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Battlefield Modding Tutorials BFMODS • View topic - DCX to embark on a server side tool

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Tue Sep 14, 2004 11:02 pm 
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Over at DCX we're "musing" over a Server Side app that will make it really easy for admins to customize the game.

I'm personally involved in this project as the next big "thing" we're going to release to the public after the DCX release.

I'm still brainstorming some ideas and would like to get a team together to work on this specific project only.

Trust me when I tell you, this is "way out there"!

You guys have probably done most of the stuff by hand but the user friendly interface will make it a useful tool any admin can use. Even those that have no clue on how to do .con editing. It's not DCX specific either. It should work on just about any BF1942 mod. However, one feature is exclusive to DCX because the code inside Objects.rfa is specifically designed for it. And I don't think anyone else has done this yet.

It's a very interesting project that I know you guys are going to like. And until I get the final screens finished, I'm not going to reveal the specifics in public just yet.

Anyway, if you're interested in helping out; come on over to the DCX site @ and PM me. We'll get together on an IRC channel and talk about it some more. I'm going to need a small team of people dedicated to this project only.


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PostPosted: Tue Sep 14, 2004 11:07 pm 
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Wow, have you been inside my dreams?

http://www.toolazy2p.com/forums/modules ... opic&t=216

I hope this gets through to Dice before they release BF2.

I would love to help, but I am dedicated to several projects at the moment, and I understand your wanting to have an exclusive team.

Thanks for even comming here and offering! I think a few of us will be very interested.

This is great news for the S-S scripting community, and I hope to be able to check it out before it goes public.

Thank you DCX for your continued proliferation of great BF1942 additions.


Last edited by silversound on Tue Sep 14, 2004 11:13 pm, edited 1 time in total.

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PostPosted: Tue Sep 14, 2004 11:13 pm 
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i'd also love to help on this (i have about a billion ideas), but i don't know if i could be as dedicated as you need (i've seen how you work your guys over there :wink: )

anyways, are you looking for a team of coders (as in coding the app)? if so, what language are you coding it in (if it's not c or c++, then i would be of no help)? or are you looking for a team of ppl with some ideas on how to handle the ssm'ing over all; like for example, rules that would or would not allow such an object to be addtemplated to another object, etc...).

anyways, any tool would be great... especially if it comes with a nice text editor so the fearless can still dig in and hack away :twisted:

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PostPosted: Tue Sep 14, 2004 11:19 pm 
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PostPosted: Wed Sep 15, 2004 1:12 am 
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ok ok... one screenshot.

This is a sample of what the Kit edit screen could look like:

Image

No brainer. Rows are the kits used in the map. Columns are the Item # slots. Then you simply use the dropbox to select one of the possible items that fit in that slot number.

So there, this screen will allow Admins to customize the content of the kits used on the map.

Obviously, once you "compile" the whole thing, it creates a .rfa file for the map which you then install on your server. That's the server side modding part. The compile process will create the objects.con, init.con, whatever necessary for the server side modding to work.

The other tabs? Well.... I'll let you guess. lol!


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