Posted on May 23, 2014 by NoFaTe
One of the main features of Venice Unleashed is the re-introduction of the Spectator feature to the game.

As previously demonstrated, DICE seems to have originally planned to include spectator in the game, but apparently the feature was never finished and therefore never featured in the final version of the game.

Our goal is to enable our users to take advantage of that feature, and also extend it to provide you with a fully functional Spectator mode for Battlefield 3.
Posted on Apr 22, 2014 by NoFaTe
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 Bettlefold 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.
Posted on Mar 01, 2014 by NoFaTe
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...
Posted on Feb 20, 2014 by NoFaTe
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...
Posted on Feb 11, 2014 by NoFaTe
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.
Posted on Feb 02, 2014 by NoFaTe
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?

Posted on Jan 26, 2014 by NoFaTe
As we have previously mentioned, one of the main features of VU is the ability to freely host your own servers, without having to be some kind of 'Registered Server Provider'. However, some of you have queried us about how exactly that will work.

Will you need to find and download the dedicated server files?
Will you be able to use your normal game installation?
Will the servers have some kind of authentication mechanism?

Posted on Jan 24, 2014 by NoFaTe
Welcome. Welcome, to the Venice Unleashed Blog!

We have thought so much of you, that we elected to establish a communication platform, here, on this blog, so thoughtfully provided by the power of the internet!

We are proud to let you know that we will be regularly posting progress reports, updates, and other information, in order to keep you informed and up-to-date on the current status of Venice Unleashed!

And so, whether you are here to say, or passing through to parts unknown, welcome, to the Venice Unleashed Blog.
It's safer here...