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New WW2 HL2 Mod.
05-05-2005, 08:47 AM
Post: #9
RE: New WW2 HL2 Mod.
This is a quote from Lono (1944 Dev Team)...it helps explain things a little better.

Quote:Hey all, we have signed on for the Reality Engine, we are also using Speedtree, and various other 3rd party software.

The mods are being used to test how portable the AI code is, and while we are at it we decided to test a few other features. In the end we aim to sell the game and the ai, if we know that the AI works on all major engines (Source, Crytek\'s, Doom3, Unreal etc then it holds more value)

As for the game itself its coming along nicely, we have spent alot of time developing a unique AI that controls everything, so we dont have to script anything. Its unique because we dont need to tell it what to do, or how to do it. So it allows us to create any amount of games simply by changing some XML files, and defining rules between NPC and Players. Very simply very fast thats what we are going for. All the developers/modders need worry about is the content/story and gameplay. The graphics, story, physics and AI will all be easily handled, level creation is a dream, create a model in max, load it in using the Sandbox and thats it, no prefabs, no rules just develop the game/mods the way you want it. Oh and no Steam.....

The game is both Single Player and Multi Player. Both are the exact same except that Multiplayer is an Online Co-Op version of the single player mode. It should feature about 128 - 256 players. There is only 1 map which is essentially all of Normandy (160x160 km). Every unit will be playable, the game runs over 24 hours starting at midnight and as the time progresses more units become available, and you can play until you either fail or breakout of Normandy. Everything that you do impacts the end result. If you mess up the AI can easily adapt and attack your weaknesses. Resources, Timing and tactics will all play huge roles. More detailed information of the game will be posted on our site over the coming weeks.

As for the mods, these will be small maps of core events, we are merely testing how ai code works/game rules and visual effects work. We are looking at about 10 -15 maps and then making everything available to the HL2 community. But most importantly we are not here to support if RNL or any other mod likes what we are doing they can apply to get it. As can any 1944 game community member that is regularly active.

Recently we have started looking to open our Alpha testing programme. So pop around to our forums to see whats up with the project.
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Messages In This Thread
New WW2 HL2 Mod. - 1st Sgt. Burke - 05-04-2005, 09:16 AM
RE: New WW2 HL2 Mod. - tomcat ha - 05-05-2005, 12:29 AM
RE: New WW2 HL2 Mod. - =D.C.L.I=Everest - 05-05-2005, 01:30 AM
RE: New WW2 HL2 Mod. - Albert Wesker - 05-05-2005, 05:32 AM
RE: New WW2 HL2 Mod. - tomcat ha - 05-05-2005, 05:50 AM
RE: New WW2 HL2 Mod. - Delirium_ - 05-05-2005, 05:52 AM
RE: New WW2 HL2 Mod. - Reno - 05-05-2005, 06:22 AM
RE: New WW2 HL2 Mod. - tomcat ha - 05-05-2005, 08:44 AM
RE: New WW2 HL2 Mod. - 1st Sgt. Burke - 05-05-2005 08:47 AM
RE: New WW2 HL2 Mod. - [JR] - 05-05-2005, 09:33 PM
RE: New WW2 HL2 Mod. - SoulSurfer - 05-06-2005, 03:00 AM
RE: New WW2 HL2 Mod. - Sgt. Boomer - 05-09-2005, 01:07 PM
RE: New WW2 HL2 Mod. - joeb - 05-09-2005, 05:31 PM

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