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Battlefield Modding Tutorials BFMODS • View topic - Server-Side Modding for BF2?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Mon Feb 14, 2005 10:58 pm 
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I'm wondering if there will even be a need for SSMing on BF2 (ex: auto map downloading). Anyone care to share some insight?


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PostPosted: Tue Feb 15, 2005 5:57 pm 
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PostPosted: Sat Feb 19, 2005 12:41 am 
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i hope to god they have auto downloads and support redirects for it. if they use a compression method like UT does, then it would save considerably on the file size, especially when you consider how well (BF42 maps) they compress to begin with. in UT, if you coupled that with a good redirect server, you could dl maps very fast, even some of bigger sized custom maps.

i also hope they support custom coding for it. as of right now, you can do some custom things, but only to the limit of what is already available in the game. doesn't seem to support non-native coding very well. if they do this, you could see things like visible server logos and various other things like maybe the random day/nite and weather mod that a friend and I made for Tactical Ops.

I'm very interested to see what this 'new' engine is going to support.


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PostPosted: Wed Feb 23, 2005 9:10 pm 
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PostPosted: Wed Feb 23, 2005 10:59 pm 
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i'mn starting to think that also. when they said 'new engine', i was expecting a new engine, not an updated engine. and it is starting to look more like an updated engine to me than what I thought it was going to be.

but you never know, I hope I'm wrong on that lol.


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PostPosted: Sun Jun 26, 2005 3:37 am 
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Something to note here:
mods\bf2\ serverarchives.con contains refferences to mounting files in the objects directory, such as objects_server.zip

objects_server.zip contains a bunch of object definitions, while
objects_client.zip just contains a buch of meshes...

seems to be the same way with the client files on a map basis as well...

just a thought ;)


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