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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Why is ef such a basic game?
EasyG~rb
General Member
Since: Dec 23, 2006
Posts: 1416
Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Apr. 17, 2003 01:53 am
i was just thinking after i talked to wade over msn on a few issues i had. how ef is such a basic game!!!!

a mean seriously right all these ppl making non star trek mods of which there are very few. but most notably wades mod sg1.

if u think what he has to do right overall . now think that he has to reprogramme recode etc pretty much everything in the game to do this mod . u suddenly ralise ef sucks for a non star trek mod game.

i am currently doing a new weapons mod atm. and one of the guns i wnated was to let ppl use dual uzis (thast one in each hand btw).i asked wade if he new how to do this or something. he said no and said that it woudl take alot of recoding.

now serioulsy right how old is dual weapons as an option. alot of current games have the ability of it. yeah sure ef is odl game now. but seriously if ur making a non star trek game ur screwed. same 2 for weapon effects. i was talking to a m8 before and he said that he ain't seen a single differnt weapon effect used ever since he started playing it and hes had it since it came out.

i want to bring out non star trek mods for variety. no offence to all teh star trek mods out there. but doing a mod of the same theme as the game seems weird. although with this type of fan base. where ppl go mental if they see a spoon with the words on it, i suppose u have to give in to popularity.

all am asking is that ef2 be alittle bit more easy to work with for non star trek mods. personally i have a large collection of hong kong gu fight movies on dvd. and wnated to do a mod based on them. (any1 seen hard boiled or the killer?). but i just don't think i can.

well av had me say. so any non star trek modders let em no your thoughts on it.

p.s- any1 actually no how to have dual weapons in ef?
p.p.s- good luck wade with the rest of the mod
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George W Carver~rb
General Member
Since: Dec 23, 2006
Posts: 12385
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Apr. 17, 2003 02:09 am
Now take a deep breath and exhale.  If you still feel like this it is just a panic attack ,take a prozack and chillout dude
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madmanfrommars~rb
General Member
Since: Dec 23, 2006
Posts: 8364
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Apr. 17, 2003 02:20 am
Somebody forgot to take his happy pills today...
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Spookmineer~rb
General Member
Since: Dec 23, 2006
Posts: 337
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Apr. 17, 2003 02:23 am
No matter what engine the game is based on, if you're going to mod heavily you're going to have to do a lot of work.
The farther away from the original gameplay the more work.
This is not only the case with EF but also with Q3 UT2K3 any game.
Same as with a map. If you're going to use standard textures it's going to look a lot like the original maps. If you don't want that, add custom textures, make your own shaders, make your own skybox. End result is a map that (maybe) looks quite original, and yes, it is more work.
EF2 will, in that aspect, be roughly the same amount of work when it comes to modding it.
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explorer~rb
General Member
Since: Dec 23, 2006
Posts: 102
Last: Dec 23, 2006
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Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Apr. 17, 2003 02:35 am
I'll have to agree with Spookmineer on this... what ever engine you use... a "totally" different mod will require a lot of time...

That's just the way it is! :;):
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Agent007~rb
General Member
Since: Dec 23, 2006
Posts: 27798
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Apr. 17, 2003 04:05 am
Quote (EasyG @ April 16 2003, 8:53 pm)
but doing a mod of the same theme as the game seems weird.

That statement is just bizarre.  Most mods are of the same theme of the original game.  I should think for obvious reasons too.
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Scooter~rb
General Member
Since: Dec 23, 2006
Posts: 751
Last: Dec 23, 2006
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Level 7
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Apr. 17, 2003 04:50 am
EF is really limited. I know a lot of mods that have been cancelled because they tried to make too many changes.
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neural link~rb
General Member
Since: Dec 23, 2006
Posts: 360
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Apr. 17, 2003 05:00 am
not to brag, but Team Elite has a lot of new stuff in it

EF is not any different than Quake3, its just as modable as Q3 is and thats a FACT
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Spookmineer~rb
General Member
Since: Dec 23, 2006
Posts: 337
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Apr. 17, 2003 05:08 am
Some people (...obviously they don't play EF...) even say EF IS a Q3 mod.  :s6:
Maybe they have a point too  :p
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Agent007~rb
General Member
Since: Dec 23, 2006
Posts: 27798
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Apr. 17, 2003 06:35 am
Any game based on the Q3 engine is essentially a mod.
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