LEGIYA wrote:Some time ago there was an idea of changing the game engine to bf 2142 i think. Is it still possible? Any plans?
Greetings
To answer your question, it is possible but it's not currently being focused on.
In the past, one of the R-DEVS was working on it and implementing some advanced features.
Last year, I've been working on it on and off as a side-project to see how it would look, documenting stuff etc but the team may be interested to experiment and work with it in the future.
Everything is portable from one engine to another. BF2Editor works with a workaround, and I manage to get our essential tools working to build archives and run scripts etc. But there are things that are a challenge to port.
One of the things is a substitute for the Grappling Hook. Battlefield 2142 has the Grappling Hook code from BF2:SF v1.5 update stripped out of the .exe, same with the Zipline.
Another is reintegrating PR-Mumble with the PRLauncher which is possible from what I've experimented.
We'd have to edit the binaries to allow 100 players, bigger squads, fix squad bugs, load times in linux and windows server etc. There may not be a guarantee that all addresses may be the same between binaries.
The TIS (UGL distance setting), Thermals haven't been tried out yet. Reintegrating things between PRLauncher and BF2142 is also unknown.
Porting python via copy and paste may not be guaranteed if some things have been changed, and if they haven't, they'd need to be reworked with the current system. Haven't looked into it but there are some improvements iirc.
Then there's the new menu system which is a .fla format compared to the .swf format which I haven't figured out the program to edit and is a totally different system. We might be able to port everything that's showcased here to the new system minus the Soldier class stuff but it's unexplored.
Shaders are slightly different comparing it to BF2. Not sure if the lightning system will work in BF2142 but there is an in-built snow, rain system which works like the Ambient Effect mapper-place triggers that a mapper may add for rain or snow.
The amount of menu classes is 4 which can be increased to 7 like in PR. In-fact, BF2142 has a built-in kit customisation menu. So it's a matter of reworking existing kits to allow custom weapons or disallow it.
Also the export tools may be the same as in BF2142, but that's an assumption.
The debugger tool from BF2_r.exe doesn't work, so the BF2Editor would need to be used or perhaps it can be modified to work in the BF2142.exe engine.
And there's so much undiscovered differences or similarities that may or may not work differently.
TL;DR: Officially, no. There isn't any plan to do it anytime soon as the team prefers to focus on the BF2 Engine for now, and there's a lot of uncertainties and challenges.
But it's something to consider if the transition will be smooth enough and documented to be worth the effort and time. We would need to do all the documentation, testing and work
![Razz :P](./images/smilies/icon_razz.gif)
But yeah, currently working on v1.6 at the moment and it's in the backburner for me.