In the previous Modding in VU post, we talked about the VeniceEXT extension system, and how it will empower modders and content-creators with the ability to create awesome and unique modifications for Battlefield 3.

But VeniceEXT isn’t the only tool we will be providing to our community for modifying and tailoring the gaming experience to their needs.

In this blog post we will talk about Rime (previously known as IceEditor), and how with it (in conjunction with VeniceEXT), modders and content-creators will be able to give the game a whole new aura, with limitless new possibilities.

Read more on the Venice Unleashed Blog.

Some of you may have thought that Venice Unleashed is dead, since it has been a while since we last posted a progress report. However, we are glad to inform you that this is not the case.

During the past month, we have worked tirelessly to make Venice Unleashed better and more complete than ever, and today we have some great and exciting news for you, that will help define the future of this project!

Read more on the Venice Unleashed Blog.

For the past week we have been working on the final missing feature of the client-dedi, RCON.

For those of you who don’t what RCON is, it is a protocol that allows you to remotely manage your server, using third party tools like ProCon.

RCON is extremely handy, as it allows you to perform several server-side actions, like changing the active map, managing (kicking/banning) players, and modifying various other parameters of the dedicated server.

Read more on the Venice Unleashed Blog.

Like we mentioned in the ‘Server Hosting in VU’ blog post, some important game features are missing from the vanilla client when running in server mode. During the past two weeks, we have been working on re-implementing some of those features in order to be able to provide you with a fully functional and playable game.

One of the main (and most important) missing features was the complete absence of all capture point logic…

Read more on the Venice Unleashed Blog.

February 20, 2014 Emulator Nexus, Venice Unleashed

Modding is one of the main features of Venice Unleashed, and one of the main things that makes the player experience unique.

We have taken care to provide you with an accessible way to create custom mods, as well as the needed documentation, without having to worry about low-level technicalities of the engine/game.

VU mods will consist of two parts:

  • VeniceEXT (Venice Extension) Mods
  • Rime Mods

In this post, we will go into more detail on the VeniceEXT system.

Read more on the Venice Unleashed Blog.

February 11, 2014 Emulator Nexus, Venice Unleashed

As we have demonstrated before, Venice Unleashed features a custom UI system, which allows us to provide you with additional in-game features (like a main menu, a server browser, custom loading screens, etc.), and also allows modders to give a unique identity to they mods by customizing the in-game UI.

But how does this work you may ask?
Do you need to have advanced ActionScript/Flash skills to develop custom HUD elements for VU?

Read more at the Venice Unleashed Blog!

February 5, 2014 Emulator Nexus, Venice Unleashed

There’s not much to be said, other than the fact that Venice Unleashed now has an Official Blog!

To visit it simply click here.

January 26, 2014 Emulator Nexus, Venice Unleashed

What you see in this video is the vanilla BF3 client (with our modules loaded of course) functioning as a Dedicated Server, and being joined by another client.

You might notice that as opposed to the normal dedicated server, this one has no log output in its window. That’s because the retail BF3 builds have all debug logging stripped from them.

Finally, not everything is fully functional yet.
Features like RCON are missing, squad management is buggy, and control points don’t actually work.

We are currently in the process of fixing all those issues in order to be able to provide this feature to our players when we enter the Closed Beta stage.

If you wish to see a video of two people connecting to that server, click here.

This is basically a Proof of Concept of a BF3 client connecting to a local dedicated server without any support from a backend (be it Blaze or our custom backend).

This is currently buggy and missing a lot of features, however we know it can be done and we will be looking into it in the near future.

So NFS: Rivals is locked to 30 ticks per second.
This also limits the FPS to 30, even if your machine is capable of outperforming that.

Some people have discovered that you can remove the FPS limit, however that will result in speeding up your game by a severe margin (depending on the FPS you get).

I’ve been looking into a workaround, and even though I’ve managed to unlock visual FPS, there are still a few bugs.

If you notice, when I start driving in third person, my driver model starts clipping out of the car. That’s because physics simulation is still lagging behind at 30 ticks per second.

This is also visible when I collide with various items, as there is a slight delay between my collision and their reaction.

Moreover, there seem to be a few sound bugs when in first-person view (didn’t encounter them in 3rd person), as well as jittering on the UI.

If you want to try this out for yourself, you can launch your game with the following parameters:

-Client.VisualFrameInterpolation true -GameTime.MaxVariableFps 200 -GameTime.ClampTicks 2
-GameTime.MaxInactiveVariableFps 10 -GameTime.ForceSimRate 30 -GameTime.ForceDeltaTickCount 1 
-Ant.AllowVariableTickLength true -Ant.MaxInterpolationTicks 200

I’m still looking into a way to fix physics simulation issues, but from what it seems it might be hardcoded.

November 25, 2013 Randomness, Research