Galactic Conquest For Battlefield 1942 Released
An anonymous reader writes "The first public alpha of Galactic Conquest, a Star Wars mod for Battlefield 1942, has been released. It features Imperial troopers fighting against the Rebels on Hoth. You can choose from several infantry classes (sniper, light infantry, heavy infantry, anti-armor, and support), each of which is given a Star Wars feel. Useable vehicles in this version include snowspeeders, AT-STs, TIE fighters, TIE bombers, the Millennium Falcon, and various Hoth turret installations. Go give it a try if you're interested." Here are some mirrors for this 293mb unofficial (and possibly Lucas-baiting?) mod from Gamers Hell, Shortdog.us, AusGamers, and via BitTorrent.
Tie fighters and atmosphere? I remember some of them at Cloud City, chasing the Millenium Falcon.
Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
For screenshots, check out this.
Go here for teh [sic] funny.
Greetings,
;)
Just been playing with the mod for 3 days now. First impression is it didnt live up to the hype that was put forth but alot better than some 0.1a releases. Im glad to see a modern SW'esque game I dont have to pay 15$/month to play.
Lets start with player models. They are fairly well done. They look like they fit the enviroment very well. You can tell these are people from the SW universe. Some of the animations need to mature more. Mostly small things like they dont hold some weapons properly. Grenades float next to the hand etc. A big baddie is the support player. The gun emplacment you setup when you enter it moves your view up in the air but the model is positioned correctly. This is a camera POV setting issue likely and easily fixed. Cant wait to see the other player models when finished.
The vehicle models are the center of this mod I think. You get to see/fly/drive some of the classic vehicles. You can tell this is where the modders really focused thier time. Some of the models are too ritch in polygons for the detail the engine can produce. The Corellian Freighter for instance on its landing gear has these extra angled crossmember supports. I dont remember these on the original but I may just hadnt noticed, in any case they are small rectangular primitives and they tear at certain angles sometimes. Its better to remove them, it doesnt change the detail of the model and it makes it look cleaner. The interior is well detailed almost to excess right down to the holochess board, wheres the wookie?
The air/snow speeders looks exactly like the movie speeders, well done. The texture for the cocpit displays are not done yet but I turn them off normally anyway for better visibility in any BF flying vehicle. The rear gunner position is just like the original. The speeder can stay on the ground at full speed making it like a fast hover tank, not sure what the deal with it is but its a minor detail at this level of development.
Now for the republics offerings. The tie bomber is straight from moviebook spec. Not too ritch in polys but the design makes for an easy modeling. The interior/cocpit skin is not there yet either but has a spacious design as the exterior implies. It flies as you would expect, this ones pretty done I think. The Tie fighter is about the same not alot to say here. Now the biggies the quadraped ATAT isnt ready for the BF engine yet but the ATST biped is....mostly. The detail is in the usual overkill detail but nicely done. However getting it to walk right has been the modders biggest challenge. The animation is a cross of a foward moonwalk/pee pee I really gotta pee dance, this makes it move much slower than it should. This makes it virtually impossible to hit things while moving. And im confused over the missile/mortar launcher whichever is it. It looks like a missile and travels like a mortar. I think the modders should study some mechwarrior to help with the walkers, mostly they are fighting the BF engine which didnt have walking mechs, or wookies, in mind when designing it. A great start though. The rebel gun emplacments are well done and simple to do, lets move on.
There are many balance issues and setting tweaks that need to be done. Why can a speeder kill a Tie in 1 shot but the inverse is not ture? I had to lower my detail to keep the game from being so laggy. There are a few causes for this. One thing is all the textures are not finished and the BF engine doesnt handle that well. Another cause is the visibility setting for the map, its too far and this makes the engine work harder than it should. EA still has work to streamline the BF engine to start with, it doesnt stress well. Once I lowered the detail to medium it worked smoothly. I have a p4 2.4Ghz and a Radeon8500 I normally play with everything turned to max with little troubles normally. Though like I said the textures are not complete yet. The sounds are true to the movies and I have no complaints there. All these issues are game balance and parameter tweaks mainly, the