ET:QW-Mod-Project-List


({UPS}Shroom[FR]) #61

1 more for the list.

:smiley: http://www.slowlogic.com :smiley:


(TNR360) #62

Where the wolfenstein mods!?


(nUllSkillZ) #63

Wolfenstein mods:
http://www.splashdamage.com/forums/viewtopic.php?t=7522
Not updated since the forums went done (may be never will).
Sorry.

Will add the new mod later on.


(TNR360) #64

I meant wolenstein mods for ET:QW

Iā€™m sure there will be :lol:

but good link anyway


(Wils) #65

(quick note: this thread is for etqw mods, rather than individual maps - I donā€™t think weā€™re at the stage where itā€™s worth discussing custom maps yet, since these tend to be solo/small team efforts and require an order of magnitude less preparation)


(UniSol) #66

http://www.ancolius.com/

Conspiracy of NOD too ā€¦

Looks like its dead too. Rolling Eyes

Iā€™m the Ancolius project leader and I can tell you weā€™re not dead, we may be quiet to the public but inteam things keep on going, the main reason weā€™re quiet though is because we are awaiting the ET:QW engine and its mod tools so we can start getting things coded ingame.

The BF engines were quite crap tbh, bf2 gave nothing but errors in example and hardly any decend support to mods, which will normally and hopefully be alot better with ET:QW, but seeing splash damage used to be a modification group i donā€™t doubt that to much.

Iā€™m wondering though if weā€™ll get any mod tools already when the demo gets released.

Canā€™t wait!

Greets


(bazOo-) #67

first the quote of my post in the ā€œGDF or ADF?ā€-thread:

[quote=ā€œbazOo-ā€]

:frowning: :frowning: :frowning:

i hope there will at least be the possibility to modify the VO without making it an extra mod (perhaps with the developers official authorisation to make it be accepted in online leagues).

so here is the request to all the modders out there:

making an ā€œinternational-accents-soundpackā€ would be a project surely a lot of people were pleased about.
so go for it! :)[/quote]

i think this ā€œmodā€ would be quite easy to create.
all you need to do it is knowledge about how such a soundpack can be integrated in the game (wich i donā€™t have :expressionless: )and helpers from all around the world who have the ability to do middle/high quality audio recording and a non-annoying voice (which i perhaps have :look: ).
for sure there could be found lots of volunteers who are tired of all the FPS games being in american-english , or people who are just curious about having their voice being heared by 10000s of etqw players :wink:


(criminal) #68

www.mechlivinglegends.net

It is the 31st Century and Mankind is once again at war. The Battlefields of the future are dominated by huge robotic war machines known as BattleMechs. Piloting these awesome weapons of war are men and women, elite of the elite, knowing that each battle could be their last. They are MechWarriors.

MechWarrior: Living Legends is a mod to be released for QW:ET, brought to you by the team of Battletech 2142. This mod is essentially a throw back to the mechwarrior days of huge battlemechs slugging it out in a tactical and enthralling mix of first person action and simulation. In addition to the classic mechwarrior style of play new gameplay modes will be realeased depending on the limitations of the engine.

Features:

-25+ battlemechs ranging from 3m tall raven to the hulking 20m daishi.
-10+ new vehicles from the partisan tank to the menacing SRM launcher
-4 new air vehicles
-2 exoskeleton suits that will be limited 1 per squad. Will have jump jets however the movement in interiors will be slow but heavily armed.
-Custom Mechwarrior weaponary: Particle Projector Cannons, Heavy Gauss launchers, LBX shotguns, Autocannons, Long Range Missile, Shortrange cluster Missiles, Medium range Thunderbolt Missile, Heavy lasers, medium and light pulse weaponry.
-Custom Mechwarrior components: Beagle Active Probe, Anti missle systems, ECM jammer, IFF jammer, Passive radar, Active radar, Night vision, Ehanced Optics and last but not least jump jets.

Meet the team: goto www.mechlivinglegends.net


(nUllSkillZ) #69
  • MechWarrior: Living Legends updated (HP changed)

(criminal) #70

Thanks for adding us to the list its apreciated :smiley: havent really started advertising too much because i want to add a little more content to the site, just gotta manage the time between modelling and website construction.


(Mavrik347) #71

CoN canā€™t wait to get the ball rolling on ET:QW! All we need are some poly count guidlines and we could start now!


(Keys) #72

Yes seeing poly support and counts for maps will help us out alot. http://www.mechlivinglegends.net/


(airon) #73

I sure hope the scripting isnā€™t another designer nightmare(coder friendly only so to speak) as ET was. Unreal3 engine tools have added power to ā€˜Make This Easy To Design Forā€™ shouts.

Will the scripting documentation be released in advance of the game ? Iā€™d love to learn that as quickly as possible.


(kamikazee) #74

Third time I post this:

Doom 3 used DoomScript. See Modwiki: Scripting, Modwiki: Scripting basics and Modwiki: .SCRIPT file format.

Now, seeing how W:ET used RtCWā€™s scripting method, it could well be that theyā€™re now using DoomScript. Itā€™s quite extensible and offers a more intuitive way of programming for those used to procedure-based programming.


(airon) #75

Thank you.


(MessyDog) #76

Please add this one to the listā€¦

EnemyAirspace.com

Website contains a quick summary for now. More info to follow :smiley:


(nUllSkillZ) #77
  • Enemy Airspace added

(MessyDog) #78

Thanks. Now back to working on the things I can do whilst waiting to discover what Iā€™ll need to do in ET:QW to make EAS work.

To paraphrase an old saying ā€œI thought I saw light at the end of the tunnel, but it was just Locki with a torch bringing me more workā€ :lol:


(Sir. AAK625) #79

Weā€™ve decided to drop the Project Vietnam Mod. Weā€™ll most likely be developing Sandbox and Battleracer for ET:QW.

The only relevant link for any Sir. mod is www.SirCommunity.com

Thank you. :twisted:


(nUllSkillZ) #80
  • updated