New Engine ?
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Hides-His-Eyes
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Maxfragg
- Posts: 2122
- Joined: 2007-01-02 22:10
well the bf2142 engine has some interessting modifikations (rallypoints form stock, unlocks with weapon customization, the drones etc that could be used, but i think it isn't worth the work a engine change would be)
so there would be Unreal3 and source engine, since for the source engine you have insurgency with almost the same aims, only U3 would be an atractive way to go, but with a lot work because it would be a total conversion, the other possability could be CoD4, but we have to wait how it develops, but U3 is vor sure going to be the modfriendliest engine
so there would be Unreal3 and source engine, since for the source engine you have insurgency with almost the same aims, only U3 would be an atractive way to go, but with a lot work because it would be a total conversion, the other possability could be CoD4, but we have to wait how it develops, but U3 is vor sure going to be the modfriendliest engine
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Expendable Grunt
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Top_Cat_AxJnAt
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Andru
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nooby question time
I don't know anything about modding or programming so I was wondering does changing engines mean starting again from scratch or can you just copy over the old code. I mean we all talk about changing engines like its a 5 minute job but I imagine its not. Basically what I'm askin is, if someone finds a better engine is it actually feasible to change or just pipe dreams?
I don't know anything about modding or programming so I was wondering does changing engines mean starting again from scratch or can you just copy over the old code. I mean we all talk about changing engines like its a 5 minute job but I imagine its not. Basically what I'm askin is, if someone finds a better engine is it actually feasible to change or just pipe dreams?
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Expendable Grunt
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Source is done in C++, BF2 in Python. I'm assuming 2142 is done in Python as well? (Well the modable parts are atleast)

Former [DM] captain.
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Nephrmuus
- Posts: 94
- Joined: 2007-02-15 13:05
Well, things like models and textures could be reused, since they are created with standard 3- and 2-D tools (e.g. maya and paintshop). A significantly newer engine, however, would suggest that these things would want to be improved or remade if they are to make the most of the new engine. More game-specific things, like maps and game-logic (AAS2 mode, kit-contents, weapon stats, quartermaster, etc.), would all have to be remade from scratch in a new engine.Andru wrote:nooby question time
I don't know anything about modding or programming so I was wondering does changing engines mean starting again from scratch or can you just copy over the old code. I mean we all talk about changing engines like its a 5 minute job but I imagine its not. Basically what I'm askin is, if someone finds a better engine is it actually feasible to change or just pipe dreams?
BF2142 really just adds a very small number of extra things to the BF2 engine (minor graphical improvements, but also a little tweak to handle prone-spammers which would be nice). It still uses Python for gamemode stuff and you could very easily port across the existing game-logic code with little or no changes. Sadly, the fact that MORE things are actually hardcoded in BF2142 than in BF2 (e.g. infantry movement speeds can't be altered as far as I am aware!) really offsets any possible benefits of the change...Expendable Grunt wrote: Source is done in C++, BF2 in Python. I'm assuming 2142 is done in Python as well? (Well the modable parts are atleast)
[This info is based on having semi-seriously looked into the BF2/BF2142 engine, but not being an actual active developer. Great apologies if someone has to correct me ;( ]
Last edited by Nephrmuus on 2007-05-07 11:59, edited 1 time in total.
The verbal brutality found on forums is often reminiscent of the physical brutality found in first person shooters, except that forums allow those with slower reflexes to join the carnage without a handicap.
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vanity
- Posts: 562
- Joined: 2007-02-08 12:57
Video (shoddy Youtube quality) of all those talked about in link above. It's pretty awesome to see it work!!'[R-PUB wrote:GeZe']I also agree that UE3 engine is the way to go, as it is most modable, and it includes all the editing tools used to make actual games for and gives them to mods. Look at Red Orchestra and alike, anything will be possible with it. As for graphics, look at GoW, I understand that it uses an early versian of UE3.
http://www.unrealtechnology.com/html/te ... ue30.shtml
as for amount of players.... MMOs have been and are able to be made with the engine
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Long Bow
- Posts: 1100
- Joined: 2007-03-21 14:41
No offence but why would the PR team want to switch over to Unreal Tournament if the engine is from 2004? Currently thats three years old, by the time PR 1.0 is up that engine could be 4-5 years old. I would think that once PR 1.0 is done they should asses the current crop of games and choose then. By then you will have DX10 games, games that are originally coded to take advantage of dual core CPU's and more advanced features.
I think the community is strong enough to wait and if the Devs keep up the communication people could wait that long to know the direction of PR. I will stick with PR where ever they go, not literally because that would be stalking
I think the community is strong enough to wait and if the Devs keep up the communication people could wait that long to know the direction of PR. I will stick with PR where ever they go, not literally because that would be stalking
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JKRMAUI
- Posts: 584
- Joined: 2007-04-10 22:22
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geek81
- Posts: 69
- Joined: 2007-05-03 16:41

