BF:2142 PR guy talks ET:QW!


(Schizma) #61

Wow those gameplay videos look fun! Noob tank drivers, lots of space to run around randomly in, blinding muzzleflashes! Is there anything this game doesnt have?! I read a article on IGN.com about some EA guy talking about how they have learned their lessons with BF2 and know what they did wrong… all I saw was “Well BF2 is full of bugs so instead of trying to fix it we’ll just throw another rushed, and maybe even more bugged game at our customers!! :slight_smile: People will think they are playing a different game when in reality, they are playing a reskinned BF2!!”

end rant at EA for making me buy a crappy game thats full of major bugs that havent been fixed yet, and when they release patches for it, the patches maybe fix a couple bugs but then cause hundreds more

now end rant


(Chris0132) #62

I’ve watched the videos, I’ve played ET and BF2 and I say this.

ET:QW > BF

No compromise, no exception.

BF2142 is BF2 with some new models and with shaders added.

ET:QW is a fully immersive virtual battlefield in which you have to use all the tools at your disposal to defend, attack and win. It’s made by a team who have made some of the most genre-defining games I know of and I will certainly be buying it.


(Joe999) #63

there’s one thing i’d like to know, seriously: why do so many people compare QW with BF2? i can’t see the link between them. maybe the link is on the surface and i’m looking too deep and that’s why i don’t see what the games have in common.

i for my part have been playing ET and after 2 years of playing it i thought i need a new game and BF2 would be like ET because of the class system, so i tried it. but soon i noticed that BF2 sucks and switched back to ET.

so imo it’s ET:QW > ET >>> BF2 > BF

:slight_smile:


(Nail) #64

methinks the comparison is more between bf2142 and QW, mostly cause of the future, vehicles, guns, maps etc, don’t see it myself

I thought the BF2 demo was ok for a while, but then everyone learned my trick and I was done, was a bit of fun for a couple weeks though, but not my cuppa


(Danyboy) #65

exactly!

BF2 suffers so badly from team killing and vehicle stealing - its almost expected of you to shoot someone if they come running towards you to take your plane/chopper.


(kamikazee) #66

BF’s class system isn’t worth to be called class system when you compare it to the ET classes.
Ok, they got an engineer and a medic, but other than that it just looks like different weapon layouts. You don’t really need any class to win a round, just enough human shields and a bunch of armoured vehicles in one place.

I think they might have noticed this. Doesn’t it take an engineer to bomb those new Titan motherships?


(Joe999) #67

yeah, they announced BF2 with class system n such. guess how disappointed i was when i got my hands on the BF2 demo


(Nishua) #68

This an old video but i find it kind of amusing when he gives reasons why people should play BF2142 over QW http://forums.bf2142.com/showthread.php?tid=190
IF you ask me I cant believe EA is trying to charge peopel 50 bucks for a game that modders could do. Hopefully EA is in big trouble even people on their forums are bashing them already, but I can guarantee that most of the people who say they arnet going to buy the game are going to sell out anyway. Happens all the time.


(Schizma) #69

I disagree, some modders could do better! :moo:


(Chris0132) #70

BF2 suffers so badly from team killing and vehicle stealing - its almost expected of you to shoot someone if they come running towards you to take your plane/chopper.[/quote]

And for some reason even though I know I’ll get punished for it (I only really play ranked because I like the unlocks) I still have to really work to fight the urge to do it.

Perhaps it’s because you know the guy is going to take off, fly around not doing very much for the rest of the game BUT also not dying so you don’t get the chopper back, OR he will fly into the nearest cliff or worse, your hummvee full of dudes.

[quote=“Schizma”]

I disagree, some modders could do better! :moo:[/quote]

The eternal silence mod had massive capital ships and sheilded units (with proper little spheres that glowed when you shot them and made nice ripple effects) and that was for BF1942!


(Nishua) #71

I want to be a modder but I’m to stupid. If I wanted to make maps and game mods where would I start ? Maybe I could do some modding for QW when it comes out.


(Wils) #72

Start by learning Radiant, preferably for Doom 3 or Quake 4.


(MuffinMan) #73

oooh I really hope gtkradiant will support qw!


(Mordenkainen) #74

Check www.modwiki.net for reference and www.doom3world.org for discussion on all D3 engine games. Some things will change in ETQW but getting your hands dirty modding D3/Q4 will go a long way.

EDIT: should be modwiki.NET


(Nishua) #75

^^ Sweet thanx for the replies. Ill focus on learn things this summer while I’m out of school so by the time the game releases I should be able to construct a tree or a something lol.

PS: Just looked at this:
After the three points that define the face follow the first two rows of a homogeneous 3x3 matrix A_ij, in the format:

( ( a11 a12 a13 ) ( a21 a22 a23 ) )

Where the a_ij are decimal values. (Homogeneous matrices have the bottom row as [0 0 1]).

Let n = (nx, ny, nz) be a unit vector normal to the face.

theta_y = arctan(nz / sqrt(ny^2 + nx^2))
theta_z = arctan(ny / nx)

theta_y is the angle between n and the XY plane. theta_z is the angle between n and the XZ plane. N.b. these results depend on division by zero returning Inf (IEEE floating point).

Let Bij be the matrix such that:

b11 = -sin(theta_z) b21 = sin(theta_y) * cos(theta_z) b31 = 0
b12 = cos(theta_z) b22 = sin(theta_y) * sin(theta_z) b32 = 0
b13 = 0 b23 = -cos(theta_y) b33 = 0

Note that there are many ways of finding a suitable matrix for transforming from world coordinates to face coordinates, but this is the particular one used by the Brush Primitives file format.

Let A be the homogeneous matrix from the texture definition.

Let r = (x, y, z) be a point in 3D space. Let t be the texture coordinates corresponding to r. Clearly, t = A * B * r

The BSP file requires two vectors u and v, and offsets in the u and v directions (k1 and k2), so that t1 = u . r + k1 and t2 = v . r + k2 – in vector notation, this could be written as t = Mr where Mij is a 3x3 matrix such that M = AB.

. . . . and my head exploded.


(MuffinMan) #76

hahaha - sure, you should write a warning in front of such posts “danger - brainy stuff following - keep out!”

sound more like you want to write an engine - not a mod :wink:


(Redh3lix) #77

I had one of those! but the wheels fell off :’(


(jRAD) #78

Fortunately you don’t need to understand this to make maps. :slight_smile:

boring
The ETQW editor uses a vector math method for calculating the texture base axis to avoid some degenerate cases in the trigonmetric math (the #INF requirement.)
boring


(Joe999) #79

here’s a new gameplay vid of bf2142 from E3:

http://trailers.gametrailers.com/gt_vault/t_bf2142_e36_gp2_gt_hd.mov

it totally shows that this game is all bout nuthin’! i wouldn’t play it even if someone would give it to me for free. it’s so booooooooring.


(Nishua) #80

Start by learning Radiant, preferably for Doom 3 or Quake 4.

Ok, a few question and then ill get to work.

Is Radiant a free level editor software ? If so where do i get it from ? Because I visited http://www.qeradiant.com/ and its a dead.

For someone with no leveling experience or modeling experience would Radiant be the best place to start? Do you recommend any special guides or softwares that would aid in my goal of making levels for ET:QW.

PS: I’m serious about this, so any info would be greatly appreciated. If I start now I know by the time ET:QW comes out I should be able to make a map for it.