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Author Topic: Aliens themed mod for Battlefield 2142  (Read 24299 times)

XSlayer300
Jul 24, 2020, 11:52:12 AM
Reply #195 on: Jul 24, 2020, 11:52:12 AM
Q
That's looking to be a nice mod so far! I'm trying to replicate the eyepiece seen in that shot to Doom, but so far no attempts have succeeded on it.

That aside, how are you going to explain that W-Y is hostile to the marines, besides very questionable research to xenomorphs? Are they like PMCs from A:CM? Who guard the place while the Marines unintendedly barge in during an investigation? Or something like a Commando unit (of A3), complications that rose high that the Commandos are intending to capture the Xenomorphs, but Marines don't want to and try to negotiate, but failed and resorted into a bloody (both acid and iron) skirmish?

It's honestly a bit of anomaly to me on how will the W-Y faction will go. If A:CM did badly, and if other games did it good, then... how'd you go for my question?

« Last Edit: Jul 24, 2020, 12:04:09 PM by XSlayer300 »

Frosty98B
Jul 24, 2020, 08:33:55 PM
Reply #196 on: Jul 24, 2020, 08:33:55 PM
Q
That's looking to be a nice mod so far! I'm trying to replicate the eyepiece seen in that shot to Doom, but so far no attempts have succeeded on it.
Cheers, buddy! Unfortunately, unlike its predecessor BF2, Battlefield 2142 doesn't seem to support shaders, so the only way to make the background was to add it as an image overlay of the screen. Luckily, I got it to work with a few blending effects and it turned out pretty nice. Good luck with your project, I'd try coming up with some helpful advice but, unfortunately, I'm not very familiar with Doom.
That aside, how are you going to explain that W-Y is hostile to the marines, besides very questionable research to xenomorphs? Are they like PMCs from A:CM? Who guard the place while the Marines unintendedly barge in during an investigation? Or something like a Commando unit (of A3), complications that rose high that the Commandos are intending to capture the Xenomorphs, but Marines don't want to and try to negotiate, but failed and resorted into a bloody (both acid and iron) skirmish?

It's honestly a bit of anomaly to me on how will the W-Y faction will go. If A:CM did badly, and if other games did it good, then... how'd you go for my question?
Very good question, I'm actually still not sure if I'll keep the W-Y faction as I feel like the movies never really gave us a reason to believe that it could ever use military power against the USCM.
However, after looking at all the Alien 5 concept art I realised that the corporation probably would eventually weaponise the alien and I really liked the idea of a faction that not only utilises the firepower of the marines but combines it with xenomorph soldiers. Plus, having a (partially) human faction oppose the marines makes the gameplay a bit more symmetric so that the mod doesn't turn into a full-on zombie mod but makes use of the Battlefield essence.

I agree, though, that it all seems a bit unlikely given that the corporation had to use the marines to protect its colonies and didn't seem to have any military/mercenary foces of its own.


XSlayer300
Jul 25, 2020, 04:33:18 AM
Reply #197 on: Jul 25, 2020, 04:33:18 AM
Q
Cheers, buddy! Unfortunately, unlike its predecessor BF2, Battlefield 2142 doesn't seem to support shaders, so the only way to make the background was to add it as an image overlay of the screen. Luckily, I got it to work with a few blending effects and it turned out pretty nice. Good luck with your project, I'd try coming up with some helpful advice but, unfortunately, I'm not very familiar with Doom.

I can probably do the image overlay stuffs just fine, though I am not an expert on shaders for the source port, GZDoom, which is the platform I am modding with. But the real problem is how will those boxes appear and resize according to monster height. I heard it is possible to do this on ZScript (a coding platform along with DECORATE), but since I am not an expert to it, might as well pass. So for my basis on the Smartgun's HUD on my mod, I'll use A:CM's, though it is less accurate to the base material.

Speaking of, the Smartguns tracks and detects infrared targets, but since the xenomorphs are not that type of targets you'd be seeing on the HUD, or notably tracking. You can't track an alien this way. A mistake that many games that feature both the alien and the smartgun (AvP, A:CM, etc.). So hence, for my mod (since it takes place years after Aliens), the Smartgun there has updated tracking mechanics and sensors inherited from the Sentry turrets (which does detect aliens and fires upon them) and the Motion Tracker. I used that as an excuse to also update the Smartgun's HUD to A:CM's, though in a much bare bones feature.

For reference, here is how A:CM's Smartgun HUD looks like.


Besides that, I wonder if there are any cosmetic changes to W-Y's weaponry, since in your mod, they use the firepower from the Marines. Like, the Pulse Rifle being black instead of brown bess or olive green akin to the commandos' pulse rifle in A3. That kind of stuff maybe.

« Last Edit: Jul 25, 2020, 05:36:11 AM by XSlayer300 »

Frosty98B
Jul 26, 2020, 04:17:06 PM
Reply #198 on: Jul 26, 2020, 04:17:06 PM
Q
But the real problem is how will those boxes appear and resize according to monster height. I heard it is possible to do this on ZScript (a coding platform along with DECORATE), but since I am not an expert to it, might as well pass. So for my basis on the Smartgun's HUD on my mod, I'll use A:CM's, though it is less accurate to the base material.
Yeah, but having a non resizable target rectangle means its size will always be comparable to that of the aim circle. That's why I made it so that once enough of their areas overlap, the circle appears and the target is locked. That's pretty much how the Technical Manual describes that part of the process, so I guess it's not perfect but close enough, especially with the limits the game. :laugh:

Speaking of, the Smartguns tracks and detects infrared targets, but since the xenomorphs are not that type of targets you'd be seeing on the HUD, or notably tracking. You can't track an alien this way. A mistake that many games that feature both the alien and the smartgun (AvP, A:CM, etc.).
I wouldn't call it a mistake as we don't know for sure. The thing is when one of the characters in the hive said that perhaps the aliens aren't visible on infrared, the aliens were hybernating (in a really steamy environment). They didn't even notice the marines until Apone used the flamethrower to burn the chestburster which is when they started waking up.
I mean I like way you avoided this issue but I'm not entirely convinced by the argument that they give away no heat signature in the first place.

Besides that, I wonder if there are any cosmetic changes to W-Y's weaponry, since in your mod, they use the firepower from the Marines. Like, the Pulse Rifle being black instead of brown bess or olive green akin to the commandos' pulse rifle in A3. That kind of stuff maybe.
Good point. I've had the same idea of giving the W-Y olive green pulse rifles but it always comes down to the fact that the faction might be removed eventually, so why bother, you know. I'd like to finish the works on aliens and marines first. But the idea of W-Y having its own military has so much potential that I think they deserve more than just a reskin of the USCM weaponry.

« Last Edit: Jul 26, 2020, 04:27:17 PM by Frosty98B »

XSlayer300
Jul 27, 2020, 01:56:25 PM
Reply #199 on: Jul 27, 2020, 01:56:25 PM
Q
Good point. I've had the same idea of giving the W-Y olive green pulse rifles but it always comes down to the fact that the faction might be removed eventually, so why bother, you know. I'd like to finish the works on aliens and marines first. But the idea of W-Y having its own military has so much potential that I think they deserve more than just a reskin of the USCM weaponry.
Ah, neat. So, what inspirations are you going for their weaponry? A:CM has a load of original weaponry aside from the usual pulse rifles we all saw and love, but they're not as satisfying to fire, you can always tweak them. There is also the choice for W-Y to use contemporary weaponry, such as Prometheus and Covenant, albeit modified to an extent. If you're planning to use a specialized class for the W-Y faction along with the xenos, roles such as sniper or demolitions, then AvP has you covered, the main frontlines would be the xenos. But yeah, it's good to have some thoughts with other ideas, despite the fact that the mission for the mod will remove them eventually.



Frosty98B
Oct 21, 2020, 04:24:26 PM
Reply #201 on: Oct 21, 2020, 04:24:26 PM
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The sidearm customisation is finally available.


Corporal Hicks
Oct 22, 2020, 08:10:55 PM
Reply #202 on: Oct 22, 2020, 08:10:55 PM
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Coming along nicely, Frosty! Keep it up!


Phobos
Nov 10, 2020, 05:39:35 AM
Reply #203 on: Nov 10, 2020, 05:39:35 AM
Q
Are there vehicles planned? Like, will the Marines have an APC?



 

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