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Tuesday, April 25 2017 @ 11:30 AM BST

No Mod Tools for Battlefield 3

FPS online games

For those who are interested in Mod Tools and Game modifications.

An article about NO modtools for BF3 ? and asking DICE "please give us...".

BF3 News


 

Many fans in the Battlefield community of late have been upset about what appears to be DICE walking away from their historic support of modifications. I, as someone who has been in the Battlefield modding community since October 2002, and have seen it all, would like to set a few things straight. I would also like to present what I think the community should be asking for, instead of what they have been demanding.

Much of the community talkback has revolved around two things: decrying DICEs walking away from their ‘roots’ by not supporting mods the way they used to, and a demand for an editor. This line of conversation ignores what those of us around at the beginning know: DICE mod support has always been sketchy at best, and the release of an editor with Battlefield 2 was an exception, not a rule.

DICEs first official map editor was the editor they released for BF1942, called BattleCraft. But BattleCraft was actually a community map editor, being worked on by a community member during a time when we had no tools at all. DICE hired the person making BattleCraft early in its development and we didn’t hear anything of it until late in BF1942’s life cycle. This was a time when anything we had was software intended for other uses (like Daylon Leveller) or made by the community, like the RFA Extractor without which we could not have done anything.

The editor which made modding for BF1942 easier and to which many BF1942 mods owed their life was called Editor42. It was superior to what ended up being BattleCraft in every way, it came out early, and most of all – it had nothing to do with DICE. It was made by a French Canadian named CoinCoin, and beta tested by another community member, named AudioGod, and myself (then known as Augustus). Editor42 was so good in fact, CoinCoin changed the license terms to say commercial use required payment, due to suspicions he had that EA and DICE were using it themselves (based upon approaches EA had made to him to offer ‘helpful advice’). Editor42 was always the preferred editor in the community, even after BattleCraft was released.

None of the most important tools had anything to do with DICE. Battlefield modding started out with people making maps entirely using notepad for object placement and 3dsMax for terrain texturing (and most other tasks, thanks to RexMan, later a Desert Combat developer).

By and large, DICEs mod tools had come out long after the community had already worked everything out for themselves, and had made software and 3dsMax scripts to do it all (DICEs Mod Tool download was actually a collection of MaxScripts made by RexMan, repackaged). DICE also consistently underestimated what the community was capable of; never believing the community could make a working helicopter with the existing code. This trait is still evident today with their patronising claims they can’t release their Frostbite 2 editor because their engine is too complicated for us.

Criticising DICE for not releasing mod tools ignores the history of Battlefield modding, which is a history of doing it ourselves, with only a little help from them. That is after all, the spirit of modding. What we should be campaigning for are two simple things: a custom game menu item so that mods can actually be used (no one seems to have even bothered asking for this!), and some kind of extractor tool to enable us to decompile their files. From there, we can do the rest. Our community is chock full of smart people who love the challenge, and if BF3 is as big a game as we hope it will be, there will be even more of them.

So get the word out – stop whingeing and ask for something DICE might actually see as a small thing that won’t cost them anything to give us. We’ll do the rest.


 

Didn't they also confirm already no mod tools at all in another interview. That and the track record with the engine... there has never been mod tools released for a FrostBite engine game, and there never been "doing it ourselves" custom maps or mods being made for a FrostBite engine based game.

PC Homefront & Video Review Xbox 360

FPS online games

Homefront will be released on March 18th in Europe.

 

Homefront's PC version has been outsourced to Digital Extremes. Frank Delise, the executive producer of the PC version has stated that the PC version of the game will feature exclusive content and dedicated servers.

Additional exclusive features include clan support, DirectX 11 graphics, and first person vehicle cockpits. Homefront will be released on Steam, as well as the OnLive gaming service. Also, spectator mode and demorecording will be included along with a dedicated server executable, server tools and RCON.

PC ONLINE GAME - A Homefront Preview

FPS online games

Homefront will be one of those shooters that's firmly in the Call of Duty mould.

by David Brown

 

The plot sees the North Koreans beginning to dominate the world. Regardless of how far fetched you might think this is, it does tap into the whole invasion narrative that's so popular in the US.

Evoking such televisual classics as Chuck Norris's Invasion USA and the hyper-nationalist Red Dawn. Self-described fascist John Milius, and the creator of Red Dawn, consulted on the story and you'll be able to see his influence right from the start when the ludicrously vicious Korean forces butcher a mother and father in front of their crying child.

However, an interesting potential twist is the way Homefront is reversing the traditional Vietnam roles of the US and their oriental foes. This time, you'll be making your way through US tunnels in the dark. Perhaps it's unintentional, and it would be interesting to see whether such a nationalist as Milius is willing to acknowledge the tactics used by the Vietnamese in the war, praising them by proxy by having the US renegades here adopt very similar ideas

Homefront Multiplayer Preview Video

 

Homefront versus Call of Duty

Homefront versus Call of Duty

by Vrandas

Homefront is an upcoming first-person shooter video game developed by Kaos Studios and published by THQ. It is scheduled to be released for Xbox 360, PlayStation 3, Microsoft Windows, and OnLive game service on March 15, 2011 in North America and March 17, 2011 in Australia and March 18, 2011 in Europe and April 29, 2011 in Japan.

The PC version of the game will feature exclusive content and dedicated servers. Additional exclusive features include clan support, DirectX 11 graphics, and first person vehicle cockpits. It has also been confirmed that Homefront will be released on Steam, as well as the OnLive gaming service. Also, spectator mode and demorecording will be included along with a dedicated server executable, server tools and RCON. 

  • The dedicated servers will have the capabilities of 32 players per server.
  • Homefront is based on the U3 Engine and uses INI Files, not Dvars/Cvars
  • So the dedicated server cfg file will be an .ini file.
  • All Servers will be Ranked
  • The Dedicated Server does NOT require a Steam Client to be logged in, therefore if you wanted too you can copy it to independent directories.
  • SteamID's uniquely identify players.
  • You can set -multihome in the command line in order to run more servers from same box.
  • Multiple IP's are allowed for servers on same box.
  • There is going to be an autobalance feature and admins will be able to move players to the opposite team when needed.
  • An in-game banner option.
  • The server supports multi core and multi thread.
  • Homefront supports VAC, permanent banning based on unique player ids, as well as a few other anti-hack measures.   

Homefront single player doesn't need an internet connection. But for LAN you need an internet connection because of STEAM...

More Videos in read more.

Battlefield: Bad Company 2 Onslaught Teaser Trailer

FPS online games

Battlefield: Bad Company 2 Onslaught mode can be played with up to four players across four multiplayer maps (Valparaiso, Atacama Desert, Isla Inocentes, and Nelson Bay) redesigned with new lighting, time of day, added vehicles and other effects. 

Each map has a dedicated gameplay focus, requiring different levels of teamwork in order to complete the objectives against an onslaught of enemy AI. Vehicle warfare comes to the forefront in Atacama Desert while Nelson Bay focuses squarely on infantry assault. Players can compete in squads and check individual progress via the dedicated Onslaught leaderboards.


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