I googled and found the latest related post written in last April.
https://www.realitymod.com/forum/f10-pr ... -port.html
I would like to know that the project is still up there. Since the relatively new BF2142 engine offers much more enhanced features and details than the old BF2 engine, I really hope it becomes reality.(And legit snow map. I like snow )
p.s
There's an ongoing remastering project for BF2142 and looks like its devs have pretty amazing skills. Can we recruit them?
Project Remaster mod for Battlefield 2142 - Mod DB
Is porting project to 2142 engine still alive?
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SoloWing
- Posts: 40
- Joined: 2013-03-21 02:09
Is porting project to 2142 engine still alive?
Last edited by SoloWing on 2018-01-29 10:24, edited 1 time in total.
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PBAsydney
- Posts: 369
- Joined: 2016-10-15 22:14
Re: Is porting project to 2142 engine still alive?
Porting to 2142 was never really a thing, more like a proof of concept pet project.
It would be mind blowing to get an engine upgrade from 2005 tech to 2006 tech though
It would be mind blowing to get an engine upgrade from 2005 tech to 2006 tech though



HITREG CARRY
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Hokunin
- Retired PR Developer
- Posts: 606
- Joined: 2009-11-02 09:23
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Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: Is porting project to 2142 engine still alive?
It's unofficial, just a side project I've done to test things. This is my progress from ages ago, haven't worked on it since.
And as Hokunin said, it's too much work - plus the other issues.
Materials, Menu codes and Textures, Projectiles, Effects, Models, Shader Techniques all would need to be ported - including Nightvision which is a BF2:SF Expansion feature for the compass. It hasn't been documented yet what exactly can be ported. Shaders are probably the same, and if they are not, it can be easily copied.
Then 100p, mumble integration, mortar screen, 2D Compass markers etc would need to be found and done again - and there's no guarantee it will be easy as it's unknown.
Main Menu is a different format from vBF2 afaik, and everything is similar but done differently in different areas.
It would be easier to port BF2 to BF2142 first, but then again it's a grey area considering we are standalone for quite some time.
I'm still mainly focusing on the main mod including PR:WW2 which is more important.
And as Hokunin said, it's too much work - plus the other issues.
Materials, Menu codes and Textures, Projectiles, Effects, Models, Shader Techniques all would need to be ported - including Nightvision which is a BF2:SF Expansion feature for the compass. It hasn't been documented yet what exactly can be ported. Shaders are probably the same, and if they are not, it can be easily copied.
Then 100p, mumble integration, mortar screen, 2D Compass markers etc would need to be found and done again - and there's no guarantee it will be easy as it's unknown.
Main Menu is a different format from vBF2 afaik, and everything is similar but done differently in different areas.
It would be easier to port BF2 to BF2142 first, but then again it's a grey area considering we are standalone for quite some time.
I'm still mainly focusing on the main mod including PR:WW2 which is more important.
Last edited by Arab on 2018-01-29 14:09, edited 9 times in total.
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SoloWing
- Posts: 40
- Joined: 2013-03-21 02:09
Re: Is porting project to 2142 engine still alive?
Thank you for the answer Arab. It's an honor to get a reply from the dev himself.
I'd hope that someday, talented devs gather again to make it happen for the future of PR. I can wait forever!
I'd hope that someday, talented devs gather again to make it happen for the future of PR. I can wait forever!
Last edited by SoloWing on 2018-01-30 04:41, edited 1 time in total.
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Fastjack
- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: Is porting project to 2142 engine still alive?
It would sydney, it would.PBAsydney wrote:It would be mind blowing to get an engine upgrade from 2005 tech to 2006 tech though![]()
BF2142 :
50 geometry parts per vehicle
Weather feature
Double amount of NetworkableInfos
Destroyable weapon on vehicles (you can destroy the mainweapon of a tank and he can RTB)
Zoomlevels with mousewheel for scoped weapons
Weapon sway
Some commo rose commands trigger animations
Far more weapon targetcomps, more as we have in BF2
Weapons with Air Burst Rounds
EMP effect (could be used for other vodoo magics)
AI autocontroller (antibaserape weapons)
Equipment with secondary itemindexes
Kit customisation menu
Better graphics
Podlaunchers (fastrope)
ForceObjects that follows (megaseats)
Hovertanks
Walkers, Missilesilos, Titans and Camp Gibraltar
And many other small gimmicks that aren't in BF2 engine.
Arab,
you ever got it to work to load a 4km in BF2142? Is that possible? I mean i saw once kashan desert in BF2142 but not sure.
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Is porting project to 2142 engine still alive?
Not to mention auto-cannons
.
I think 4km will work fine, just like in BF2. Fun fact, BF2142 doesn't even need terrain, you can have space maps as well - not that PR can do much with those, but still
.
I think 4km will work fine, just like in BF2. Fun fact, BF2142 doesn't even need terrain, you can have space maps as well - not that PR can do much with those, but still

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PBAsydney
- Posts: 369
- Joined: 2016-10-15 22:14
Re: Is porting project to 2142 engine still alive?
I wasn't being sarcastic by the way, the 2142 engine is a big improvement. Can you imagine replacing the titans with aircraft carriers? Movable carriers that you can fight aboard?[R-CON]Fastjack wrote:It would sydney, it would.
BF2142 :
50 geometry parts per vehicle
Weather feature
Double amount of NetworkableInfos
Destroyable weapon on vehicles (you can destroy the mainweapon of a tank and he can RTB)
Zoomlevels with mousewheel for scoped weapons
Weapon sway
Some commo rose commands trigger animations
Far more weapon targetcomps, more as we have in BF2
Weapons with Air Burst Rounds
EMP effect (could be used for other vodoo magics)
AI autocontroller (antibaserape weapons)
Equipment with secondary itemindexes
Kit customisation menu
Better graphics
Podlaunchers (fastrope)
ForceObjects that follows (megaseats)
Hovertanks
Walkers, Missilesilos, Titans and Camp Gibraltar(how much i loved this map)
And many other small gimmicks that aren't in BF2 engine.
Arab,
you ever got it to work to load a 4km in BF2142? Is that possible? I mean i saw once kashan desert in BF2142 but not sure.
Camp Gibraltar was overplayed. Cerbere landing is where the fun was at.



HITREG CARRY
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Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: Is porting project to 2142 engine still alive?
I don't see why it wouldn't work considering BF2142 can into space maps but that list got me excited[R-CON]Fastjack wrote:It would sydney, it would.
BF2142 :
50 geometry parts per vehicle
Weather feature
Double amount of NetworkableInfos
Destroyable weapon on vehicles (you can destroy the mainweapon of a tank and he can RTB)
Zoomlevels with mousewheel for scoped weapons
Weapon sway
Some commo rose commands trigger animations
Far more weapon targetcomps, more as we have in BF2
Weapons with Air Burst Rounds
EMP effect (could be used for other vodoo magics)
AI autocontroller (antibaserape weapons)
Equipment with secondary itemindexes
Kit customisation menu
Better graphics
Podlaunchers (fastrope)
ForceObjects that follows (megaseats)
Hovertanks
Walkers, Missilesilos, Titans and Camp Gibraltar(how much i loved this map)
And many other small gimmicks that aren't in BF2 engine.
Arab,
you ever got it to work to load a 4km in BF2142? Is that possible? I mean i saw once kashan desert in BF2142 but not sure.
Last edited by Arab on 2018-01-30 10:53, edited 1 time in total.
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Kaombo
- Posts: 14
- Joined: 2015-11-04 16:41



