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Reworking on old mod wasteland 2042

Posted: Thu Jul 28, 2011 4:55 am
by Ryske
Just stopped to say hi! Great forum you have here for good ol' bf1942. Also nice tutorials btw :)

Started again working in this old mod called Wasteland 2042 for bf1942. Played it last night against bots and had a blast with it again. Tought i should continue working on this, so iv kinda decided to "hijack" wl2042 mod for myself, since its been dead around for 7 years now. I was one of the core member of this mod, a modeller/texture artist and basically made huge amounts of weapons, vehicles, player- and map props for this. Altough this will propably progress quite slowly since im alone in this and dont have much knowledge about scripting bf1942 code, got much to learn still. For now, im trying to learn how to add weapon model for a player, after that ill try to learn adding custom models to map editor.

wastela-what?? thou might say... http://www.youtube.com/watch?v=a3DmQJKYKXk&NR=1 (alpha release footage)

Progress plan:

- re-texture some weapons and vehicles for starters, since some of them are unfinished and fugly. Also vehicles will be textured dustier, shouldnt take long. (iv decided that every map will be placed in "desert" scenario).

- Remove unwanted maps (there is maybe only 2-3 good quality maps, rest are just quickly made fillers and just takes useful space, better have a couple good maps than awful amount horrible maps)

- Make suitable post-apocalyptic enviroiment models (such as simple variety of telephone poles, gas-stations, road signs, Commercial signs, deserted houses etc etc). Getting rid of the bf1942 map props. just hate to see WW2 era stuff lying around on some maps ;P

- For mapping, i'll try to make a "build-it-yourself" fortress. making a map prop pack from diffrend kind of walls, lookout towers, gates and decorations for inside area of the fort and so on.... Basically mappers can build their own liking scrap fortress from diffrend parts.

future plans:

- Player Kits with new classes...
- Moar vehicles, this time each one having specific "talent"
- new "mini" faction
- well this was quite useless for now to talk about these things ;P

PS: btw,i remember EMPIRES mod tried to make buildable buildings in bf1942 back then, is it possible novadays to script something like that? or is it mere impossible to do still :P

Re: Reworking on old mod wasteland 2042

Posted: Thu Jul 28, 2011 5:22 am
by Swaffy
I really like your ideas, but I believe the Empires mod uses a modded game engine. In other words, I think the makers of the Empires mod edited the game engine for players to be able to build stuff.

Though, you can spawn buildings the way I do. That is, throwing a grenade, and it spawning a building using an ObjectSpawner.

[Edit] Just an idea to throw out there: you can take the Empires mod and port Wasteland's stuff over to it. If you do that, you will be able to use its modded game engine thing.

Re: Reworking on old mod wasteland 2042

Posted: Wed Aug 03, 2011 3:27 pm
by Marshall_Nord
I look forward to this! 8-)

Re: Reworking on old mod wasteland 2042

Posted: Thu Aug 04, 2011 10:26 pm
by Ryske
Hi and thanks for the info and warm welcome! :)

Just stopped to say that iv been busy at my school degree work atm, but after i clear out all school related stuff, i have plenty of free time to work on this remake mod. Meaning, that there wont probably be any stuff for 2-3 weeks done for this for now :P ...'tho i have old model wich i found from old archives so i decided to remodel it quickly ( this had lots of issues, wasnt so good at modelling back 7 years ago ;P ) ... Still missing UV-mapping and texturing. Prolly going to tidy it bit from unnecessary polygons also.

Cu later then! Keep modding BF1942 alive ;)

Re: Reworking on old mod wasteland 2042

Posted: Fri Aug 05, 2011 4:47 pm
by Dennis|8749236
Yea. Empire mod does build buildings...
but i just deleted it 10 days ago..
And it is very buggy.