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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Kovinis Sparagas
Bullet Cluster Lokun Listamenn
329
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Posted - 2014.05.07 10:40:00 -
[1] - Quote
I thought to make one thread where all stuff is in one place. If you find more - please link it
Official Fanfest 2014 - DUST 514 Keynote
Fanfest DUST QA session?
CPM and CCP meeting after Project Legion reveal
CCP's Project Legion B-Roll
DUST 514 dev blog - introducing project legion
Dusters bog
IGN: Dust 514 Re-Designed For PC as Project Legion
VG 24/7: Project Legion announced as re-imagining of DUST 514 for PC
GAMESPOT: PlayStation 3GÇÖs shooter Dust 514 redesigned for the PC as Project Legion
ROCK, PAPER, SHOTGUN: First Look GÇô EVE: Project Legion
EUROGAMER: CCP re-imagines PS3 shooter Dust 514 for PC as Project Legion
EVE NEWS 24: Open thread: DUST 514 to be released as Project Legion on PC... next year?
PC WORLD: Meet Project Legion the epic new first person PC shooter from EVE Online's creators
MVC: New EVE Online FPS Project Legion in development for PC
POLYGON: Project Legion is a new PC shooter from the people behind Eve Online
POLYGON: CCP denies end to Dust 514 development, promises player migration to Project Legion
MASSIVELY: EVE Fanfest 2014: Project Legion brings DUST 514 to the PC
ARS TECHNICA: EVE maker CCP bringing MMO shooter GÇ£Project LegionGÇ¥ to PC market
FORBES: EVE Online Developers Announce 'Project Legion,' A New Shooter For PC
GAMASUTRA: CCP reveals Project Legion, a second attempt at an MMO shooter
THE ESCAPIST: Dust 514 On PC: CCP Unveils Project Legion
I support EVE Legion, but the message was very badly delivered...
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Musta Tornius
Molon Labe. General Tso's Alliance
1330
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Posted - 2014.05.07 10:42:00 -
[2] - Quote
https://twitter.com/ccp_praetorian/status/463512406803488768
Legion is currently using unreal engine 3 not 4.
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CCP Saberwing
C C P C C P Alliance
4275
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Posted - 2014.05.07 10:47:00 -
[3] - Quote
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.
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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Joseph Ridgeson
WarRavens Final Resolution.
1684
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Posted - 2014.05.07 10:53:00 -
[4] - Quote
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. So CCP is still developing on what they acknowledge is obsolete technology?
Hearing the FanFest streams, one of the advantages of the Unreal 4 is that it could easily transfer to the PS4. Whether or not that is true, I dunno; I'm an angry fat nerd not a programmer. But it is still sad to hear that it will likely be sticking on an outdated engine.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
601
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Posted - 2014.05.07 11:03:00 -
[5] - Quote
Content and decorations do not matter. Stable network protocol and balanced gameplay - primary target.
...sorry for bad English =)
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Kovinis Sparagas
Bullet Cluster Lokun Listamenn
331
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Posted - 2014.05.07 11:05:00 -
[6] - Quote
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.
So your still making the same mistake? Developing for an old machine was a mistake while new one was just about to release. Now your still developing with old technology, while new one is released...
CCP Rouge said: "it's better to fix and build while plain is not flying". So Legion is not flying and development just begins. If not now, then when change to superior engine?
And your company already have licence for Unreal Engine 4. I don't get it... it's the perfect moment to do it.
I support EVE Legion, but the message was very badly delivered...
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CCP Saberwing
C C P C C P Alliance
4275
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Posted - 2014.05.07 11:06:00 -
[7] - Quote
Joseph Ridgeson wrote: So CCP is still developing on what they acknowledge is obsolete technology?
Hearing the FanFest streams, one of the advantages of the Unreal 4 is that it could easily transfer to the PS4. Whether or not that is true, I dunno; I'm an angry fat nerd not a programmer. But it is still sad to hear that it will likely be sticking on an outdated engine.
I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again.
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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xAckie
Ahrendee Mercenaries Dirt Nap Squad.
425
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Posted - 2014.05.07 11:06:00 -
[8] - Quote
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.
lulz |
GerAseR
United Pwnage Service RISE of LEGION
21
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Posted - 2014.05.07 11:13:00 -
[9] - Quote
CCP Saberwing wrote: I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again.
I see...
^^@upsGerAseR
<-> ups-clan.com^^
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Draxus Prime
BurgezzE.T.F General Tso's Alliance
3718
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Posted - 2014.05.07 11:28:00 -
[10] - Quote
http://www.psu.com/a023219/Project-Legion-announced-by-creators-of-EVE-Online
a++ püñ GùòGùò a++püñGive Legion a++ püñ GùòGùò a++püñGive Legion a++ püñ GùòGùò a++püñGive Legion a++ püñ GùòGùò a++püñGive Legion
a++ püñ GùòGùò a++püñGive Legion a++ püñ GùòGùò a++
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3934
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Posted - 2014.05.07 11:47:00 -
[11] - Quote
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. Since you guys basically ARE starting over... isn't now the right time to think about that? |
The dark cloud
The Rainbow Effect
3034
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Posted - 2014.05.07 12:00:00 -
[12] - Quote
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." |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9509
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Posted - 2014.05.07 12:27:00 -
[13] - 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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PonyClause Rex
Resheph Interstellar Strategy Gallente Federation
408
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Posted - 2014.05.07 12:34:00 -
[14] - Quote
Does the 3rd link down work for anyone else, it says im banned from twitch when i am of course not lol
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microwave UDIE
S.e.V.e.N. General Tso's Alliance
73
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Posted - 2014.05.07 12:38:00 -
[15] - Quote
CCP Saberwing wrote:Joseph Ridgeson wrote: So CCP is still developing on what they acknowledge is obsolete technology?
Hearing the FanFest streams, one of the advantages of the Unreal 4 is that it could easily transfer to the PS4. Whether or not that is true, I dunno; I'm an angry fat nerd not a programmer. But it is still sad to hear that it will likely be sticking on an outdated engine.
I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again. Isn't that exactly what Legion is, starting again?
Signature that says stuff.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9509
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Posted - 2014.05.07 12:38:00 -
[16] - 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 -
[17] - 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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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3937
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Posted - 2014.05.07 12:42:00 -
[18] - Quote
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... |
Nazz'Dragg
Chemical Renegades Inc.
30
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Posted - 2014.05.07 12:45:00 -
[19] - 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?
Oh, don't worry! Destroyable Structures and Ship Boarding isn't on the cards at this time. We asked that at FanFest. But don't worry because instead of all that boring stuff, we get something better!# As we are going to get Trees & Burning Trees (expect without leaves), Rocks and steam vents! I know everyone will be looking forward to that!
DUST is not dead yet. But it soon will be.
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Doc Browner
Subsonic Synthesis RISE of LEGION
249
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Posted - 2014.05.07 12:48:00 -
[20] - Quote
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.
well it's confirmed then, they will be moving to unreal 4 Since they never speak the truth and mislead their player base. It's the only conclusion you can come to from a Dev post
I spill my Blood for Freedom and righteousness
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3937
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Posted - 2014.05.07 12:49:00 -
[21] - Quote
But we already have rocks. |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9511
|
Posted - 2014.05.07 12:50:00 -
[22] - 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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Kovinis Sparagas
Bullet Cluster Lokun Listamenn
332
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Posted - 2014.05.07 12:50:00 -
[23] - Quote
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?
I support EVE Legion, but the message was very badly delivered...
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ANON Illuminati
647
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Posted - 2014.05.07 12:51:00 -
[24] - Quote
One important Question off topic. will project Legion Ever be on Next Gen Consoles or has CCP Dev Team practically given up hope for console games and decided to do PC platform Only?
& Why?
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3937
|
Posted - 2014.05.07 12:53:00 -
[25] - Quote
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 :(
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9511
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Posted - 2014.05.07 12:53:00 -
[26] - 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 -
[27] - 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 -
[28] - 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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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3937
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Posted - 2014.05.07 13:10:00 -
[29] - Quote
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? |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9511
|
Posted - 2014.05.07 13:18:00 -
[30] - 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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low genius
The Sound Of Freedom Dirt Nap Squad.
1832
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Posted - 2014.05.07 13:24:00 -
[31] - Quote
John Psi wrote:Content and decorations do not matter. Stable network protocol and balanced gameplay - primary target.
this. exactly this.
eatsbabies cienfuegos
steward of the renegade alliance.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9512
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Posted - 2014.05.07 13:27:00 -
[32] - 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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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3937
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Posted - 2014.05.07 13:40:00 -
[33] - Quote
Cat Merc wrote: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.
I believe that's called a slippery slope. Not a bad thing for a competitive game to have, although certain burn cards would need to be removed. |
Regis Blackbird
DUST University Ivy League
179
|
Posted - 2014.05.07 13:51:00 -
[34] - Quote
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. |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9515
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Posted - 2014.05.07 13:54:00 -
[35] - 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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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3938
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Posted - 2014.05.07 14:13:00 -
[36] - Quote
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. |
ANON Cerberus
Tiny Toons
562
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Posted - 2014.05.07 14:19:00 -
[37] - Quote
Hey feckers, its not all about graphics. The graphics for Legion look good enough to me, I am way more interested in how the game plays, balance issues and most importantly how the sandbox aspect is going to work :)
Markdown:
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PR0FESSOR CHAOS
Brutor Vanguard Minmatar Republic
61
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Posted - 2014.05.07 14:22:00 -
[38] - 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."
Truth
Good. Use your aggressive feelings, boy. Let the hate flow through you.
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ANON Cerberus
Tiny Toons
562
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Posted - 2014.05.07 14:24:00 -
[39] - Quote
Thanks for grouping up all of those links. It seems I had seen most of them anyway but it should help others.
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3938
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Posted - 2014.05.07 14:25:00 -
[40] - Quote
ANON Cerberus wrote:Hey feckers, its not all about graphics. The graphics for Legion look good enough to me, I am way more interested in how the game plays, balance issues and most importantly how the sandbox aspect is going to work :)
Hey Focker, It will be held to the same limitations as Dust currently is, except a higher player count.
The purpose of switching engines isn't just for a graphical upgrade. It can more easily allow you to do things from a gameplay standpoint that would otherwise be very difficult or time consuming to program. |
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Dauth Jenkins
Ultramarine Corp
523
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Posted - 2014.05.07 14:32:00 -
[41] - Quote
Nazz'Dragg 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? Oh, worry not! As Destroyable Structures and Ship Boarding aren't on the cards at this time. Those who attended like myself asked these pointed questions at FanFest. But don't worry because instead of all that boring stuff, we get something better!# As we are going to get Trees & Burning Trees (expect without leaves), Rocks and steam vents! I know everyone will be looking forward to that!
I wouldn't even want deployable buildings, because I wouldn't have any cover left to hide from those scrub tankers in every match
-Sincerely
--The Dual Swarm Commando
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low genius
The Sound Of Freedom Dirt Nap Squad.
1835
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Posted - 2014.05.07 14:32:00 -
[42] - 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.
they're not changing engines. it's still the unreal 3
eatsbabies cienfuegos
steward of the renegade alliance.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9518
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Posted - 2014.05.07 15:19:00 -
[43] - 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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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3939
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Posted - 2014.05.07 15:26:00 -
[44] - Quote
low genius 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. they're not changing engines. it's still the unreal 3
Umm... yea, I know. We've established that. |
Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3939
|
Posted - 2014.05.07 15:27:00 -
[45] - Quote
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. |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9518
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Posted - 2014.05.07 15:43:00 -
[46] - 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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Phoenix 85
Kirkinen Risk Control Caldari State
52
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Posted - 2014.05.07 15:43:00 -
[47] - Quote
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?
Dont try to explain it to a pleb, he cannot comprehend the Light of Gaben.
Dust 514 cancelled, EvE players be like
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3944
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Posted - 2014.05.07 16:00:00 -
[48] - Quote
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. |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9519
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Posted - 2014.05.07 16:10:00 -
[49] - 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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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3945
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Posted - 2014.05.07 16:13:00 -
[50] - Quote
Looks quite a lot like U3 to me.
The vehicle physics particularly look packaged.
What was shocking was how much they ended up changing, which I've only ever been able to blame on poor terrain work, inconsistent frame rate and optimization pretty much corrupting what already worked. |
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Regis Blackbird
DUST University Ivy League
181
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Posted - 2014.05.07 17:14:00 -
[51] - Quote
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 that be something that they "don't" have to migrate over.? 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) |
The-Errorist
684
|
Posted - 2014.05.07 19:39:00 -
[52] - Quote
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? Well said. |
Leanna Boghin
B.O.D.A.S
99
|
Posted - 2014.05.07 20:01:00 -
[53] - Quote
CCP Saberwing wrote:Joseph Ridgeson wrote: So CCP is still developing on what they acknowledge is obsolete technology?
Hearing the FanFest streams, one of the advantages of the Unreal 4 is that it could easily transfer to the PS4. Whether or not that is true, I dunno; I'm an angry fat nerd not a programmer. But it is still sad to hear that it will likely be sticking on an outdated engine.
I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again. Lol people dont get it and apparently CCP is trying to hide it but the fact that they are using an inferior Engine means that Legion will never be ported to the PS4.
I let my sniper rifle bullet to your face do all the talking :P
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Roy Ventus
Axis of Chaos
1763
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Posted - 2014.05.07 20:07:00 -
[54] - Quote
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?
***** real. Cat Merc just technically defended CCP.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
http://royventus.tumblr.com
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Denn Maell
PIanet Express Canis Eliminatus Operatives
371
|
Posted - 2014.05.07 20:10:00 -
[55] - Quote
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.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9524
|
Posted - 2014.05.07 20:15:00 -
[56] - 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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Grimmiers
520
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Posted - 2014.05.07 20:19:00 -
[57] - Quote
Well there goes my dream of playing the infiltrator tech demo. If ccp could at least make it so the vehicles don't behave like flying saucers when they hit a bump that'd be great. I also dislike how everytime my characters feet aren't on the ground his lifts his gun up like he fell 8+ meters. You need to have a threshold set for things like that so you can just "climb" over small obstructions. I remember in the 2009 video the lavs actually had a suspension for going over bumpy terrain. The lavs we have now control like lowriders.
)
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Kane Fyea
2732
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Posted - 2014.05.07 20:32:00 -
[58] - Quote
Himiko Kuronaga wrote:Looks quite a lot like U3 to me.
The vehicle physics particularly look packaged.
What was shocking was how much they ended up changing, which I've only ever been able to blame on poor terrain work, inconsistent frame rate and optimization pretty much corrupting what already worked. How can you not tell that the 2009 engine was not UE3. It might not have been Carbon (Even though I am 99% sure it is carbon) but it was most definitely not the unreal engine. |
Denn Maell
PIanet Express Canis Eliminatus Operatives
374
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Posted - 2014.05.07 20:55:00 -
[59] - Quote
Grimmiers wrote:Well there goes my dream of playing the infiltrator tech demo. If ccp could at least make it so the vehicles don't behave like flying saucers when they hit a bump that'd be great. I also dislike how everytime my characters feet aren't on the ground my character lifts his gun up like he fell 8+ meters. You need to have a threshold set for things like that so you can just "climb" over small obstructions. I remember in the 2009 video the lavs actually had a suspension for going over bumpy terrain. The lavs we have now control like lowriders.
UT4 confirmedGǪlike for real, actually confirmed.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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low genius
The Sound Of Freedom Dirt Nap Squad.
1849
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Posted - 2014.05.07 21:21:00 -
[60] - Quote
isn't there a dev post on page one that says explicitly it's unreal three that's been modified?
eatsbabies cienfuegos
steward of the renegade alliance.
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Heinrich Jagerblitzen
Onslaught Inc RISE of LEGION
1658
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Posted - 2014.05.07 22:12:00 -
[61] - Quote
Thank you SO MUCH for taking the time to compile this, Kovinis! I've just got home and had a 16 hour sleep (The Fanfest trip was physically and emotionally exhausting) but am anxious to start sifting through all that I've missed on the interwebs, as painful as I know its going to be. Most of my time in Iceland was spent yelling at people in person, and I only had an ipad so it was tough to catch up on the online side of the crisis. I'm still just reeling at how badly CCP messed up their attempts to talk about how they were transforming Dust into the game we've always wanted it to be.
I know there's even more information to be compiled and linked (like all of the CCP responses / official statements / clarifications in one place, unless someone else has done this already. If someone has, I'd love to get a link to that too.) This is going to be one of my focuses here over the next few days. Making sure its all documented and that we get the community all the answers they were owed from the very beginning. |
Ralden Caster
KILL-EM-QUICK RISE of LEGION
58
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Posted - 2014.05.07 22:29:00 -
[62] - Quote
CCP Saberwing wrote:Joseph Ridgeson wrote: So CCP is still developing on what they acknowledge is obsolete technology?
Hearing the FanFest streams, one of the advantages of the Unreal 4 is that it could easily transfer to the PS4. Whether or not that is true, I dunno; I'm an angry fat nerd not a programmer. But it is still sad to hear that it will likely be sticking on an outdated engine.
I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again.
We are talking about a new plane here. One that has not finished construction, one that has not taken flight.
You see that the engine is rusty and crusted and you say that it would be better to work with that than to actually replace it?
I see where this will head to...
This sorry game doesn't even deserve the community it had built over the years.
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CCP Android
C C P C C P Alliance
171
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Posted - 2014.05.08 05:12:00 -
[63] - Quote
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).pptx
This 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.
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ANON Cerberus
Tiny Toons
578
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Posted - 2014.05.08 05:28:00 -
[64] - 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.
That sounds awesome.
If you guys can make use of my Nvidia card`s physX capability I will be a very happy chappy. I know AMD is all the rage these days but I have always been an Nvidia buyer so yes let my GPU take some of that load.
As for destruction, I have to be honest I don't think it is all it is cracked up to be. If you do decide on some destruction I would be more interested in how that changes game play and level balance than how much "oo shiney bits flying everywhere" you can create. As an example, I feel what DICE have done with levolution and their destruction efforts are actually grand in visuals but really dont make gameplay all that much better. Much worse in some cases.
Having said all of that, I very much look forwards to hearing more from your team about Legion. I think we all want to know more!
Markdown:
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DUST Fiend
The Wings of Legion
14186
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Posted - 2014.05.08 05:49:00 -
[65] - 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. THIS is exactly the type of information we crave, please keep it coming, awesome post and I eagerly look forward to any and all news on this project.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9533
|
Posted - 2014.05.08 06:07:00 -
[66] - 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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Arkena Wyrnspire
13075
|
Posted - 2014.05.08 06:10:00 -
[67] - Quote
Cat Merc wrote:Good, good human. I hope you killed CCP iOS in his sleep.
My faith in CCP is restored, they believe in Android!
I know the key to Logibro's heart
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Thurak1
Psygod9 D.E.F.I.A.N.C.E
595
|
Posted - 2014.05.08 06:18:00 -
[68] - Quote
CCP Saberwing wrote:Joseph Ridgeson wrote: So CCP is still developing on what they acknowledge is obsolete technology?
Hearing the FanFest streams, one of the advantages of the Unreal 4 is that it could easily transfer to the PS4. Whether or not that is true, I dunno; I'm an angry fat nerd not a programmer. But it is still sad to hear that it will likely be sticking on an outdated engine.
I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again.
You created these things yes... I think i would rather have something that the builders of the actual engine have created. Kind of like how i would rather have a car with built in back up camera rather than installing one myself. The car makers just do it better.
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DUST Fiend
The Wings of Legion
14189
|
Posted - 2014.05.08 06:22:00 -
[69] - Quote
Thurak1 wrote:CCP Saberwing wrote:Joseph Ridgeson wrote: So CCP is still developing on what they acknowledge is obsolete technology?
Hearing the FanFest streams, one of the advantages of the Unreal 4 is that it could easily transfer to the PS4. Whether or not that is true, I dunno; I'm an angry fat nerd not a programmer. But it is still sad to hear that it will likely be sticking on an outdated engine.
I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again. You created these things yes... I think i would rather have something that the builders of the actual engine have created. Kind of like how i would rather have a car with built in back up camera rather than installing one myself. The car makers just do it better. I swear to God all these terrible analogies are going to give me Cancer.
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Kovinis Sparagas
Bullet Cluster Lokun Listamenn
345
|
Posted - 2014.05.08 06:30:00 -
[70] - Quote
Heinrich Jagerblitzen wrote:Thank you SO MUCH for taking the time to compile this, Kovinis! I've just got home and had a 16 hour sleep (The Fanfest trip was physically and emotionally exhausting) but am anxious to start sifting through all that I've missed on the interwebs, as painful as I know its going to be. Most of my time in Iceland was spent yelling at people in person, and I only had an ipad so it was tough to catch up on the online side of the crisis. I'm still just reeling at how badly CCP messed up their attempts to talk about how they were transforming Dust into the game we've always wanted it to be.
I know there's even more information to be compiled and linked (like all of the CCP responses / official statements / clarifications in one place, unless someone else has done this already. If someone has, I'd love to get a link to that too.) This is going to be one of my focuses here over the next few days. Making sure its all documented and that we get the community all the answers they were owed from the very beginning. Your welcome :) I will update it soon, so it will be more awesome :)
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. Awesome! Now I believe in your engine. So maybe you you could modify it to the point where you don't have to put U3 logo on it? I think from marketing side it is better to not show that you builded this game on old engine, because not all understands that you heavily modified it.
P.S. is it me, or DUST in slides looks better than finished product on PS3?
I support EVE Legion, but the message was very badly delivered...
|
|
Thurak1
Psygod9 D.E.F.I.A.N.C.E
595
|
Posted - 2014.05.08 06:55:00 -
[71] - Quote
DUST Fiend wrote:Thurak1 wrote:CCP Saberwing wrote:Joseph Ridgeson wrote: So CCP is still developing on what they acknowledge is obsolete technology?
Hearing the FanFest streams, one of the advantages of the Unreal 4 is that it could easily transfer to the PS4. Whether or not that is true, I dunno; I'm an angry fat nerd not a programmer. But it is still sad to hear that it will likely be sticking on an outdated engine.
I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again. You created these things yes... I think i would rather have something that the builders of the actual engine have created. Kind of like how i would rather have a car with built in back up camera rather than installing one myself. The car makers just do it better. I swear to God all these terrible analogies are going to give me Cancer. I have been around a while. I have a million of them. |
THE 2000 SWINE
Commando Perkone Caldari State
34
|
Posted - 2014.05.08 07:43:00 -
[72] - Quote
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?
Legion, is DUST with loot loot loot OMG loot..lol
didrty little hoarders,, omg! loot
CCP will you have to break boxes?
LOL ******* MMO DWEEBS
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Roy Xkillerz
Red Star. EoN.
46
|
Posted - 2014.05.08 07:54:00 -
[73] - 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.
I was hoping for total destruction. But now I know its not coming yet. I still like it very much in other games so hope its coming one day. But of course first focus on the core.
|
Regis Blackbird
DUST University Ivy League
182
|
Posted - 2014.05.08 07:58:00 -
[74] - 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.
Thank you so much for this! I have no doubt you know what you are doing, and most of my rambling comes from total lack of knowledge about graphics engines. Please pump out those dev blogs
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. |
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CCP Android
C C P C C P Alliance
186
|
Posted - 2014.05.08 08:51:00 -
[75] - Quote
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
This type of Android
|
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Regis Blackbird
DUST University Ivy League
183
|
Posted - 2014.05.08 09:09:00 -
[76] - 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
Many thanks for your reply Really appreciate it! |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9533
|
Posted - 2014.05.08 09:13:00 -
[77] - 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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CCP Android
C C P C C P Alliance
189
|
Posted - 2014.05.08 09:22:00 -
[78] - Quote
Cat Merc wrote: Your engine is inferior because there is a 3 after it, instead of 4. 3 < 4.
Ahh, just like the Matrix movies proved ( In the sense that newer == better)
This type of Android
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Hansei Kaizen
The Jackson Five
199
|
Posted - 2014.05.08 09:30:00 -
[79] - Quote
CCP uploaded some more Videos from Fanfest on their Youtube Channel. If you have the time and watch all of them, you can get a general feel for what CCP envisions for the future. Which is naturally relevant for Dust in the long run too. Some videos that every Dustie should see.
OVERALL CCP DIRECTION (their idea of "EVE united" gives the impression that we may be playing all three games with one subscription. Would be pretty nice, though P2P)
EVE ONLINE DIRECTION (I think especially in the end there is relevant information, with the "new spaces")
MORE SAND IN THE BOX FOR DUST Q&A
I hope they release the "Dust Progression Panel" too. There was some interesting stuff there. Sorry if there is anything already in the Original Post. I think there are mostly press ressources. Didnt check them all though.
The answer to your complaint is PvE. Always.
NPE status: (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Casual solo
|
Kovinis Sparagas
Bullet Cluster Lokun Listamenn
347
|
Posted - 2014.05.08 09:39:00 -
[80] - Quote
Hansei Kaizen wrote:CCP uploaded some more Videos from Fanfest on their Youtube Channel. If you have the time and watch all of them, you can get a general feel for what CCP envisions for the future. Which is naturally relevant for Dust in the long run too. Some videos that every Dustie should see. OVERALL CCP DIRECTION (their idea of "EVE united" gives the impression that we may be playing all three games with one subscription. Would be pretty nice, though P2P) EVE ONLINE DIRECTION (I think especially in the end there is relevant information, with the "new spaces") MORE SAND IN THE BOX FOR DUST Q&AI hope they release the "Dust Progression Panel" too. There was some interesting stuff there. Sorry if there is anything already in the Original Post. I think there are mostly press ressources. Didnt check them all though. Thanks, I just updated it, and grouped them for better view
I support EVE Legion, but the message was very badly delivered...
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Ducttape Tinker
Krusual Covert Operators Minmatar Republic
171
|
Posted - 2014.05.08 10:06:00 -
[81] - Quote
And you forgot this one, i nickaned that article on CCP love for their playerbase
Markdown
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Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3965
|
Posted - 2014.05.08 10:14:00 -
[82] - Quote
Kane Fyea wrote:Himiko Kuronaga wrote:Looks quite a lot like U3 to me.
The vehicle physics particularly look packaged.
What was shocking was how much they ended up changing, which I've only ever been able to blame on poor terrain work, inconsistent frame rate and optimization pretty much corrupting what already worked. How can you not tell that the 2009 engine was not UE3. It might not have been Carbon (Even though I am 99% sure it is carbon) but it was most definitely not the unreal engine.
Because vehicle physics look spot-on, and because a dev said it was UE3.
Would you care to give an analysis as to why you believe it was not? |
Kovinis Sparagas
Bullet Cluster Lokun Listamenn
348
|
Posted - 2014.05.08 10:27:00 -
[83] - Quote
Just added, but I'm out of space to add something new...
I support EVE Legion, but the message was very badly delivered...
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Adelia Lafayette
Science For Death Final Resolution.
779
|
Posted - 2014.05.08 10:35:00 -
[84] - Quote
there is now a dedicated legion forum. It wouldn't hurt to copy this thread into there.
Assault dropship gets blown up....
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ "Kitten this I'm out"...
..."I'm back"
|
Ducttape Tinker
Krusual Covert Operators Minmatar Republic
171
|
Posted - 2014.05.08 10:37:00 -
[85] - Quote
Adelia Lafayette wrote:there is now a dedicated legion forum. It wouldn't hurt to copy this thread into there.
Hell no, i will not doing anything for that part of forums.
Markdown
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Kovinis Sparagas
Bullet Cluster Lokun Listamenn
348
|
Posted - 2014.05.08 10:44:00 -
[86] - Quote
Adelia Lafayette wrote:there is now a dedicated legion forum. It wouldn't hurt to copy this thread into there. CCP should I repost this thread in Legion forums, or you can just move this one? BTW i'm little out of space in original post
I support EVE Legion, but the message was very badly delivered...
|
GerAseR
United Pwnage Service RISE of LEGION
24
|
Posted - 2014.05.08 11:09:00 -
[87] - Quote
CCP Android wrote: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
Never heard such things before... In the end it never happend...
^^@upsGerAseR
<-> ups-clan.com^^
|
Glyd Path
Nec Tributis
11
|
Posted - 2014.05.08 11:40:00 -
[88] - Quote
CCP Saberwing wrote: I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again.
The only reason not to move would be licensing, aka saving some cash. Although the $20/month/seat seems cheap enough to those on the outside. Unless another $1600/month might break the studio, or not. Probably less considering that HR, admin and PR don't need licenses.
Some of us do follow the trades and these statements about sticking to UE3 is very difficult to believe as you might well be the only studio in the world to make that decision. In particular when the game that currently uses it has not been very well received.
Nobody at CCP cares because we ain't Legionnaires.
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Hansei Kaizen
The Jackson Five
199
|
Posted - 2014.05.08 11:44:00 -
[89] - Quote
Adelia Lafayette wrote:there is now a dedicated legion forum. It wouldn't hurt to copy this thread into there.
Link please?
Nevermind, found it. I thought it was outside of the dust forums ...
The answer to your complaint is PvE. Always.
NPE status: (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Casual solo
|
S Park Finner
DUST University Ivy League
363
|
Posted - 2014.05.08 17:06:00 -
[90] - 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
In the distant past, some players thought EVE players would build the maps...
The vision was that Planetary Interaction (PI) players in EVE would have the option of laying out the shape of the on-planet facilities they put down. That was never supported by CCP that I know of but the work done since on sockets and pre-built socket components combined with the new platform might allow the idea to be revisited.
The way it would work would be that a PI player would lay down his facilities and have the option of doing detailed facility design using the components the Legion team put together or just allowing the the Legion defaults to define the maps.
Pluses:
- Players would relieve some of the burden of populating all the worlds
- No two planets (and at least potentially no two maps) would be the same
- The EVE players and Legion players have a point of interaction
- - Legion players fight over components EVE player care about - - EVE players can have a hand in protecting components they really want to preserve - - The nature of PI components moving as the planet is mined changes the tactical pattern on the planet over time
- There is potential for Legion players to hold and mine territory on their own
Minuses:
- There has to be a mechanism in EVE that allows for facility layout
- All the components / terrain / mechanics has to be created / coordinated with the EVE side
- Integration with the rest of the game (Planetary Conquest especially) has to be taken into account
It is but to keep the nerves at strain, to dry one's eyes and laugh at a fall, and baffled, get up and begin again.
|
|
DUST Fiend
The Wings of Legion
14218
|
Posted - 2014.05.08 18:00:00 -
[91] - 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 You're quickly becoming my favorite dev
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Ender Storm
Goonfeet Special Planetary Emergency Response Group
79
|
Posted - 2014.05.08 18:43:00 -
[92] - 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
Altough it seems like a technological challenge to have each planet act like Planetside 2, do you think that allowing each district to be built, modified and developed by the players is a posibility?
Like, CCP delivers the terrain, as the players put in the work to "develop" the content of that district? |
Ender Storm
Goonfeet Special Planetary Emergency Response Group
79
|
Posted - 2014.05.08 18:46:00 -
[93] - Quote
S Park Finner wrote: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 In the distant past, some players thought EVE players would build the maps... The vision was that Planetary Interaction (PI) players in EVE would have the option of laying out the shape of the on-planet facilities they put down. That was never supported by CCP that I know of but the work done since on sockets and pre-built socket components combined with the new platform might allow the idea to be revisited. The way it would work would be that a PI player would lay down his facilities and have the option of doing detailed facility design using the components the Legion team put together or just allowing the the Legion defaults to define the maps. Pluses:
- Players would relieve some of the burden of populating all the worlds
- No two planets (and at least potentially no two maps) would be the same
- The EVE players and Legion players have a point of interaction
- - Legion players fight over components EVE player care about - - EVE players can have a hand in protecting components they really want to preserve - - The nature of PI components moving as the planet is mined changes the tactical pattern on the planet over time
- There is potential for Legion players to hold and mine territory on their own
Minuses:
- There has to be a mechanism in EVE that allows for facility layout
- All the components / terrain / mechanics has to be created / coordinated with the EVE side
- Integration with the rest of the game (Planetary Conquest especially) has to be taken into account
This. This was pretty much my expectations regarding Dust.
And also, I tought we would have the nice avatars we have in EVE thru Incarna, not faceless clones, but thats not important.
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pseudosnipre
Fatal Absolution
716
|
Posted - 2014.05.08 19:00:00 -
[94] - Quote
S Park Finner wrote: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 amazingamazingly nisi Ninoly 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 In the distant past, some players thought EVE players would build the maps... The vision was that Planetary Interaction (PI) players in EVE would have the option of laying out the shape of the on-planet facilities they put down. That was never supported by CCP that I know of but the work done since on sockets and pre-built socket components combined with the new platform might allow the idea to be revisited. The way it would work would be that a PI player would lay down his facilities and have the option of doing detailed facility design using the components the Legion team put together or just allowing the the Legion defaults to define the maps. Pluses:
- Players would relieve some of the burden of populating all the worlds
- No two planets (and at least potentially no two maps) would be the same
- The EVE players and Legion players have a point of interaction
- - Legion players fight over components EVE player care about - - EVE players can have a hand in protecting components they really want to preserve - - The nature of PI components moving as the planet is mined changes the tactical pattern on the planet over time
- There is potential for Legion players to hold and mine territory on their own
Minuses:
- There has to be a mechanism in EVE that allows for facility layout
- All the components / terrain / mechanics has to be created / coordinated with the EVE side
- Integration with the rest of the game (Planetary Conquest especially) has to be taken into account
I'd rather see form follow function...
Designate sockets as power generators, dormitories, ground-to-space resource movers, research labs, mining infrastructure, shield generators, vehicle production facilities, spaceports, storage hangars, armories, drone bays, etc and allow district owners to build, configure, and fill structures to achieve the bonus/function they want to achieve:
-Planetary Shielding -Vehicle Factory -Clone Farm -Military Installation -Advanced weapon research -Fuel/Power depot
Then allow dust bunnies to fight in and capture/destroy them and make them susceptible to damage from orbitals, vehicle damage, and small arms fire...but not destructible. Instead let damage linearly decrease efficiency of the sockets.
THEN you could let the player base decide where to put the sockets within the sandbox and judiciously decide which district shields the planet, which district powers all the others, which district houses the planet's inventory of vehicles, etc. Force eve players to decide between wearing down the shield to attack on a global scale or send smaller infiltration vessels to bring down the shield, sabotage/capture key strategic resources, or capture the clone inventory and armory and attack from within.
I don't care if the physics played like dust 514 and were built on under the UE3 emblem, I'd play the **** out of Legion and would get an eve account to run my own infiltration missions.
Then add in some space scanning and surface mining like they had back in Starcraft for sega Genesis and maybe work on a viable drone AI....
So long society. Hello basement!
Today is the sort of day where the sun only comes up to humiliate you.
BitterVet the turkey says GOML GOML GOML
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Ender Storm
Goonfeet Special Planetary Emergency Response Group
79
|
Posted - 2014.05.08 19:08:00 -
[95] - Quote
Glyd Path wrote:CCP Saberwing wrote: I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again.
The only reason not to move would be licensing, aka saving some cash. Although the $20/month/seat seems cheap enough to those on the outside. Unless another $1600/month might break the studio, or not. Probably less considering that HR, admin and PR don't need licenses. Some of us do follow the trades and these statements about sticking to UE3 is very difficult to believe as you might well be the only studio in the world to make that decision. In particular when the game that currently uses it has not been very well received.
The real reason to not moving to a new version is that every change has costs, and those arent only financial, as switching would imply in the need of training your developers into the new tools or going to the market to hire, which might be difficult as its a new tool. Instead of working on a well known tool, they would have to learn a lot of new things. Not to mention bugs and problems a new tool is bound to have, where a mature tools would have less ocurences.
The engine would most likely also have to be modified, so theres another cost as new personalized tools would have to be developed and tested.
Many business prefeer to stick to old and known tools than to change to new ones, unless theres good reason to move.
I would prefeer them to move to the UE4 also, but really, thats not a big issue if they feel the engine can deliver their vision.
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Ender Storm
Goonfeet Special Planetary Emergency Response Group
79
|
Posted - 2014.05.08 19:10:00 -
[96] - Quote
pseudosnipre wrote:S Park Finner wrote: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 amazingamazingly nisi Ninoly 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 In the distant past, some players thought EVE players would build the maps... The vision was that Planetary Interaction (PI) players in EVE would have the option of laying out the shape of the on-planet facilities they put down. That was never supported by CCP that I know of but the work done since on sockets and pre-built socket components combined with the new platform might allow the idea to be revisited. The way it would work would be that a PI player would lay down his facilities and have the option of doing detailed facility design using the components the Legion team put together or just allowing the the Legion defaults to define the maps. Pluses:
- Players would relieve some of the burden of populating all the worlds
- No two planets (and at least potentially no two maps) would be the same
- The EVE players and Legion players have a point of interaction
- - Legion players fight over components EVE player care about - - EVE players can have a hand in protecting components they really want to preserve - - The nature of PI components moving as the planet is mined changes the tactical pattern on the planet over time
- There is potential for Legion players to hold and mine territory on their own
Minuses:
- There has to be a mechanism in EVE that allows for facility layout
- All the components / terrain / mechanics has to be created / coordinated with the EVE side
- Integration with the rest of the game (Planetary Conquest especially) has to be taken into account
I'd rather see form follow function... Designate sockets as power generators, dormitories, ground-to-space resource movers, research labs, mining infrastructure, shield generators, vehicle production facilities, spaceports, storage hangars, armories, drone bays, etc and allow district owners to build, configure, and fill structures to achieve the bonus/function they want to achieve: -Planetary Shielding -Vehicle Factory -Clone Farm -Military Installation -Advanced weapon research -Fuel/Power depot Then allow dust bunnies to fight in and capture/destroy them and make them susceptible to damage from orbitals, vehicle damage, and small arms fire...but not destructible. Instead let damage linearly decrease efficiency of the sockets. THEN you could let the player base decide where to put the sockets within the sandbox and judiciously decide which district shields the planet, which district powers all the others, which district houses the planet's inventory of vehicles, etc. Force eve players to decide between wearing down the shield to attack on a global scale or send smaller infiltration vessels to bring down the shield, sabotage/capture key strategic resources, or capture the clone inventory and armory and attack from within. I don't care if the physics played like dust 514 and were built on under the UE3 emblem, I'd play the **** out of Legion and would get an eve account to run my own infiltration missions. Then add in some space scanning and surface mining like they had back in Starcraft for sega Genesis and maybe work on a viable drone AI.... So long society. Hello basement!
Totally agree. Thats qhats really being missed in dust, player content.
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Appia Vibbia
Molon Labe. General Tso's Alliance
2349
|
Posted - 2014.05.08 20:24:00 -
[97] - Quote
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.
Have you guys put together yet that making **** shiny and gleaming does not make it look good? That dark maps are fine, so long as the players have some control to be able to see, that glare DOES NOT give a sense of immersion and that it only makes your players ******* annoyed?
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Kovinis Sparagas
Bullet Cluster Lokun Listamenn
352
|
Posted - 2014.05.08 20:42:00 -
[98] - Quote
Appia Vibbia 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. Have you guys put together yet that making **** shiny and gleaming does not make it look good? That dark maps are fine, so long as the players have some control to be able to see, that glare DOES NOT give a sense of immersion and that it only makes your players ******* annoyed? Well actually it works for me
I support EVE Legion, but the message was very badly delivered...
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S Park Finner
DUST University Ivy League
365
|
Posted - 2014.05.08 21:22:00 -
[99] - Quote
Ender Storm wrote:pseudosnipre wrote:S Park Finner wrote: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? ... I would go as far and say that we are not limited by anything ... In the distant past, some players thought EVE players would build the maps... The vision was that Planetary Interaction (PI) players in EVE would have the option of laying out the shape of the on-planet facilities they put down. That was never supported by CCP that I know of but the work done since on sockets and pre-built socket components combined with the new platform might allow the idea to be revisited. ... I'd rather see form follow function... Designate sockets as power generators, dormitories, ground-to-space resource movers, research labs, mining infrastructure, shield generators, vehicle production facilities, space ports, storage hangars, armouries, drone bays, etc and allow district owners to build, configure, and fill structures to achieve the bonus/function they want to achieve... Totally agree. That's what's really being missed in dust, player content.
When I said one of the possible difficulties with this approach was the game-design complexity associated with managing EVE, Planetary Interaction and Planetary Conquest I was speaking to the kind of expansion of scope pseudosnipre is talking about.
If I take his meaning then he's talking about Planetary Conquest more than Planetary Interaction. Adding more player involvement in the layout of on-planet facilities makes sense for that just as it does for Planetary Interaction.
To achieve that, however, replacing the rather empty, DUST 514 only, clone generation mechanic with EVE's Planetary Interaction mining and manufacturing mechanic would add both more integration between the two games and a more solid meaning to fighting over territory in the first place: the time-honoured competition for resources.
Once that is in place pseudosnipre's additional facilities (I'd suggest things like planetary shields, surface to space weapons, defensive drone manufacture, ...) can enrich both the Planetary Interaction game play and open the door for Legion only facilities if Legion corporation ownership of planets is a direction CCP wants to go.
One thing to remember though: this is not the place to try to engineer an idea. CCP will have to do that. We can focus on the scope of what we would like to see and kick around the high-level ideas focusing on the benefits we see to game play, immersion and things that foster the game's player retention. For me that means pushing more of the spreadsheet / design elements to EVE and the shoot-them-in-the-face elements to Legion. Only in end-game Legion play would the balance shift to Legion players being involved in things like facility lay-out.
I could see, however, Legion players voting on the designs of EVE players so that part of accepting a contract would be how previous mercenaries judged the map and if it was fun / balanced / what-ever.
It is but to keep the nerves at strain, to dry one's eyes and laugh at a fall, and baffled, get up and begin again.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
865
|
Posted - 2014.05.08 23:02:00 -
[100] - 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.
does that come with next gen fish ai like the brand new engine they use on call of duty that isnt actually a new engine at all. thats a pr response. unreal3 needs to go period. i predicted you guys quiting on the ps3 and starting over, i said that under the impression you wouldnt be silly enough to keep this junk engine and that youd start over properly.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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pseudosnipre
Fatal Absolution
718
|
Posted - 2014.05.09 00:04:00 -
[101] - Quote
Kovinis Sparagas wrote:Appia Vibbia 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. Have you guys put together yet that making **** shiny and gleaming does not make it look good? That dark maps are fine, so long as the players have some control to be able to see, that glare DOES NOT give a sense of immersion and that it only makes your players ******* annoyed? Well actually it works for me Trying to battle enemies with the sun at their backs is tough, but a valid tactic nonetheless.
Agree that growing the sandbox is 10x more important than artistic polishing...
Today is the sort of day where the sun only comes up to humiliate you.
BitterVet the turkey says GOML GOML GOML
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Kovinis Sparagas
Bullet Cluster Lokun Listamenn
355
|
Posted - 2014.05.09 06:47:00 -
[102] - Quote
pseudosnipre wrote:Kovinis Sparagas wrote: Well actually it works for me
Trying to battle enemies with the sun at their backs is tough, but a valid tactic nonetheless. Agree that growing the sandbox is 10x more important than artistic polishing... I have to feel that I am indeed in a planet, what actually is in New Eden, and spaceships are flying above my heads. And not playing in a level in a lobby shooter on a local server. Yes I agree that everything else is also important, but immersion is important too.
I support EVE Legion, but the message was very badly delivered...
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Thurak1
Psygod9 D.E.F.I.A.N.C.E
605
|
Posted - 2014.05.09 07:36:00 -
[103] - Quote
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. |
Hansei Kaizen
The Jackson Five
202
|
Posted - 2014.05.17 07:53:00 -
[104] - Quote
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.
The answer to your complaint is PvE. Always.
NPE status: (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Casual solo
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Cat Merc
Ahrendee Mercenaries
9764
|
Posted - 2014.05.17 08:36:00 -
[105] - 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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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
548
|
Posted - 2014.05.17 14:11:00 -
[106] - Quote
CCP Saberwing wrote:Joseph Ridgeson wrote: So CCP is still developing on what they acknowledge is obsolete technology?
Hearing the FanFest streams, one of the advantages of the Unreal 4 is that it could easily transfer to the PS4. Whether or not that is true, I dunno; I'm an angry fat nerd not a programmer. But it is still sad to hear that it will likely be sticking on an outdated engine.
I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again. by easier you mean cost less money to use the old engine.
The clever combatant imposes his will on the enemy, but does not allow the enemy"s will to be imposed upon him. Sun Tzu
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Ender Storm
Goonfeet Special Planetary Emergency Response Group
153
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Posted - 2014.05.17 14:27:00 -
[107] - Quote
CUSE TOWN333 wrote:CCP Saberwing wrote:Joseph Ridgeson wrote: So CCP is still developing on what they acknowledge is obsolete technology?
Hearing the FanFest streams, one of the advantages of the Unreal 4 is that it could easily transfer to the PS4. Whether or not that is true, I dunno; I'm an angry fat nerd not a programmer. But it is still sad to hear that it will likely be sticking on an outdated engine.
I don't want to pretend to know what I'm talking about, but I don't think the Engine has much to do with the game running on a next-gen console or PC. From what I've heard, we've modified the Unreal 3 engine so much that we've already implemented a lot of the additional features we'd be looking to - and at this point it'd be easier to implement whatever else we need rather than to rip out the engine and start again. by easier you mean cost less money to use the old engine.
The bad thing is that they probably will keep the legacy of problems of the dated engine.
It certainly costs less and will be faster, but in the long run that will cost. Hell, it may even cost at launch if the game turns out to be bad. |
PLAYSTTION
Universal Allies Inc.
135
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Posted - 2014.05.17 18:12:00 -
[108] - Quote
Add BAMM HAVOC's reactions from his channel to the video part
Back to BF1943, only 3 more ranks to go till at the top!
Open Beta Vet 21mil sp
R.I.P Dust 514
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Raedon Vo-Graza
Armored Dragon Corp
18
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Posted - 2014.05.17 19:04:00 -
[109] - Quote
haha! i love it! |
AFK Godfather
Edimmu Warfighters Gallente Federation
129
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Posted - 2014.05.17 20:09:00 -
[110] - Quote
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* |
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Cat Merc
Ahrendee Mercenaries
9782
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Posted - 2014.05.17 21:37:00 -
[111] - 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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Cross Atu
OSG Planetary Operations Covert Intervention
2040
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Posted - 2014.05.18 07:11:00 -
[112] - Quote
Info bump
SupportSP Rollover & an improved Recruting System
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Bethhy
Ancient Exiles. General Tso's Alliance
1908
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Posted - 2014.05.20 12:08:00 -
[113] - 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.
So Basically You guys have spent Hundreds of thousands of Dollars in CCP's Money to Invest it into Developing the Unreal 3 Engine and you still get to pay 25% Royalties on every dollar you earn?
And Carbon Sits on a Shelf?
At some point CCP has to realize it has Several IP's they are developing.. And trying to announce a Legion Project with more cohesive nature with EVE online... on A Industry Widely Considered Terrible Game Engine for Multiplayer FPS games given all it's core technical problems with texture display...
Basically your Building DUST 514... With Texture Packs and Larger player counts and a better sand box....
Way to make An AMAZING game concept ALREADY FUKED by a terrible Foundation....
Comon CCP Spend some real Money on your Building Foundation Otherwise your 4 floor mansion with Elevators is still GONNA SUCK ASS. |
Ender Storm
Goonfeet Special Planetary Emergency Response Group
157
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Posted - 2014.05.20 12:12:00 -
[114] - Quote
Well to be fair Blacklight looks good on the UE3. Not awesome, but leaps ahead what we have in the PS3 with Dust514. |
steadyhand amarr
shadows of 514
3148
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Posted - 2014.06.05 12:29:00 -
[115] - Quote
Their are so many people who know the words but not what they mean, its painfull, the whole coding industry is built of librarys of code also U3 is a really really big library with a nice desk lady who shows where the books are and whats in them.
This means ccp can build a new wing on this libary to add their own stuff in and update some of books.
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Godin Thekiller
shadows of 514
2532
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Posted - 2014.06.05 18:57:00 -
[116] - Quote
Cat Merc wrote: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.
I agree cat lord.
click me
Blup Blub Bloop. Translation: Die -_-
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