[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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