Jump to content


Photo

Mod that converts bfme1 build system to bfme2/rotwk finally here!


  • Please log in to reply
11 replies to this topic

#1 lotrfan

lotrfan

    title available

  • Project Team
  • 318 posts

Posted 09 June 2010 - 05:10 AM

Hi all,

The mod that I have been working on is here!
Just drag and drop bfme1 maps into your rotwk maps folder and you can play!
Build System fully functional for all 10 factions!


Please keep in mind that it is a beta and I'm looking for some help to get it ready for official release.

http://www.the3rdage...tem-515?addview

Enjoy!


PS: I'm not sure how to upload screen shots. I have some but not sure how. And for the thumbnail I have, it is currently a different image format, but w/e for now.
Posted Image

#2 Kwen

Kwen

    Vileartist

  • T3A Staff
  • 4,865 posts
  • Location:Korea I wish
  • Projects:It'sa secreeet
  •  T3A's First N00b
  • Division:BFME
  • Job:T3A Expert
  • Donated

Posted 09 June 2010 - 04:00 PM

I wish it wasn't ROTWK. Or I'd try it.

                           https://www.twitch.tv/vileartist - Yes shameless self-promotion

          ----------------------------------------------------------------------------------------------------------------------

                            "Old modders never die, they just fade away" ~ Hostile


#3 Allathar

Allathar

    これを翻訳する

  • Project Team
  • 2,752 posts
  • Location:Netherlands
  • Projects:RJ-RotWK
  •  Greedy capitalist and cynical bastard.

Posted 09 June 2010 - 04:25 PM

Neat, going to give this a try :)

At the screenshots: you can upload them to photobucket.
It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#4 JUS_SAURON

JUS_SAURON

    El Shaddai

  • Members
  • 1,581 posts
  • Location:Trinidad
  • Projects: BFME2 MOD - Power Of The Ring
  •   INI Coder

Posted 10 June 2010 - 02:01 AM

Looks like a huge work ..
Downloading now :)

#5 ELB27

ELB27
  • Members
  • 55 posts

Posted 10 June 2010 - 03:43 PM

just a little question:
is WOTR works in this mod?
Posted Image

#6 Spartan184

Spartan184

    :)

  • Project Team
  • 1,592 posts
  • Location:Moon
  • Projects:Random Modding Projects
  •  Coder, Map.ini Coder, Mapper, and Beta Tester

Posted 10 June 2010 - 06:53 PM

Hey, could you upload your mod to another mirror like filefront or something, cause that site capes my internet at 30KBs. And its going to take forever to download :(


 

safsignature.png

 


#7 Kwen

Kwen

    Vileartist

  • T3A Staff
  • 4,865 posts
  • Location:Korea I wish
  • Projects:It'sa secreeet
  •  T3A's First N00b
  • Division:BFME
  • Job:T3A Expert
  • Donated

Posted 10 June 2010 - 07:34 PM

Really? I downloaded it at 500kbs.

                           https://www.twitch.tv/vileartist - Yes shameless self-promotion

          ----------------------------------------------------------------------------------------------------------------------

                            "Old modders never die, they just fade away" ~ Hostile


#8 lotrfan

lotrfan

    title available

  • Project Team
  • 318 posts

Posted 11 June 2010 - 03:15 AM

@spartan184: Filefront only allows 250 mb upload. For this one, maybe if u register, which is free, it might go faster. I know it says uploading is faster if u register. Or you can try again and it might go faster. Worst case scenario, just download it and let it sit.

@elb27: wotr should not work currently. But as mentioned in the credits, this is based off of RJ-Rotwk which had some features of the wotr finished. Like Rohan, an added faction was pretty much done for wotr. However, as you know with this mod a different build system is used and its not supported with this patch.

Also for everyone wondering why its 350 mb, its because its based off RJ-Rotwk which adds a lot of new units, buildings, art (completely new factions added). A lot of the units/buildings/art were removed from the factions, but they were still left in there, in case we decide to add units in the future, or if we use them in a campaign map, or if people want to use them in world builder.


---------------------------------------------------------------------

I guess now is a good time to post this.

Within the next day or two, I expect most people will have downloaded the mod and at least played a faction or two to see how the game works/ what was done.
I want to start getting things ready for the next patch, and getting people together who can help out.

For the next patch in particular, I need modlers, skinners, and artists.
Also, I'm for people who can help me with balance a bit.

If you have any other skills to offer like coding, etc., please feel free to let me know.


For the next patch, which will still be a beta (.97) I want to do the following:

-redo the bases if possible. If we get some moddlers and skinners, that would be good. I want each faction to have unique bases for castles/camps/outpots/farms.
-maybe add a little bit of balance.
-finish adding missing art, fix commandsets so they look right, and GET THE MAIN FORTRESS TO REBUILD WHEN DESTROYED. This is a known issue which has been giving me a bit of trouble :) .
- might add a thing or two to the list. If anyone has suggestions, now is the time to post them.

PEACE!
Posted Image

#9 Rob38

Rob38

    Believer of Hope

  • Hosted
  • 3,567 posts
  • Location:USA
  • Projects:Helm's Deep Last Hope
  •  One who is not afraid of new challenges

Posted 11 June 2010 - 08:19 AM

Just so that we are clear, did robnkarla approve of you using his mod for your own modification?

signature_group1.gif

 

16821.png


#10 Kwen

Kwen

    Vileartist

  • T3A Staff
  • 4,865 posts
  • Location:Korea I wish
  • Projects:It'sa secreeet
  •  T3A's First N00b
  • Division:BFME
  • Job:T3A Expert
  • Donated

Posted 11 June 2010 - 06:59 PM

When you say you want each faction to have unique bases and camps, does that mean that they are all generic at the moment? if so, that is incredibly boring.

                           https://www.twitch.tv/vileartist - Yes shameless self-promotion

          ----------------------------------------------------------------------------------------------------------------------

                            "Old modders never die, they just fade away" ~ Hostile


#11 JUS_SAURON

JUS_SAURON

    El Shaddai

  • Members
  • 1,581 posts
  • Location:Trinidad
  • Projects: BFME2 MOD - Power Of The Ring
  •   INI Coder

Posted 12 June 2010 - 05:44 PM

QUOTE --- Just so that we are clear, did robnkarla approve of you using his mod for your own modification? ---

I suggest you try and Mod the Original ROTWK as Approval is needed when Modding a Published Mod .

And not to dampen your spirits but did you properly test This ???

I played with Dwarven faction and my game ended in 2 secs ...

Like when a Fortress unpacks over a Castle ...

This is for the Dunharrow map , so I guess it will work for ONLY BFME1 maps not the 30 other maps that come with the MOD .

#12 lotrfan

lotrfan

    title available

  • Project Team
  • 318 posts

Posted 13 June 2010 - 08:16 PM

Hi,

There is an old post in the forums from a few years ago where Rob said at the time that I could mod the mod for personal use. At the time he said that currently he did not want people modding the game until later when he felt the mod was more finished as he did not want people to go through the same problems again of redoing some of the things he already did. This post was in 2007 and it is now 2010. Rob released his last version over a year ago and to date no one has really seen or spoken to Rob for over a year. This was talked about in the RJ forums.

I initially did use some features from his mod, but removed many things and changed many things around. Most of the files that are from his mod are just sitting in the game directory. But at this point, it has a different playstyle completely and doesn't function like the rj mod.

Which brings me to another point I wanted to address to Jus_Sauron.
I maybe didn't make it clear in the files attached with the mod, but the mod ONLY works for bfme1 maps. BFME 2 maps should not work. This was neccesary in order to 'drag and drop' maps into the mod. I had to remover the start buildings. As for the dunharrow map, the one that comes with the mod should work fine. I just checked it with dwarves for both start positions and it works fine. If you were playing the bfme 2 dunharrow map (which I dont know how u did unless u put it in your maps folder, because i basically copied the map cache.ini file from bfme1 so that only bfme1 maps show up in the maps screen) then it should just end in 2 seconds, because I removed the start buildings. This mod was only made to function with bfme1 maps.
Posted Image




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users