the unreal engine support squads

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Re: Why BF2142?

@Luke Skyraper: Exactly. Everything to this point has been done on 2142 - why change now? The models might be transferable, but most of the coding would have to be redone to fit the different engine. Obviously, all the current players own 2142 - and, almost as obviously, not all of them own UT. So you'd have to start over, rebuilding both the mod itself as well as the community, for minimal, if any, benefit.

Now, I can't speak so loudly for why 2142 was chosen originally, nor do I need to - that's been covered already.

@yultemsee: I don't believe it has native support for squads, although from what I've heard about the modding engine it might be possible to add. There's a good reason why 2142 was chosen - it had native coding for walkers, squads, large battlefields, etc.

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Re: Why BF2142?

I think the community is the most obvious reason. Most BF players want a team based game so mod the game they already have.

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Re: Why BF2142?

team based play in UT. lol that will keep me laughting for hours (hope i spelled it right tongue)
thats like saying this day and age CS(or css) is still a good looking game.

not sure what the enging supports and sure there are a lot of reasons why its better then the bf2 engine (2142 beeing a mod for bf2, nothing more cept some added basecoding)
and like harvest said. the SW mod for a ut engine failed before

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