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Battlefield 2 - Map & Mod Development Discussion on the development of new maps and mods for Battlefield 2

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Old 07-20-2006, 11:42 AM   #46 (permalink)
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Re: Forgotten Hope Updates

MG42Maniac from FH team explains why they cant give a release date (From FH forums)

I respect their honesty a lot.

Quote:

WHY WE WON'T TELL
Here is a detailed explanation of why we will not ever specify what date we are releasing, until the release date is a virtual certainty.

Any date would be a guess because we don't know how long some critical tasks are going to take. This is especially true for things like coding but is also true of even (relatively) simple things like texturing of important vehicles, since each dev works at a different speed and has varying amounts of time to give to the mod.

We cannot guarantee the availability of every team member going forward--people have school, families and jobs, which often make unexpected demands which result in a formerly productive member becoming suddenly too busy to give much time to the mod.
We are still learning about the game engine. As we discover new things about it, we sometimes find that tasks which we thought were mostly "done" actually need more work, and other things that we though might require a certain amount of time may require more time, less time, or even be impossible.

Publishing a "progress bar" would be meaningless because: It would be tantamount to giving an approximate release date, since it would be asserting "we have done "p" percentage of the work over "t" time", which would give the totally false impression that a date could be calculated by comparing elapsed time and percentage with the assumed remaining portion.
it would just be a list of models plus some arbitrarily selected features. How much time the individual features would take is unknown, and getting a bunch of models, skins and code in-game and making them all work smoothly together are very different things.

Any date we publish will therefore be totally made up and wrong, and furthermore, dishonest. The only incentive for us to invent an imaginary date would be to stop people from hassling us about the release date. Since we would just be inventing a date, we could either be really optimistic or super pessimistic. If we are super pessimistic, than everyone will get depressed and complain about that. If we are optimistic, we will probably be wrong, and than people will complain (somewhat justly) that we mislead them. So given that some people will complain, no matter what we do, we chose to truthful. Our only real choice is, "what do we want the complainers to be complaining about." We have chosen to have them complain about our being unwilling to speculate about release dates. At least they are complaining about a real thing, instead of being more justifiably peeved about a fake date which we merely pulled out of a stinky place to begin with.

You might say "why don't you make a conservative realistic date?" Well we can't because of everything I listed in the first part of the post. Calculating the amount of time needed for complex software--and even the first version FH2 easily qualifies as complex software--is an extremely difficult art, and not a science. Commercial software companies get it wrong all the time, sometimes spectacularly so. We have a lot less control over our own time and resources than any business, as we are developing this for free, in our spare time.

So, to sum up, even though we are making a huge complicated project, at a very high level of quality, and giving it away for free, to anyone that wants it, there will always be people that feel we are not doing enough for them, or not doing it right, or that we are being jerks because we are not feeding them enough details about our schedule. I don't really feel much sympathy. We have chosen to be honest about our plans and expectations, rather than trying to quiet the complainers by feeding them happy lies--lies that will eventually backfire and make people even more annoyed. Instead we try to show you regular updates, so you can see for yourselves that we are really making progress, and not just spinning our wheels.

We want the release date to arrive more badly than the most rabid fan. When we know what it is, we will tell you.
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Old 07-20-2006, 11:47 AM   #47 (permalink)
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Re: Forgotten Hope Updates

nice - that's a great explanation...

I understand it could take anywhere from 1 week to 4 months for any given task... I just wish they'd give a "what's left to be done" in terms of tasks rather than time. Like how many more vehicle/weapon/building models are they going to add before they say it's "enough"...
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Old 08-01-2006, 06:29 PM   #48 (permalink)
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Re: Forgotten Hope Updates

Aug 1 Update

And here comes the first FH2 soldier model...
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Old 08-01-2006, 07:00 PM   #49 (permalink)
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Re: Forgotten Hope Updates

Selected quotes from official update discussion topic

Quote:
Originally Posted by Lobo
You always are just seeing the iceberg top, we are always working in dozens WIP's, when they are finished we show them And the process to understand how export and animate a player model into BF2 was (in soft words) a total pain in the ass, now we understand the process, it will be easier in advance
Quote:
Originally Posted by StrangerThanFiction
This color is more or less what the official uniform color was supposed to be at the start of German participation in the African campaign, modified a little for wear. Actual colors varied a lot depending on when and where the uniforms were manufactured, and how much sun, wind and sweat the fabric had been exposed to. To complicate matters, supply was irregular and DAK soldiers often used non-regulation clothes, including bits of captured British uniforms.
Quote:
Originally Posted by McGibs
As far as colours for stuff goes, DAK is really wierd, because they used all kinds of different crap. Most photos and drawings ive seen have had the brown leather k98 pouches and p38 holster. Alot of stuff was old equipment, and even after they were re-equiped in 43, most of the korps just kept the old stuff anyways. Beleive me, we had many long posts concearning the colourations to go with. Its been thoroughly covered, and we came to the conclusion that this was the most accuate.
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Old 08-16-2006, 12:25 PM   #50 (permalink)
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Re: Forgotten Hope Updates

First in-game shots w/ player models released.
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Old 09-19-2006, 05:04 PM   #51 (permalink)
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Re: Forgotten Hope Updates

Can you hear the STUKA ?
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Old 09-19-2006, 06:43 PM   #52 (permalink)
 
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Re: Forgotten Hope Updates

Thanks for the updates. Can't wait for the release!
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Old 09-20-2006, 12:14 AM   #53 (permalink)
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Re: Forgotten Hope Updates

PoE2, FH, DC.. Lots of good looking mods.. I hope that our community can diversify enough to be able to support all of them, rather than everyone playing the same game at the same time.

Incidentally, are there any 'best guess' dates available for FH and DC?
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Old 01-10-2007, 05:48 PM   #54 (permalink)
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Re: Forgotten Hope 2 Updates

Lets bring back FH2 updates.

Jan 9 Update

I liked the command stations idea... Looking forward to learning more about the CO interface and assets.

Quote:
Hello and welcome back to the latest news update for Forgotten Hope. Today we have both our first officially announced map for Forgotten Hope 2: Operation Supercharge by Lobo.

Supercharge was a major British armored offensive which took place in early November of 1942. Geographically, the offensive was aimed at the Tell el Aqqaqir, near the northern end of the Axis lines, but the purpose of the attack was to breach the Axis defenses and draw their armored forces into a costly battle. The offensive was narrowly halted by a counterattack involving most of the remaining German and Italian armor, but with such heavy losses that the Axis positions at El Alamein were no longer tenable, forcing them to withdraw shortly afterwards. Lobo's map depicts Supercharge itself, as well as the opening stages of the pursuit which followed.

....

As a final item, we are happy to announce a new gameplay feature--command stations. In order to make full use of each sides command assets, the commander needs to be able to communicate with the troops. This requires access to a functioning communications center, some of which may be fixed and some which may be mobile. Command stations can be destroyed, repaired or captured. Shown below are two examples of fixed command stations. The models and textures are by Lobo, and the command station feature was created by ctz.
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Old 01-15-2007, 05:34 PM   #55 (permalink)
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Re: Forgotten Hope 2 Updates

Oh it has navy!? You damn straight i'm playing it!
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Old 04-27-2007, 03:03 PM   #56 (permalink)
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Re: Forgotten Hope 2 Updates

Lets dont forget the "Forgotten Hope 2"...

April 23, 2007 Update: Mersa Matruh

Simply beautiful !
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Old 04-27-2007, 08:40 PM   #57 (permalink)
 
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Re: Forgotten Hope 2 Updates

Very cool. Now let's hope they actually release it.
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Old 04-27-2007, 09:17 PM   #58 (permalink)
 
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Re: Forgotten Hope 2 Updates

I'm drooling for this one. They really seem to have their heads in the right place.
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Old 04-28-2007, 12:33 AM   #59 (permalink)
 
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Re: Forgotten Hope 2 Updates

I really really hope there isn't too much truth in that name.
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Old 04-28-2007, 09:04 AM   #60 (permalink)
 
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Re: Forgotten Hope 2 Updates

Quote:
Originally Posted by James315 View Post
Very cool. Now let's hope they actually release it.
The FH2 devs said late summer...let's keep the fingers crossed!
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