[bf1942] EA just cancelled the SDK for BF2 game's engine that can be used to modify/create virtually

scumbucket at cox.net scumbucket at cox.net
Tue Mar 22 16:51:55 EST 2005

Oh yes Valve... Come on!

Valve has a long history of stringing there server op's and players along. I was there since day one.

And why I left and went to BF1942 and BFV.

Nothing is perfect, especially Valve :)
> From: Neal Clayton <xayd at vae-victus.org>
> Date: 2005/03/22 Tue PM 04:46:03 EST
> To: bf1942 at icculus.org
> Subject: Re: [bf1942] EA just cancelled the SDK for BF2
>  game's engine that can be used to modify/create virtually
> EA has NOT shown alot of mod support.
> Look at the difference in what you get with UT and what you get from 
> EA.  It's night and day.
> With EA you get apps that there are already freeware alternatives for, 
> and a buggy incomplete map editor.
> With UT you get a complete and excellently documented editor, a full DVD 
> of modeling/mapping tutorials, a fully documented scripting engine on 
> top of theanything you choose, and the last time I checked free plugins for Maya 
> to easily import and export models and textures with.  And the kicker is 
> the UT client and server actually support mod and mutator distribution 
> via the game.  As long as battlefield does not it'll be for the most 
> part a joke for mods.  Only the big and well publicized mods will ever 
> be played (and on an infinitely smaller scale than the stock game), 
> whereas with UT any number of mods and mutators that improve gameplay 
> can be used in any combination that server admins choose, and it's 
> transparent to the player either way.  And then the final nail in the 
> coffin is how poorly punkbuster is integrated with EAs engine, how bad 
> the network performance is with Punkbuster present, and how you're stuck 
> with it because there's no way for the community to write its own 
> (superior) cheat detection applications and use them as game mutators.
> Lest you forget, there was no documentation for the engine used for 
> BF'42 concerning mods.  The original mods were done from what people had 
> been able to figure out on their own with no help from EA whatsoever.
> Trust me, EA's engine and support of independant mod developers is a 
> drop in the bucket compared to what a person gets when buying a game 
> from Valve or Epic.
> Sebastian Kleye wrote:
> > Sorry, but even DC in BF42 brought up a new "push" gameplay mode (it 
> > is now implemented in BF2)...the possibilities in tweaking the 
> > engine's physics should be clear for all the mod teams! All mods in 
> > BF42 or BFV are basing on the same technics after all and if somebody 
> > thinks a mod intended for the BF engine will be better in maybe HL2 or 
> > UT then please switch! I would never play something like PoE or 
> > Forgotten Hope on another engine and I cannot imagine what can be made 
> > better on other engines with this kind of mods...
> > There should be a lot of space for the mod-devs to act around. If 
> > not...then you can start a petition for releasing somthing SDKish but 
> > please wait til the game and the Battlefield Editor is released! 
> > EA/DICE has already shown a lot of mod support in the past times.
> > For me I cannot imagine which hyperüberspecialities a SDK would give 
> > to us?! I could live with the basic conquest and push modes.
> >
> > regards
> >
> > Sebastian
> >
> > yokai wrote:
> >
> >> this is in german only so far:
> >> http://www.edgedimension.com/modules.php?name=News&file=article&sid=214&mode=&order=0&thold=0 
> >>
> >
> >

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