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Thread Statistics | Show CCP posts - 5 post(s) |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9509
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Posted - 2014.05.07 12:27:00 -
[1] - Quote
The dark cloud wrote:What CCP actually wants to say: "we dont want to spend more money into that game, we just want to farm the legion players as we did with the dust players! So we decided to use what we allready have." If only you would understand what the hell you're talking about.
You know Valve? You know what their Engine is?
Their engine is the Source Engine.
That's based on Gold Source.
That's based on the Quake 1 engine.
And they have been adding features and refining it ever since it came out. It's actually very different from the original source engine.
It's nicknamed the Tower of Duct tape. But it works, and I doubt that you will find any resemblance to Quake 1 on the Source Engine, would you?
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9509
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Posted - 2014.05.07 12:38:00 -
[2] - Quote
Himiko Kuronaga wrote:I may be entirely wrong on this, but is Unreal 3 even capable of doing things like destroying structures and turning a battlefield into a giant crater when someone drops a nuke on it?
Cause the orbitals we have now are sorta useful and... cute, and all that. But really, it's just like avoiding rain. You get under a rooftop and all the firepower in the universe is stopped by 2 inch thick sheet metal. I would have assumed the original vision included leveling entire structures with orbitals. I can't help but feel like the HMG should be ripping through guard rails and hammering away at concrete pillars as well. Since you guys basically ARE starting over... isn't now the right time to think about that? I'm pretty sure not even Unreal 4 can do that without some hefty dev work. DICE have made an engine that is very optimized for that task.
If CCP really wants it, they can modifiy the UE3 to allow for this.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9511
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Posted - 2014.05.07 12:40:00 -
[3] - Quote
Just so people understand: An Engine is a set of tools, those tools can be modified or rewritten completely, in the end you can have a game with the "UE3" engine logo, but it ends up looking better than any UE4 game, just that it takes a lot of time to implement those features when you can just get UE4.
CCP have already invested heavily into UE3 to the point where UE4 doesn't offer them that much more.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9511
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Posted - 2014.05.07 12:50:00 -
[4] - Quote
Himiko Kuronaga wrote:Cat Merc wrote:Himiko Kuronaga wrote:I may be entirely wrong on this, but is Unreal 3 even capable of doing things like destroying structures and turning a battlefield into a giant crater when someone drops a nuke on it?
Cause the orbitals we have now are sorta useful and... cute, and all that. But really, it's just like avoiding rain. You get under a rooftop and all the firepower in the universe is stopped by 2 inch thick sheet metal. I would have assumed the original vision included leveling entire structures with orbitals. I can't help but feel like the HMG should be ripping through guard rails and hammering away at concrete pillars as well. Since you guys basically ARE starting over... isn't now the right time to think about that? I'm pretty sure not even Unreal 4 can do that without some hefty dev work. DICE have made an engine that is very optimized for that task. If CCP really wants it, they can modifiy the UE3 to allow for this. I would certainly hope so... but considering it hasn't ever been done and with all of the current problems it's been having... doesn't leave me too hopeful. Making such extreme changes to the engine, and with such a small staff... doesn't seem likely... If you look at my Source engine example above? Source since 2004 has physics that even games YEARS later struggled to match.
And that's based on the Gold Source Engine, that was known for it's amazing breakthroughts in technology (to the point where people at E3 thought it's all fake)
And Quake 1 didn't have any of that.
And yet it's all built upon each other.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9511
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Posted - 2014.05.07 12:53:00 -
[5] - Quote
Kovinis Sparagas wrote:PonyClause Rex wrote:Does the 3rd link down work for anyone else, it says im banned from twitch when i am of course not lol
It works for me :) Cat Merc wrote:Just so people understand: An Engine is a set of tools, those tools can be modified or rewritten completely, in the end you can have a game with the "UE3" engine logo, but it ends up looking better than any UE4 game, just that it takes a lot of time to implement those features when you can just get UE4.
CCP have already invested heavily into UE3 to the point where UE4 doesn't offer them that much more. But isn't it better from marketing perspective? To majority people U4>U3. They don't know that it's heavily modified. It will be like: "Legion is U3 game? Damn thats old, and I guess graphics looks like crap. I better get some U4 game, like Valkyrie" On side note: if CCP modyfies U3 to no recognition, do we still have to see U3 logo on loading screen? Probably? It IS based on UE3, just extremely modified.
I have no clue at what point an engine becomes entirely yours.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9511
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Posted - 2014.05.07 12:54:00 -
[6] - Quote
Himiko Kuronaga wrote:Cat Merc wrote:Himiko Kuronaga wrote:Cat Merc wrote:Himiko Kuronaga wrote:I may be entirely wrong on this, but is Unreal 3 even capable of doing things like destroying structures and turning a battlefield into a giant crater when someone drops a nuke on it?
Cause the orbitals we have now are sorta useful and... cute, and all that. But really, it's just like avoiding rain. You get under a rooftop and all the firepower in the universe is stopped by 2 inch thick sheet metal. I would have assumed the original vision included leveling entire structures with orbitals. I can't help but feel like the HMG should be ripping through guard rails and hammering away at concrete pillars as well. Since you guys basically ARE starting over... isn't now the right time to think about that? I'm pretty sure not even Unreal 4 can do that without some hefty dev work. DICE have made an engine that is very optimized for that task. If CCP really wants it, they can modifiy the UE3 to allow for this. I would certainly hope so... but considering it hasn't ever been done and with all of the current problems it's been having... doesn't leave me too hopeful. Making such extreme changes to the engine, and with such a small staff... doesn't seem likely... If you look at my Source engine example above? Source since 2004 has physics that even games YEARS later struggled to match. And that's based on the Gold Source Engine, that was known for it's amazing breakthroughts in technology (to the point where people at E3 thought it's all fake) And Quake 1 didn't have any of that. And yet it's all built upon each other. Titanfall doesn't have building destruction either :( Because it didn't need/want to have them?
Titanfall is very finely balanced between infantry and titans. One of the biggest advantages of infantry is their ability to "play" with the buildings to get into a lot of different positions to attack the titan.
If a titan can just ROFLSTOMP the building, what does that leave for the infantry?
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9511
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Posted - 2014.05.07 12:59:00 -
[7] - Quote
Kovinis Sparagas wrote:PonyClause Rex wrote:Does the 3rd link down work for anyone else, it says im banned from twitch when i am of course not lol
It works for me :) Cat Merc wrote:Just so people understand: An Engine is a set of tools, those tools can be modified or rewritten completely, in the end you can have a game with the "UE3" engine logo, but it ends up looking better than any UE4 game, just that it takes a lot of time to implement those features when you can just get UE4.
CCP have already invested heavily into UE3 to the point where UE4 doesn't offer them that much more. But isn't it better from marketing perspective? To majority people U4>U3. They don't know that it's heavily modified. It will be like: "Legion is U3 game? Damn thats old, and I guess graphics looks like crap. I better get some U4 game, like Valkyrie" On side note: if CCP modyfies U3 to no recognition, do we still have to see U3 logo on loading screen? Now that I think about it, CCP probably can't change the name while there is a single line of code untouched from UE3.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9511
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Posted - 2014.05.07 13:18:00 -
[8] - Quote
Himiko Kuronaga wrote:Cat Merc wrote:
Because it didn't need/want to have them?
Titanfall is very finely balanced between infantry and titans. One of the biggest advantages of infantry is their ability to "play" with the buildings to get into a lot of different positions to attack the titan.
If a titan can just ROFLSTOMP the building, what does that leave for the infantry?
Darting between rubble? Trust me, it would be extremely hard to balance, on top of the base maps being hard to balance.
They just saved themselves the trouble.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9512
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Posted - 2014.05.07 13:27:00 -
[9] - Quote
low genius wrote:John Psi wrote:Content and decorations do not matter. Stable network protocol and balanced gameplay - primary target. this. exactly this. Actually, all of those matter. A good game needs a balance of all of those elements.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9515
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Posted - 2014.05.07 13:54:00 -
[10] - Quote
Regis Blackbird wrote:CCP Saberwing wrote:Musta Tornius wrote:https://twitter.com/ccp_praetorian/status/463512406803488768
Legion is currently using unreal engine 3 not 4. Yep. I've brought up the question numerous times about Unreal 3 vs Unreal 4. Apparently we're using a hugely modified version of Unreal 3 now - to the point where moving to Unreal 4 just doesn't seem realistic. Most of the things we'd want from Unreal 4 we've already created ourselves at this point anyway! I do know though that the project is currently running DirectX 11. Edit: I think an example of where we've drastically improved beyond just Unreal 3 is the lighting. CCP Android works on this stuff a great deal. I'll try to get him to chime in with some details later. Without knowing any details about the modification done on UE3 (and the engine itself to begin with), I am a bit hesitant about this news since I would like UE4 to be used for Legion You have a opportunity to change now, while you only have an early prototype. If the project is green lit it should use the "next gen" engine to make it future proof.... Let say 10 years? It is not a matter of what the engine can do now. It will be easier to add features later which would help you in development, but is not available in UE3. Please reconsider. They would have to throw away all the assets from DUST, probably. Do you really want them to start over after 2 years of progress?
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9518
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Posted - 2014.05.07 15:19:00 -
[11] - Quote
Himiko Kuronaga wrote:I fail to see how changing engines forces them to throw out all models, textures and sounds.
Mainly it would force them to re-do things like movement and physics. Which... uhhhh.... yea, they kinda need to do that anyway. It's not the first time. CCP started developing DUST on the CARBON engine, and they had to throw away 3 years of work when they moved to UE3.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9518
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Posted - 2014.05.07 15:43:00 -
[12] - Quote
Himiko Kuronaga wrote:Cat Merc wrote:Himiko Kuronaga wrote:I fail to see how changing engines forces them to throw out all models, textures and sounds.
Mainly it would force them to re-do things like movement and physics. Which... uhhhh.... yea, they kinda need to do that anyway. It's not the first time. CCP started developing DUST on the CARBON engine, and they had to throw away 3 years of work when they moved to UE3. Depending on who you ask within the company it was never on Carbon. There's gameplay from that era. Even saying carbon on stage.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9519
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Posted - 2014.05.07 16:10:00 -
[13] - Quote
Himiko Kuronaga wrote:Cat Merc wrote:Himiko Kuronaga wrote:Cat Merc wrote:Himiko Kuronaga wrote:I fail to see how changing engines forces them to throw out all models, textures and sounds.
Mainly it would force them to re-do things like movement and physics. Which... uhhhh.... yea, they kinda need to do that anyway. It's not the first time. CCP started developing DUST on the CARBON engine, and they had to throw away 3 years of work when they moved to UE3. Depending on who you ask within the company it was never on Carbon. There's gameplay from that era. Even saying carbon on stage. And there was a dev correcting that quote, saying it was false and has been on U3 since the 2009 stage demo. So it comes down to what you believe more? The original quote from Hilmar, who is entirely detached from the work actually being done to the games, or the ones who actually work on it? I have no answers for you with certainty though. As I said, it depend who you ask in the company. I can safely say that's CARBON.
Unless CCP heavy modified the engine back then (and I do mean HEAVILY), that's not UE3. It doesn't look anything like a UE3 game, there are tale tale signs for it.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9524
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Posted - 2014.05.07 20:15:00 -
[14] - Quote
Denn Maell wrote:Regis Blackbird wrote:The choice of engine and tools should not only be based on technical hurdles. BIG DISCLAIMER: I know NOTHING about UE3 or UE4 engine, so please excuse me if I just talk garbage (and correct me if I do)! I does sound a little weird that they spend time modifying an engine for lighting effects, if they would get that for free with UE4? I know they probably did the modification before UE4 came out, but wouldn't this be something that they "don't" have to migrate over if they switch engine? The less modified your engine is, the better. Use the strength of the of the engine (graphics, net-code, effects), and just modify what you need to have it communicate to CARBON and CREST? When Valkyrie is released, it would also be easy for those devs to jump in and help (if required). If the end it does not matter which engine they choose, of course... if it gets the job done. However, I just don't want it to bite them in 5+ years time when UE4 is optimised beyond what UE3 is capable of. And it would be a shame if they are forced to keep modifying and improving stuff which they could get for free in the new engine. But again, what do I know... (It would be nice to get a dev blog on that as well) Choice of Engine shouldn't be made ONLY based on the technical hurdles alone, no. But each and every hurdle costs time and employee salaries just to work around, and/or correct. So the technical difficulties is a major concern to game devs, but far from the only. I'd say the choice to stay and mod UE3 has something to do with that 'slightly older' engine's licensing. If I recall, it provides discounts to games made with it for a F2P business model (I may be misinterpreting, or just completely off base. Never touched the UDK). Considering UE4 is Epic's new cash cow, this might be a very shrewd decision made by CCP. Also consider that Eve got a massive graphical overhaul recently and the graphics teams would be able to utilize what they learned there (metallic surfaces, alpha maps, and limit of Detail options; not to mention that horrendous lens flare effect), in an FPS game the same way. Or what they're saying could be true, and that switching to UE4 would be more expensive development time wise, and has nothing to do with licensing. Licensing is chump change for the most part.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9533
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Posted - 2014.05.08 06:07:00 -
[15] - Quote
CCP Android wrote:We are running on a heavily modified UE3 engine. Heavily modified means that we have taken almost all parts of it and extended or changed them. Take our lighting for example, we have completely moved to fully dynamic lighting that supports bounce lighting. Take a look at a presentation one of our programmers did a few years ago on our lighting. The presentation is a little old, but the key concepts are still the same. http://advances.realtimerendering.com/s2012/CCP/Malan-Dust_514_GI_reflections(Siggraph2012).pptxThis technology has been in active development since then and is getting very advanced (IGÇÖll see if I can get CCP Photon to do a devblog on the current state of it and where we intend to take since it) We are also using a few very impressive middleware technologies. That means that we get code from companies that are experts in a certain technology and integrate it into our game. The NVIDIA PhysX middleware is a good example. It contains things like advanced particles, advanced physics and GǪ yes destruction. So the reason we are not doing destruction right now is not that our engine does not support it, but rather its not our focus right now. What engine is chosen at the beginning of development should be thought of more as a starting point for a game rather than a box that the game is developed in. Good, good human. I hope you killed CCP iOS in his sleep.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9533
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Posted - 2014.05.08 09:13:00 -
[16] - Quote
CCP Android wrote:Regis Blackbird wrote: New question regarding map design: Do you see any limitations in your engine when it comes to huge environments, which is almost required for the sandbox experience in Legion? Are you still committed in "maps" (however huge they may be), or are you thinking of a more seamless environment (kind of like Skyrim)? In addition, are you also using the "socket" idea further in Legion? Although very good concept, the maps in Dust 514 could be a little familiar after a while. I would go as far and say that we are not limited by anything there are off course constraints that we need to work with (time being one of the biggest ones) but its the same constraints that everyone has to deal with, regardless of which engine/tool they use. As for the environments, the vision hasn't changed. we still have tens off thousands of planets in EVE that you will get to fight on, one way or another We don't have the technology yet to create a unique environment for each one of them (nobody has). but with every iteration we get closer. Its a balance between art, design and tech. We could randomly generate maps and say that we have unique environments everywhere but they would probably look bad and not be very fun. (It would be fun for me to create them though) The other end of the spectrum is to hyper design every corner for optimal gameplay and polish every bit of rock and blade of grass, but then you'll endup with a game that only has 1 map. So its all about balance. The socket system that you mentioned is a good example of this. This system, along with a few others we have is designed from the ground up be amazingly flexible and allow for huge amounts of variation in our environment. Its used in Dust 514 in a relatively simple form because that how it gives us the most out of the tech,art and design. It is something that we will continue to build on top of so that ultimately we'll end-up with unique environments on every planet Your engine is inferior because there is a 3 after it, instead of 4. 3 < 4.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9764
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Posted - 2014.05.17 08:36:00 -
[17] - Quote
Hansei Kaizen wrote:Thurak1 wrote:Where does all this experience with Unreal 3 come from? Is it soley from Dust 514? I looked at the wiki on eve and it uses some other engine. Dust has been in production for what a year? I am guessing that the devs must have experience before dust with unreal 3 otherwise a couple years experience with an engine isnt much.
So far CCP really only has 1 game and thats Eve. Dust is like some short term experiment they couldn't get right and decided to not waste effort on. I doubt legion will go very far. People only give a game company so many chances. It would probably be a good idea for CCP to make a sub company and release a legion or dust clone as the sub company so that people dont realize what happening. Isnt the EVE engine based loosely on the Unreal engine, or rather an extreme modification of it? I thought to hear them mention it, but cant tell exactly where. No. The EVE Engine is Trinity.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9782
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Posted - 2014.05.17 21:37:00 -
[18] - Quote
AFK Godfather wrote:Cat Merc wrote:The dark cloud wrote:What CCP actually wants to say: "we dont want to spend more money into that game, we just want to farm the legion players as we did with the dust players! So we decided to use what we allready have." If only you would understand what the hell you're talking about. You know Valve? You know what their Engine is? Their engine is the Source Engine. That's based on Gold Source. That's based on the Quake 1 engine. And they have been adding features and refining it ever since it came out. It's actually very different from the original source engine. It's nicknamed the Tower of Duct tape. But it works, and I doubt that you will find any resemblance to Quake 1 on the Source Engine, would you? You're comparing a legend in the business, Valve, to CCP? hahahahaaha...*wipes tears away* It's the most known example, it's not the only one.
Feline overlord of all humans - CAT MERC
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