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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: KHG mod?
CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
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Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, May. 29, 2006 02:16 am
Just curious, has there ever been any attempt to port Klingon Honor Guard's arsenal to Elite Force?
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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: Monday, May. 29, 2006 02:50 pm
Seems to me since they run on two different engines (right?), it wouldn't be an easy 'port.'  You'd probably be better off just recreating them all.  Either way, I can't think of any kind of mod like that.  Doesn't mean it doesn't exist, though.  Try google. *shrug*
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FliX~rb
General Member
Since: Dec 23, 2006
Posts: 8484
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, May. 29, 2006 06:19 pm
what ever happened to the klingon mod for EF, they had some sweet looking maps!
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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: Tuesday, May. 30, 2006 02:31 am
Klingon Honor Guard was based on Unreal Tournament. There might be some complicated method of porting at least some stuff over, but I don't know for sure. I happen to have a copy of the game thanks to a guy at work who didn't want it anymore.
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CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
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Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Jun. 1, 2006 04:56 am
I don't mean technically port (of course I know the engines differences are like night and day), just the gameplay

Khg wasn't based on either UT or Unreal, they just happened to start work on it with a bare license of the engine in march 98
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FliX~rb
General Member
Since: Dec 23, 2006
Posts: 8484
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Jun. 1, 2006 06:39 am
gameplay portion is totaly possible, but probly will require HEAVY modding and coding!
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Agent007~rb
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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, Jun. 1, 2006 03:44 pm
Seems to me something like that would be better off w/ a newer game engine... Or maybe at least an updated Q3-based engine.  To generate enough buzz to keep a mod's momentum, it can't be based on a what, 6-yr old engine.  Also, if you plan on making it relatively up-to-date graphics-wise, you couldn't really use any of the EF textures/models... Meaning there's no benefit to using EF's engine other than nostalgia.
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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, Jun. 1, 2006 04:26 pm
Quote (Agent007 @ June 01 2006, 11:44 am)
Seems to me something like that would be better off w/ a newer game engine... Or maybe at least an updated Q3-based engine.  

Speaking of which, has anybody heard from thilo and his updated Q3-based engine for EF, it was in the 3rd beta stage.  
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CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
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Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Jun. 1, 2006 08:30 pm
Quote (Agent007 @ June 01 2006, 10:44 am)
Meaning there's no benefit to using EF's engine other than nostalgia.

Are you saying compatiblity and performance are not benefits? If you ask me, a ton of rolling crates over reflective water means jack crap to fun.
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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, Jun. 1, 2006 11:35 pm
Quote (CheapAlert @ June 01 2006, 3:30 pm)
Quote (Agent007 @ June 01 2006, 10:44 am)
Meaning there's no benefit to using EF's engine other than nostalgia.

Are you saying compatibility and performance are not benefits? If you ask me, a ton of rolling crates over reflective water means jack crap to fun.

Explain compatibility.

And I'm only being realistic.  It's very rare to find enough people willing to work on a mod to completion.  The only way it's going to happen is if you can generate enough 'buzz' to 1. get people volunteering to help and 2. keep people motivated to continue helping.

I'm not saying graphics are everything.  But neither is getting 200fps from a 6yr old game engine.
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