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  Topic: Happy Birthday SOF2.ORG!
KENNITHH

Replies: 22
Views: 6693

PostForum: General Chat   Posted: Fri Sep 23, 2016 8:19 pm   Subject: Re: Happy Birthday SOF2.ORG!
Well I don't care about that project anymore, its ambitious but its too slow, and with too few people really working on it. First get a real team of people who know how unreal engine works and then go plus legal issues while doing so.

I'd rather have a true remaster of the game made by Raven and Activision.

And yeah purp, me and Diogo have one last mod rotting on our computers, we'll hopefully release it before the end of the year.
As currently he and I are pretty busy and don't have the motivation either, me mainly cause of the few people that still play Sad
  Topic: Happy Birthday SOF2.ORG!
KENNITHH

Replies: 22
Views: 6693

PostForum: General Chat   Posted: Wed Sep 21, 2016 7:16 pm   Subject: Re: Happy Birthday SOF2.ORG!
ohhhhh my , I actually read Happy Birthday SOF2 , not .org
I was thinking already like what the hell is he saying about 7 years old and editing the site

:oops: Embarassed
  Topic: Happy Birthday SOF2.ORG!
KENNITHH

Replies: 22
Views: 6693

PostForum: General Chat   Posted: Wed Sep 21, 2016 7:09 pm   Subject: Re: Happy Birthday SOF2.ORG!
I actually meant the game :d but it's weird, they still have the source code of the game but don't want to release it (someone I know asked them to release it), almost like they actually plan on a remaster of the game or something.
Lets hope or wait till Diogo and I actually finish our little remaster of ourselves :p
  Topic: Happy Birthday SOF2.ORG!
KENNITHH

Replies: 22
Views: 6693

PostForum: General Chat   Posted: Wed Sep 21, 2016 6:52 pm   Subject: Re: Happy Birthday SOF2.ORG!
Time for a remaster I'd say Very Happy
  Topic: To all the coders out there
KENNITHH

Replies: 2
Views: 1638

PostForum: SOF2 Mods   Posted: Thu Jul 14, 2016 6:06 pm   Subject: To all the coders out there
To all the coders out there, please take a look at this.
https://github.com/kneirinck/OpenSoF2MP
http://omgwtflol.rivercrew.net/ (theres more text below)
It's a project by Kneirinck aka RCF that runs SOF2 on the JediKnightAcademy engine which is an improved version of our engine. This adds multiple features !
But the most important reason is Rend2. This is a new renderer being developed on JKHub.org which improves the rendering drasticly with normal maps, dynamic shadows, cubemaps and much more with still being able to play our default maps !
Someone even made it possible to have very dense forests, so the use of models will affect much less on FPS meaning I can take the maps to a whole new level , probably even CSGO style?
So my wish to you guys is, can you please finish what RCF has started so one day we'll be able to use Rend2 aswell once its finished? And perhaps even make a team?
As Diogo and I are still working on a small mod to improve SOF2 with models, effects, sounds and maybe a map, this renderer will make it just perfect and hopefully get more people to our game again.
More info about what REND2 actually is:
https://jkhub.org/topic/7468-rend2-a-modern-renderer/
The older thread:
https://jkhub.org/topic/2804-rd-rend2-old-thread/
and a picture of something Diogo and I are working on:
http://puu.sh/pGIjB/bbf85cdc2c.png

PS: This is the same post as on the SOF2 Facebook Page
  Topic: SOF2 Reboot
KENNITHH

Replies: 50
Views: 24203

PostForum: General Chat   Posted: Fri Jan 08, 2016 8:27 pm   Subject: Re: SOF2 Reboot
So I've got some other news aswell.

I just managed to get the animations of SoF2 into 3dsmax, now we only need an animator if we stay at SOF2 instead of UE4 ^^
  Topic: SOF2 Reboot
KENNITHH

Replies: 50
Views: 24203

PostForum: General Chat   Posted: Fri Jan 08, 2016 5:27 pm   Subject: Re: SOF2 Reboot
Yeah I know about the JK project, I was the one who brought this project to this forum about a year ago or something ^^, it's also open source but the guy who was working on it, didn't have much time as he had tough studies last time I spoke him (ps:he's from belgium aswell)

Personally, for me .. the new renderer (rend2) would be enough as it will improve fps, models limit, usement of cubemaps, pbr, normal maps etc etc but it's been in progress for so long now and the person who works on it (Xycaleth) is a bit tired of working on it. So I doubt it'll be done soon as he took a little break aswell. But he will finish it eventually , I'm sure of it.

As for the movement to UE4 , there was a whole topic going on on UrT's website, with some valueable information which tops my head :p but it may make sense to you guys. There's also some information about it on the Unreal Engine forum but .. meh :p
http://www.urbanterror.info/forums/topic/33029-quake-physics-in-unreal-engine/


I also hope that the new SOF2 you guys want, wont be too different from the SoF2 as we know it. As I've seen you want running against wall and stuff. I won't do that personaly as it doesnt really fit SOF2 imo.

If I were you guys, I'd make the new SOF2 like CSS went to CSGO. Improved graphics and a few mechanics aswell. The game itself is great anyway.

PS: screenshot of an old WiP of my hud, might be able to merge it somehow to get something perfect when we would do this:
http://puu.sh/mo7PM/c59c0de62d.jpg
  Topic: SOF2 Reboot
KENNITHH

Replies: 50
Views: 24203

PostForum: General Chat   Posted: Fri Jan 08, 2016 1:41 pm   Subject: Re: SOF2 Reboot
Heya guys, nice reading that there are more people trying to reboot SOF2 by either turning up the graphics , or porting the game or remaking (watchout with the porting though, or it has to be free)

So where to start...

I've been trying to improve the graphics of SoF2 aswell, mainly the maps and models.
Examples :
Ziba Tower Remake for SOF2 : http://imgur.com/a/VhO13
New arms (just testing) : http://puu.sh/mnXSq/bb047b478d.jpg
CSGO Italy and Arms (also quick test) : http://puu.sh/mnXUP/644fc449c7.jpg

But it always bumps into engine / mapping restrictions or FPS issues which anoys me.

So if we want to bump up the graphics of SOF2, our best bet is REND2 which the guys from the Jedi Knight community are remaking for them from that Q3 mod. http://jkhub.org/topic/2804-rd-rend2/



So I aswell have been trying to get something similar to SOF2 on the UE4 as below you can see a vid of me importing mp_shop into UE4 (roughly) but I bet some real model artist can do something better with it.

https://www.youtube.com/watch?v=E5OyW9CZFEg


Now if you're interested in porting or remaking something similar on UE4, I know this guy who's anxious to do this aswell.
His works: http://www.revolutionart.nl (hands, shotgun and rifle were ment for the project)


Now about the movement, our brothers (Q3 engine) from Urban Terror are actually porting their game to UE4 WITH the exact same movement, so it is very possible to port SOF2's movement aswell which would be so awesome. And we could ask their help.

But I think I should stop this post right here as this is like all I have to say or know :p
  Topic: We ain't standing still !
KENNITHH

Replies: 4
Views: 3979

PostForum: General Chat   Posted: Wed Aug 20, 2014 11:21 am   Subject: Re: We ain't standing still !
Last clan I've been in in 1.00 is #|FaL|# when Madness and Hunter were still playing, I also play on 1fx sometimes. On gold I've mainly been playing on xS server when it was activate, Pure Hate and AV Public server. I'm in <AV> atm, more like a modding clan on gold.

Well it's not that hard after you know what to do , I'm a newbie with 3dsmax but still I managed to do it ^^

What I did in raw lines is this:

Export average_sleeves.glm with noesis to fbx/dae/smd
Export another model with it's bones
Import both in 3dsmax, freeze the average_sleeves (don't move/delete anything of the average_sleeves) and then align the new model over average_sleeves by rotating/moving/scaling the bones
Make the new model editable mesh once you're finished and then remove the bones of the new model
Next detach/regroup the new model in new objects so every object is less then 1000 vert/poly
Select an object, apply Skin Wrap modifier, select skin all weights, convert to skin and then change the Bone Affect Limit to 4.
Do this for every object you created.

Now the hierarchy in 3dsmax.

Unlink the child under the model_root
Rename model_root to B:model_root and clone it twice, call it mesh_root once and skeleton_root once
Connect the unlinked child to skeleton_root, then connect all objects to 1 object and connect this one to mesh_root
Export as XSI with unticking Animation.

Then you only need to set up carcass, run it and voila :D

Hope this is usefull for you Punisher or someone else who once tried it.
  Topic: We ain't standing still !
KENNITHH

Replies: 4
Views: 3979

PostForum: General Chat   Posted: Mon Aug 18, 2014 9:03 pm   Subject: We ain't standing still !
Well some of you might still know me of 1.00, but I've become more of a modder then actually playing, and my clan is at gold too.
You might know me of mp_office/mp_northport/mp_glasswar/mp_fueldump_bc too.



Anyways...





After years of dreaming, but years of moaning and being too lazy, today I finaly did it ^^

Today I changed the character model and hand model after a weak of testing and learning.

Hope you like it and maybe someone else will do the same later !

Seen in these pictures:
mp_battery : Battery map remake of W:ET, still in progress
BF3 hands
BF4 assault character





I might drop a link here later but do know it's in beta and might never be finished cause I might start using another model.
  Topic: OpenSOF2MP
KENNITHH

Replies: 25
Views: 13186

PostForum: Soldier Of Fortune 2 - Double Helix - SOF2 General Support   Posted: Thu Mar 13, 2014 6:23 pm   Subject: Re: OpenSOF2MP
Exactly, its just a way to lure the graphics freaks but also to improve a legendary game that has a gameplay that cant be found in a modern game.

Its still a choise wether you use it or not but i defenitly will, ive always been trying to get better things like better weapons, character skins, maps, sounds etc to make it compete again with the current games.

But havent you ever heard people saying sof2 is getting old and leave? Well with this new renderer we can make it young and fresh.
  Topic: OpenSOF2MP
KENNITHH

Replies: 25
Views: 13186

PostForum: Soldier Of Fortune 2 - Double Helix - SOF2 General Support   Posted: Thu Mar 13, 2014 7:11 am   Subject: Re: OpenSOF2MP
Ofcourse, he used jedi knights engine, its an improved engine of sof2.

So he had to make everything work on that one plus it had bugs like wallhack, blue models, impact not working and tons more which he already fixed.

Once you can play sof2 flawlesly on that engine like you can on this engine, he can start adding rend2, the new renderer which gives a huge improvment. The awesome thing is, its just a dll and exe file.

And yes it took him 10 months because he was just testing it for fun but it got serious now as it worked, he didnt think it would work in the first place. Plus, hes doing it by himself, testing everything by himself.. And ofcourse personal life.

But now hes got help from different people so it should go better now.
  Topic: OpenSOF2MP
KENNITHH

Replies: 25
Views: 13186

PostForum: Soldier Of Fortune 2 - Double Helix - SOF2 General Support   Posted: Wed Mar 12, 2014 9:35 pm   Subject: Re: OpenSOF2MP
Well it's still their choise if they want to play with the vanilla renderer or the awesome new renderer :p

It's gonna be like Ultra high graphics vs normal graphics/low graphics.

But it's still going to take a couple months I guess but we'll see eventually when it's ready.
This game still rocks so no worries :D


PS: another cool thing that might get more people to sof2 is getting SoF2MP on android/ios.
I've seen that it's possible already (Jedi Knight, Quake3, RTCW ...) but it's very unlikely that it'll ever happen..
  Topic: OpenSOF2MP
KENNITHH

Replies: 25
Views: 13186

PostForum: Soldier Of Fortune 2 - Double Helix - SOF2 General Support   Posted: Wed Mar 12, 2014 4:36 pm   Subject: Re: OpenSOF2MP
Watchout what youre saying :d

If anyone will change the sof2 character models and use normal/paralax maps, the new gloss maps, spec maps, it might be possible.

And landscape thngs re possible too if they optimize the use of models.

So probably the use of distancecull and lods can be very usefull
  Topic: OpenSOF2MP
KENNITHH

Replies: 25
Views: 13186

PostForum: Soldier Of Fortune 2 - Double Helix - SOF2 General Support   Posted: Tue Mar 11, 2014 7:55 pm   Subject: Re: OpenSOF2MP
Well there are some COD maps made for CSS/HL2/L4D/CSGO etc.. these are "very" easy to port, they just have to be retextured and entities added.

Click me for the maps that they made
 
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