Vakaris wrote:I've noticed a few flaws in the "C4 engine", the big gumball can't stop roling, it is bigger and obviously heavyer then the others yet it moves slower downhill which is a huge bug.
As they have said in this thread a couple of times, the physics engine in C4 is a WIP, and is set for the next major release of the engine. The physics is network aware physics (vital for a future PR if we want to have good vehicles/bullet dynamics/rigid bodies). If all else fails then the devs can implement a third party physics engine like the Bullet engine which is open source and very powerful.
Also, what is the error in the physics. If I've seen the same video as you of the physics tour then they explain the reason the ball can't stop rolling is because the angular damping is set low. And the reason it moves slower downhill is because the objects are under the same force of gravity, so the larger mass and greater rolling resistance means that its acceleration is lower than that of the smaller gumballs.
Vakaris wrote: the engine basicly sucks compared to some of the other engines we currently have out there and fro mwhat I see it eats a ton of resoruces.
You shouldn't be comparing the engine to modern, corporate game engines because the engine is designed for indie games as being a good platform for people who just want to experiment and not have to worry about writing their own engine. The performance of the engine is not too bad either. The physics simulation video shows hundreds of rigid bodies under the influence of many forces and colliding with each other in real-time at a pretty reasonable frame rate.
The wall also fell into cubes and not dust or anything else, and those cubes seem to roll just fine jsut like the balls. Basicly it's worse then the current BF2 engine.
Graphically it has better water, the possibility of custom shaders, voxel terrain which allows overhangs and destructible terrain and soon-to-be dynamic loading of voxel terrain which makes theoretically unlimited terrain sizes possible. If I read the website correctly they also get the source code which they can adapt to suit them better if needed, and this may also give the possibility of doing more complicated shaders via shader language or through the shader editor like SSAO, paralax mapping, subsurface scattering etc.
Another advantage of the engine is the developer is very actively listening to his customers and developing. There is a forum for the engine with a few experts and a lot of active members so there's plenty of support.
On other matters, if the game is made pay-to-play I garuantee it will loose atlast 60% of the players it has now, including me, and that is a lot consithering there are only 2-4 full servers 9am-03am +2GMT. I've seen more full servers on Serious Sam (released on year 2000) then here and that should be a big blow to some of the people here.
I think, if anything, more people will join than will be lost since the game would no longer be tied to BF2.. and the advantage of having a pay-to-play system is that the players you get are more commited less likely to hack and act immature. Either way I think this is a bit speculative and lets see what the devs get up to before we make assumptions.
Bottom line - C4 engine does NOT seem better then the current and pay-to-play policy would be a disaster for the PR community as well as the PR team.
Well PR2 is in alpha and the devs are working on both so any complaints are fairly groundless. The devs brought the engine themselves and deserve to get something out of it which isn't complaints about how it could be pay-to-play, and you haven't really looked at the engine in detail to discover that it's a good and competitive engine for indie games. Besides, PR1 development won't stop unless PR2 makes it off the ground.
edit:
If you would pay to play the game, go ahead and doante monthly. The majority of the community will not pay, that is written black on white.
Currently PR is limited to being a bf2 mod... That means only people who pay for bf2 can play PR. Running on an independant engine means people will actively buy the game rather than acquiring the mod. A pay-to-play subscription would mean that people can try it without having to shell out money for it... Basically if it's a good game, people will buy it, and I'm sure many people who had played the mod would buy it if they liked the mod.
Pay to play games also have one "small" problem they have to deal with every second of theif popularity - pirates.
From what I've seen pirating doesn't happen as much on small indie games where there isn't much to gain. Yes maybe lineage 2 was cracked, but how many games are there out there which haven't be cracked?