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#1 Echo

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Posted 27 October 2014 - 12:48 AM

Hey there Modders of Revora,

 

as some of you know, I have been working on a mod for BFME 1 for a longer time now. My progress is rather slow, but steady. I'm currently adding a new faction, and I have plans to add at least one more faction after that. I am open for any suggestions concerning the second faction as I have not yet made up my mind except for that it will be evil. The current factions will get a few additions, but remain similar to the original game. I'm not turning the game upside down or anything, just modding whatever comes in my mind as well as focusing on this one faction for now :p .

 

I've become quite good with coding the ini's, but I am still learning. What I am looking for is a dedicated team who is willing to contribute to the mod, with advise and content. I am horrible with art, so a modeller and/or skinner is most wanted. I am trying to push this mod forward, but working on my own can become frustrating sometimes so there can also be days without progress at all. I want to continue my modification and bring it somewhere near beta-level, so if you are interested and you are dedicated, let me know by PM'ing me or replying to this topic. I will then provide you with more information concerning the status of my mod.

 

Some info about me and my BFME story:

My name is Alex, I'm 21 years old and I'm from Germany. I can speak both English and German, so unless you do not speak either of these, we should be able to communicate :p . I've played BFME 1 for a long time, I think I started somewhere in 2005. I discovered mods for this game very quick and started playing a lot of Elvenstar Mod in its prime (around 2006). After the Elvenstar community disbanded slowly, I started playing vanilla a little bit more serious and was quite good at some point. In 2013, I finally decided to start my own mod, debating with myself a long time about the faction that was going to enter the field first. Now after some progress I've finally decided to look for a team for this modification.

 

I know that not many people have interest in a mod team nowadays, as most remaining modders are already part of a mod team. I'm not looking for experts. You should have a rough idea of the thing you're doing, but most important to me is that you are willing to improve. I am not a flawless coder, either. Dedication is the most important thing.

 

Check some of my work and the mods' progress at its moddb page: http://www.moddb.com...blue-wizard-mod


Edited by Echo, 26 December 2014 - 11:01 PM.

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#2 Mathijs

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Posted 27 October 2014 - 02:40 AM

So I'm guessing I shouldn't propose for you to join the SaF team then? :p

 

I mean, we're (Dunedain Ranger76 and myself) adding factions as well (currently finalizing the second one), and perhaps with some more coding support we could do a third one or really rework the campaign (which I seem to remember you working on as well). With similar goals and wishes, perhaps we can team up to create something that's greater than we could do seperately.


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#3 Echo

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Posted 27 October 2014 - 06:39 AM

I will think about this Mathijs, but I do have a few concerns. I will take a look at SaF again to see the direction it is heading. I can tell you on fb what concerns I have in particular, and the reason why I think that our ideas could be a little different. Also I don't think you could bear me because I am adding so much stuff that no one needs and I can't help it :xd:


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#4 Irenë Hawnetyne

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Posted 27 October 2014 - 07:33 AM

I am adding so much stuff that no one needs and I can't help it  :xd:

 

Thus spake each and every modder.


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#5 ICT

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Posted 27 October 2014 - 10:47 AM

I may add that given Echos understanding of the inner structure of the game mechanics I do not only expect this mod to increase the depth but also to remain very enjoy- and playable!

 

Looking forward to see people join :).


"To know what question we may reasonably propose is in itself a strong evidence of sagacity or intelligence. For if a question be in itself incongruous and begs for uncalled-for answers, it holds, sometimes, besides embarrassing the proposer, the disadvantage to seduce the unguarded listener into giving absurd answers, and we are presented with the ridiculous spectacle of one (as the ancients said) milking the he-goat, and the other holding a sieve beneath."


#6 Mathijs

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Posted 27 October 2014 - 11:35 AM

I will think about this Mathijs, but I do have a few concerns. I will take a look at SaF again to see the direction it is heading. I can tell you on fb what concerns I have in particular, and the reason why I think that our ideas could be a little different. Also I don't think you could bear me because I am adding so much stuff that no one needs and I can't help it :xd:

The only way you can see the direction it's heading is by reading the threads in the staff forum (where the plans for each of the four original factions is posted), the password for which I have PMed you.


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#7 Echo

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Posted 26 December 2014 - 11:03 PM

Moved topic to the proper place (never noticed I posted in the wrong forum at all :D ) and updated first post with the moddb page of my mod that tracks the mods' progress. :)


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#8 Valheru

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Posted 30 December 2014 - 02:06 AM

I can help with FX & Bug Fixing, I just cant commit huge amounts of time


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#9 Echo

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Posted 30 December 2014 - 04:13 AM

I can help with FX & Bug Fixing, I just cant commit huge amounts of time

 

That sounds great, I guess that is something I can really need help with. Basically the only part of coding that I am still struggling with from time to time. :p

 

BFME 1 fx possibilities do really have their limits though, compared to BFME 2. :(


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#10 Valheru

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Posted 30 December 2014 - 04:28 AM

I think a lot of people do, havent seen many decent ones. FX isnt just coding though a lot of models can be rendered nicely via the particle system(Shader = W3D_EMISSIVE/Alpha/diffuse etc), and lastly you can also make FX via pure models(EX) that arent rendered via particlesys. I've made quite a lot of models that come out nice either just as Buff templates or rendered via particlesys. Spent the last 2 years mostly working out what everything does. I'm sure some decent ones can be made in BFME1. Ill send u vids of any further ones I create in the near future


Edited by Valheru, 30 December 2014 - 04:35 AM.

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#11 Echo

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Posted 04 November 2015 - 11:20 PM

*bump*

 

Any artist currently free and willing to help me get my mod to a releasable state within the next few weeks? There's not much left to do art-wise, but there are a few tricky (advanced) things and I'm not sure if I will be able to study all the things in a short period of time. Of course, if no one here's motivated/free that's perfectly fine; then I'll have to overcome these issues myself. Just thought I'd ask. Coding-wise, most things are done. I'm currently messing with the AI and fixing bugs.

 

So if you're interested/willing to help, I'd appreciate it. Just PM me or leave a message here. Cheers!


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#12 ThrandyBanned

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Posted 18 November 2015 - 08:34 PM

*bump*

 

Any artist currently free and willing to help me get my mod to a releasable state within the next few weeks? There's not much left to do art-wise, but there are a few tricky (advanced) things and I'm not sure if I will be able to study all the things in a short period of time. Of course, if no one here's motivated/free that's perfectly fine; then I'll have to overcome these issues myself. Just thought I'd ask. Coding-wise, most things are done. I'm currently messing with the AI and fixing bugs.

 

So if you're interested/willing to help, I'd appreciate it. Just PM me or leave a message here. Cheers!

I can help from time to time ;)


Edited by Thrandy, 18 November 2015 - 08:41 PM.





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