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#21 |
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Project Founder
![]() Join Date: Jul 2004
Location: your six.
Posts: 3,127
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Follow your gut feeling buddy
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#22 |
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PR Artwork Team
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well, my gut feeling isnt sure, mainly because I'm learning a lot around here and I probably wouldnt be suited for leading a mod project alone (yet!).
However I do have dedication to what I set out to do. I dont give up easily. I have some experince with modding and build up of game engines. I have analyzed what is popular on the game marked and incorporated some core elements and new features in a detailed design plan. I was originally hoping to start it up with some of my study mates that also want to become game designers/developers - guess what, non of them wanted to quote "waste" time on modding games and taking out time from their studying. -_-, how do they expect to learn. I'm actually doing better since I started modding since the tools I use and learn by modding are the same as we use in my education. Our programming cource (C++) I am at the top of the class because I've been spending time looking at the source engine. |
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#23 |
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Project Founder
![]() Join Date: Jul 2004
Location: your six.
Posts: 3,127
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Sounds like you should try a small project of sorts, those X'tended mod's usually come to mind (you know, where you add a bunch of weapons and things more "fun" & stupid), you could also lean towards SP modding on Crysis or trying to add another game mode to ETQW.
Have a think about it as you definitely seem to have the modder motivation in you, just need to let it out |
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#24 |
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PR Artwork Team
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I'll think about it while I try to convince a few people, I told my room mate about it, he is a dedicated WoW gamer - and he loved the FPS idea (we do play a bit GRAW2 co-op together).
Until then I'll finish up the projects I'm working on for the community factions here in PR. I have a question though. I've been searching for a good engine, and so far I've pretty much settled on Source. Mainly because of the huge amount of info there is to be found about modding it, it is written in C++, and I'm sure that my computer can handle the engine so I personally can test everything at all levels of detail and such. But I've been doing a bit of research, and I figured you were the guy to ask around here. What about CryEngine2? Its written in C++ too, but are there resources for a modding community? I am having trouble finding some good resources, but maybe thats just because I havent searched for the right things... |
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#25 |
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PR:BF2 Developer
![]() Join Date: Jul 2006
Location: Home?
Posts: 888
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Z-trooper, I’d suggest atleast checking the Unreal Engine 3. The past versions have been quite popular among modders. You access the engine via unreal script.
- Modders get exactly the same tools as those companies who pay 500 000$ for the engine. The only difference is that you get the source code and epic’s support if you buy the license. - Very flexible - According to wikipedia, there are more than 100 games titles coming or already made on this engine. - Epic’s vice president said that they are looking into selling some of the mods. They will take royalties but it might be possible to actually earn something if your mod is good - PS3 owners can download your mod and play it on their console (not sure how well this actually works) - Indoor, large outdoors and vehicles possible |
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Last edited by [R-DEV]Vaiski; 01-14-2008 at 08:35 AM..
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#26 |
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PR:BF2 Developer
![]() Join Date: Jul 2006
Location: Home?
Posts: 888
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Ye and thanks for the article Req
I wonder how many of the startup mods actually do any ground work in the beginning |
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#27 | |
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PR Artwork Team
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Quote:
Highest priority is weapon control: All weapons will be rather powerfull, but ammo will be limited. The weapon have to sway around a bit (breathing), and 1p iron sights like in BF2. I am having a hard time finding a obvious engine solution to this as you can imagine | |
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#28 |
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Project Founder
![]() Join Date: Jul 2004
Location: your six.
Posts: 3,127
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Unreal 3 is definitely worth looking at given the longstanding history which translates into a solid community and heaps of resources. You should talk to my co-admin on game-artist.net who is doing c++ atm on unreal ( Jeroen Maton - PortFolio ).
CryEngine 2 is also cool because it visually enhances any work you do, giving more ooh's & aah's in your portfolio. There's an SDK/MDK out there for it, I can't tell you about it so you'll need to find out more info through the public routes Source, last but not least, awesome of course. Gabe will split 50/50 with you on a mod you want to push through his delivery platform (steam). Although the engine is starting to feel played out it has neverending revenue. Assuming you're not looking for cash yet so you can leave it out. For your first mod of sorts, just go with feels good, it's all about experimenting and you want to have fun doing exactly that. |
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#29 |
![]() Join Date: Oct 2007
Location: Under my desk
Posts: 2,549
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suggestion: Write about the new unreal engine. do some studying on it and write us something to read
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#30 | |
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PR Artwork Team
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Quote:
I'll take some time to study what I need and how "easy" it is to modify stuff. Unfortunatly I dont have Crysis or UT3 engine games, but I'm willing to pay for that, so its no problem at all. One of the things I'm looking for is a engine a lot of people will be using anyway so it have a greater chance of getting played. I am still working on a little package I want to start out with before I post anything anywhere. Cause people often don't want to do anything if you just have an idea, so I am sort of making some conceptual stuff to back up my idea and maybe inspirering other people to join/contribute. EDIT: I have to say thanks again | |
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Last edited by [R-DEV]Z-trooper; 01-13-2008 at 07:46 PM..
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