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#71 | |
![]() Join Date: Dec 2008
Posts: 669
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#72 | |
![]() Join Date: May 2008
Location: Asad Khal
Posts: 1,962
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Perhaps, as Wicca pointed out, the new Massive Action Game if it ever comes to PC and is at all modable, it certainly would have sufficient numbers of players to support all the really large battles and I'm interested to see how the MAG developers will figure out how to make an FPS stable and relatively lag free (see playable) with 256 players. | |
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#73 | |
![]() Join Date: Jan 2008
Posts: 2,842
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but the ARMA2 engine is most likely the winner. | |
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#74 |
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Retired PR Developer
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One of the biggest problems with combiend arms & realism is the scale has to be very large. So you need large maps and long view distances. And the foliage and detail has to render at long distances so you don't have a guy hidden in the bush but from more than 100m away he's lying out in the open. Then when you look at the size of the map, you need a lot of players to keep it interesting.
So an engine that supports 100+ concurrent players, minimum 16sq km maps (preferably larger), can draw grass and foliage at 1km view distance, has vehicle physics, ballistics capabilities, etc, etc... I am not awae of one that exists. The Torque Game Engine "Advanced" (TGEA) that is a prize in ModDB MOTY 2008 is a fairly huge evolution over the TGE predecessor. That is based on the Tribes 2 Engine and the TGEA update adds in a new rendering engine and a new "ATLAS" terrain engine. It has a lot of promise, but I'd be very surprised of a $300 engine can outdo $20,000,000 in AAA title engine development. What I could see is a game built on TGEA that supports a lot of the required functionality but ends up looking like World War II Online (Battleground Europe or whatever they are calling it now). Basically I mean a game that ends up making so many sacrifices to meet some requirements but it might end up looking 4 or 5 years out of date when it releases. There are several open source engines out there, but stringing the rendering engines together with the networking libraries would be a lot of work, particularly given the PR pedigree is in modding / art / gameplay design (we don't have a lot of C / C++ depth on the team). ArmA 2 looks VERY promising as a game and possibly modding platform. However I keep hearing 50+ players. That sucks because I had hoped they woud stretch it to 100+. And, quite frankly, if it's as clunky as ArmA 1 and sees as limited marketplace success as ArmA 1 then it will have very few players and a fairly mature realism modding community (WGL / ACE). ArmA 1 v1.15 is actually MUCH better (just started to check it out again). But the quality of the game play on random servers is a bit like joining a BF2 pub server. The game itself is not fundamentally designed to encourage teamwork, so the quality of the general gameplay has not evolved as much as has been the case with PR. OFP 2 may also be promising as a mod platform, but I have a feeling it's going to be a console focussed title with 16p for consoles and 32p for PC. MAG for PC could be interesting. But I don't think that will materialize. It's from the Playstation developers who did the SOCOM series. And it's said to be PS3 exclusive and may incorporate some sort of pay to play feature (as well as a ranking / rpg element to it). Crysis Wars looks fantastic visually, but only supports 32p. Developing an engine from scratch - where your goal is to build a game on top of it - is well beyond the scope of the PR team or any sane person / group of individuals. Good discussion... hopeing something we've overlooked comes out of it. egg |
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Cheers!
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#75 |
![]() Join Date: Jan 2008
Posts: 222
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I don't understand for what is this thread?
PR is for BF2 and i don't think that you can change BF2 Engine unless devs planning to make PR for other game? |
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#76 |
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I personally don't like the Cryengine very much. I think it's badly coded and utterly inefficient. I like the Farcry 2 engine way more (forgot the name right now). It has nice graphics while not requiring a friggin cray to run it properly.
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#77 |
![]() Join Date: Jul 2008
Location: Moscow
Posts: 218
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Lets just wait for the Frostbite engine on PC
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#78 |
![]() Join Date: May 2008
Location: Internetz
Posts: 356
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Frostbite for PR might be good because of the huge map sizes that work with it. Plus the destructible world high detail at close up and far away and big view distance. If it was released for PC it would probably not be stable, but hey who knows
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The internet makes you stupid.
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#79 |
![]() Join Date: Jan 2007
Location: norfolk
Posts: 8,075
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its just for discussion on a new engine possibility, what engines look good and what we need in said engine for it to be worth moving.
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#80 |
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Banned
![]() Join Date: Dec 2007
Posts: 174
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