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

Joe sechon at blackmud.com
Tue Mar 22 18:24:07 EST 2005

They'll make it all back in their new server rentals. You just KNOW clans
are itching to pay $10/slot for their pubs! /sarcasm

-----Original Message-----
From: Andrew Von Niederhausern [mailto:avonnied at genetics.utah.edu]
Sent: Tuesday, March 22, 2005 4:53 PM
To: bf1942 at icculus.org
Subject: RE: Re: [bf1942] EA just cancelled the SDK for BF2 game's
engine that can be used to modify/create virtually

Yea and EA running the show has caused EA's stock to plummet in the last 2
days.. (12% and 14% drops)

I guess the move to hold BF2 until july wasn't such a good idea :-)

-----Original Message-----
From: Lee Latham [mailto:leeprivate at cgmlarson.com]
Sent: Tuesday, March 22, 2005 3:40 PM
To: bf1942 at icculus.org
Subject: Re: Re: [bf1942] EA just cancelled the SDK for BF2 game's engine
that can be used to modify/create virtually

I think it's worth pointing out that, however you cut it, a different
company is putting BF2 out than put BF1 out.  It may say "dice" all over
the place, but EA is running the show, now.

At 03:51 PM 3/22/2005, you wrote:
>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:
> > >>
> > >>
> > >
> > >
> >
> >

More information about the Bf1942 mailing list