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Battlefield Modding Tutorials BFMODS • View topic - Battlefield 1943

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: Battlefield 1943
PostPosted: Wed Feb 11, 2009 3:54 am 
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would they??? :shock: :shock:

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 Post subject: Re: Battlefield 1943
PostPosted: Wed Feb 11, 2009 4:05 am 
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maybe :twisted:


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 Post subject: Re: Battlefield 1943
PostPosted: Wed Feb 11, 2009 5:16 am 
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It's very difficult to disallow modding.

I mean... it's not like EA had ever conceived Server Side Modding, right?


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 Post subject: Re: Battlefield 1943
PostPosted: Wed Feb 11, 2009 5:25 am 
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Haha, very true! BF2 and BF2142 could be modded... I'm not entirely sure about BF:BC though? It ought to prove interesting getting used to the Frostbite engine ;)

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 Post subject: Re: Battlefield 1943
PostPosted: Thu Feb 12, 2009 2:03 am 
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Full fledged mods for the Frostbite engine will probably be few and far in-between. I can tell you right off the bat, that regardless of DICE's claims about the new engine, it is directly based off of Refractor 2, so perhaps there will be some modding, thats if DICE doesn't decide to screw us over and lock all the files in some new form of readable folder archive which cannot be opened.

Even after you manage to open game files, you still have to realize the fact that making objects for the frostbite engine would take forever. DICE has hundreds of people working day in and day out to make every last piece for each building, and rightfully so the number of buildings and destructable pieces in the game is rediculous. Modding would be like building a puzzle, with 50,000 pieces.


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 Post subject: Re: Battlefield 1943
PostPosted: Thu Feb 12, 2009 4:54 am 
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Well, only if they want custom buildings? You could always make them non-destructible. I'll bet you see mods like that.


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 Post subject: Re: Battlefield 1943
PostPosted: Thu Feb 12, 2009 11:26 am 
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Mods help the game achieve more popularity and get more people to buy it. Why do they want to make it unmoddable?

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 Post subject: Re: Battlefield 1943
PostPosted: Fri Feb 13, 2009 9:39 pm 
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Sometimes or rather often developers put modability not on the priority list, which makes developing the engine way easier.

BF42 and its engine (includes Vietnam and even BF2/2412, as their engine only is a (major) updated BF42 one) is very special, one of the most modfocused engines floating around. Other engines allow vast editing too (Crysis, Unreal etc.), but never is it possible to mod to such extents with so little difficulty as with BF42.

And I fear the BF43 Frostbite engine will have limitations in these regards, but I'll happily be proven wrong. Especially the "episode concept" and online distribution might be a reason for non modability. Perhaps EA sees it as a danger to the selling rates of possible addons if people start giving out the exact same contents with mods earlier in time or simulatenously...who knows...

The game itself looks nice (nice effects, nice destructibility etc.), but 24 player limitation in BF? Ridiculous. 3 maps to choose from? Ridiculous. Pacific-only? Ridiculous. :roll:

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