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Interstate Nitro


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#1 Chael

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Posted 08 September 2007 - 08:35 PM

Are any of you IO guys working on or even know about the interstate nitro mod for bf2? Just curious.

Also, would you guys be interested in a model of a '91 ford aerostar? It's still in the works but it's comming along so nicely...

#2 R5

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Posted 09 September 2007 - 08:16 PM

No, we're not working on anything related to the Interstate MOD for BF2. We've built our game from scratch.

#3 Chael

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Posted 09 September 2007 - 08:20 PM

I know your game is built from scratch, I just figured since the 'state community is so small, maybe some of the guys on here are also working over there.

#4 Evo

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Posted 24 September 2007 - 12:46 AM

From my experience with the BF1982 Mod team, they tended to take a more of a general racing direction with their project. It was impressive in the beginning to be sure and I was there from the outset, on their forums, right up until they were hacked and deleted or some such nonsense.

The problem with the Battlefield modifications is they don't provide a genuine experience and I highly doubt that their work, even at this stage has involved such immense discussion as this project has involved over the past year. We have a formulated and developed a concept we're going after, when our talents fell short of what we want to achieve we have sought outside assistance. I'm sure RedFive would like to keep his cards close to his chest; its better to under-promise and over-deliver.
This is just a placeholder...

#5 xetura

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Posted 16 June 2008 - 09:58 PM

Hi, I'm a dev from isnitro. Ever since I joined the team, I've steered the project into a more I76 direction. When I joined, they were dead and didn't have any direction. Now we have rear firing weapons, cars that are actually fun to drive and I even added co-op after they told me it would "take too much time"(even though it didn't at all).
Evo is right though, there's only so much you can do to an existing engine and making your own is the best way to go about it. But me being the fanatic I76 fan I am, am limited in my coding/modeling/skinning skills and making a game from scratch is out of the question for me right now. You should see my shot down application in the forums here ;) . I just started attending the Art Institute studying Game design and Programming in January, so while my skills will get there, they aren't quite there yet and being on a mod team helps shape my skills, not to mention it's fun to try and recreate the best game of all time as much as I can.
Expect ISNitro to be alot more like I76 than the IS82 mod was. I didn't like the racing approach that the 82 mod had and it detracted from the best parts of the game. They also didn't get the cars to handle like I did w/isnitro and were very boring imo. That and there was no bot support, which made it pretty useless when nobody was around to play.
Now with the Crysis engine, we can do everything we want to do. Component damage, weapons upgrades and I'm even working on some RPG elements via the nano suit. But don't expect much from the Crysis side until we get the BF2 mod done up right. I'm hoping to create a real i76'esq game when I'm a game designer that has alot of the Car Wars rpg elements w/alot of depth, I've yet to see one. Anyways.....
I appreciate your guys hard work on Outlaws and look forward to future releases! The bigger the Interstate community, the better. And when my skills get better, I might re-apply here and see if I'm worthy...... :P

NEVER get out of the car.

#6 Evo

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Posted 24 June 2008 - 04:32 AM

I just visited your modification's website and the screenshots look good. I recall TheFlyingCorpse from either the Eve of Destruction community or the original BF1982 community. Its been a long while.

Wish you all the best with ISNitro!
This is just a placeholder...

#7 xetura

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Posted 31 October 2008 - 07:45 PM

Here's some pics of a few of our weapons:

30mm cannon(based off of the mk108):

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20mm cannon(based off of the i76 30mm):

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I still need to make it a bit smoother, but it's in-game atm.
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Here's a preview of ones that aren't finished yet:

Unskinned Aim-Neil, just did this yesterday:
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Unskinned EZ-Kill Mortar, did this yesterday too:

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Unskinned 7.62mm(rotating barrel):

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This of course isn't all that we have, but I thought I'd post some pics for you guys.
And, as you can see, we're remaking some stuff and coming up with original stuff for others. It's coming along nicely! We just got caltrops in-game. :)
Note though, even the skinned stuff above isn't %100 done, but I thought I'd post these to give you an idea of what we're doing.

#8 xetura

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Posted 08 November 2008 - 01:18 AM

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EZ-Kill is coming along nicely, up next is aim-nein.

#9 R5

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Posted 08 November 2008 - 03:50 PM

Why are you guys devoting so much time to a mod? Why not help us make it from scratch?

#10 xetura

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Posted 08 November 2008 - 10:15 PM

I tried to join the team, but my skills were insufficient. So I joined the Interstate Nitro mod team. Ever since I joined the team I've pretty much taken over as the leader. When I joined the team, it was dead, nobody was getting anything done. Now we're getting multiple things done per day, thanks to my determination and leadership skills. We should have another beta released within a week or 2.
After the BF2 version is done, we'll be starting on the Crysis version.
Highlights of that engine are:

*Ability to turn your ignition on/off
*Locational damage
*Money System
*Xp System
*Skill System
*Cutscenes
*Almost unlimited poly count(very high)
*Destructible objects and environments

Our team doesn't really have coders, so using an existing engine is ideal.

#11 R5

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Posted 09 November 2008 - 04:06 AM

Well, coders is what we need more of. They seem to be in short supply.

#12 xetura

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Posted 09 November 2008 - 10:00 PM

Aim-nein missile launcher:

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#13 Shinobi

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Posted 10 November 2008 - 04:17 AM

Aim-neil missile launcher:

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It was/is "Aim-Nein," named after the AIM-9 Sidewinder missle.

#14 xetura

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Posted 10 November 2008 - 08:44 AM

Thank you for the clarification. Don't know why I thought it was neil lol.

#15 -HF- Wing' AVA

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Posted 30 January 2009 - 08:46 PM

'Nein' also translating from German as 'No' - meaning 'No Aim', it's a heat-seeker.

Clever, eh? The depth of the minds behind this game was impressive.

Side note, the Aim-Neins in the original game only tracked the front and rear of vehicles, and you didn't need a lock, just had to be pointed in their general direction. Pretty sure they tracked regardless of ignition(somebody verify this), and they were much, MUCH faster than the ol' Doc Radar, which needed a lock and set off an alarm on the receiving end when launched. You got more Aims than you did Docs...and a clever bastard with nitrous could actually OUTRUN a Doc Radar, as I discovered and documented once with the assistance of StrikeAce [GoM]! I also noticed a phenomenon a number of times that if the angle was JUST right, a Doc would do circles around you if it got close enough and couldn't turn tight enough to hit, and you didn't move.

Aim Neins were a NASTY weapon to have in a fight, especially from a distance. Doc Radars were actually best at very close range.

I love that you've retained the old skull 'n' bones on the heavy weapons.

...as usual, I've typed far more than I intended to.

#16 Guest_Mercury_*

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Posted 17 February 2009 - 06:33 AM

...as usual, I've typed far more than I intended to.



I seem to recall that as a trait of yours.

The Aim-nein not only locked on the front and rear but refused to lose that lock and would vear very rapidly at the last second to make the hit. tough buggers. I loved nothing more than bringing the rattler with a 7.62mm and an aim-nein (or WP) against a fully Dr.R'ed manta. oh those were such easy marks.

#17 xetura

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Posted 09 April 2009 - 07:34 AM

Good info guys! The aim-nein has been awaiting coding due to us not having any missiles for it, but this is changing as we have the new models made and 2 out of 3 skins completed. But I will take all of this info into account when creating the tracking for it. :)


Here's some goodies that are getting done:

Phaedra Palomino(not done yet of course):

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We've also been working on some original I76 buildings/objects too:



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When the utility buildings are all finished and made destroyable, we will release a new patch. By that time we should have a few more cars and probably another character model as well. But one other thing I wanted to tell you about is, escort mode.

Escort mode requires a semi + a trailer. For team 1, the truck and trailer have to get from point A to point B without the Semi and trailer blowing up. Team 2 of course wants to destroy the truck and trailer before it reaches point B. This was not possible before, as towing in BF2 supposedly didn't work. But our new scripter/coder Chael has figured it out. :) Needless to say, it's going to be funky good time.

#18 Jon-Factor

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Posted 10 April 2009 - 05:46 AM

Sounds like someone enjoyed GUN's old Moth Escort Game.

http://www.the-gunfighters.co.uk/moth/

#19 xetura

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Posted 10 April 2009 - 09:14 PM

I've actually never played that. I got the idea from the I76 mission "milk toast". But I'll have to reinstall I82 and give it a shot. :)

#20 Nitro

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Posted 15 April 2009 - 02:55 PM

I've actually never played that. I got the idea from the I76 mission "milk toast". But I'll have to reinstall I82 and give it a shot. :)


Nice job for thinking about it by your self.
We actually played it like 10 years ago on Interstate 76' Nitro Pack

What's The adress to The web site of The mod?




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