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Would It Be Possible For Pgi To Port Mwo Assets Over To Another Game Engine?


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#21 Zeusus

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Posted 19 March 2015 - 01:48 PM

View PostDarklord, on 19 March 2015 - 01:19 PM, said:

It's a poor workman who blames his tools.

Look around at other projects using the Cryengine and you will see PGI just doesn't have the knowledge to use it or even care to try.


Make me a wooden table with nothing but a spoon. Go.

I feel you have never programmed before...

#22 StraferX

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Posted 19 March 2015 - 02:30 PM

I really would love to have destructible environment but it is probably not a reality we will ever see on a large scale. As one stated they will be leveling whole buildings and will cause imbalance. Nay I say as it has been seen before, while you are wasting your time leveling a building I will be countering to shot you in the back, game over.

At the very least i would love to see destructible objects like my 100 ton mech should be able to smash through a stick on the ground in the Viridian Bog with no issue while a light should get a bent up grill when they run into it.

#23 Soy

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Posted 19 March 2015 - 02:31 PM

dumb thread

#24 sneeking

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Posted 19 March 2015 - 02:56 PM

Sometimes I wish this game was done in a cartoon style on havok engine.

#25 xWiredx

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Posted 19 March 2015 - 03:01 PM

I would be willing to suffer for 6 months without any updates to this game if it meant taking it off Cryengine and rebuilding it on UE4.

#26 Darklord

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Posted 19 March 2015 - 03:01 PM

View PostZeusus, on 19 March 2015 - 01:48 PM, said:

Make me a wooden table with nothing but a spoon. Go.

I feel you have never programmed before...

So you are saying that PGI has a poor set of tools.
Then why can RSI make a game with the same set of tools that looks 100 times better?

No I have very little experience in programing, but I have some in the game industry.
The good companies find a way to fix it the poor ones just blame the people and their tools.

#27 Void Angel

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Posted 19 March 2015 - 03:03 PM

View PostDarklord, on 19 March 2015 - 01:19 PM, said:

It's a poor workman who blames his tools.

Look around at other projects using the Cryengine and you will see PGI just doesn't have the knowledge to use it or even care to try.

And a poor thinker who hand-waves away substantive technical explanations with silly platitudes and unsupported assumptions

Edited by Void Angel, 19 March 2015 - 03:04 PM.


#28 xWiredx

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Posted 19 March 2015 - 03:09 PM

View PostZeusus, on 19 March 2015 - 01:48 PM, said:

Make me a wooden table with nothing but a spoon. Go.

I feel you have never programmed before...

The staggering difference in performance between other cryengine games and this one shows a lack of thought and testing before committing to this engine. The devs are clearly still learning the ins and outs after 2+ years and knocking out housecleaning items left around from the very beginning.

#29 Insects

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Posted 19 March 2015 - 03:12 PM

The assets yes, people have already done it.
The scripting side needs to be done from scratch though, UI, netcode, possibly servers, probably maps.

Really all that would be kept is the mech models, animations (with conversion) and some of their custom environment models.
Everything else would really be best done from scratch, reference the existing stuff, but still plenty of work.

Cryengine doesnt have anything wrong with it really, assuming they do have access to its source.
Anything can be added and issues such as Scaleform HUD CPU use fixed, just a matter of having the staff to do it. Swapping engines also needs a big staff investment.


#30 mekabuser

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Posted 19 March 2015 - 03:26 PM

100kph in this game currently equals around 35 kph as far as i can tell. Its just sad.

i remember years ago.. the dominant feeling when this project was "revealed" was OMFG mechwarrior with a modern engine/ computers etc. !!!!

mw4.. more features..
mwll more features..
it really remains tragic what happened instead.

#31 That Guy

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Posted 19 March 2015 - 03:46 PM

stop nerdgasming over destruction demos in cryengine. that sort of stuff is possible in the engine, only in a single player game is that fesable. but not in a multiplayer game.too much desyncing and bandwitdth. kinda like how mech husks dont block fire because of the ragdolling desync

Edited by That Guy, 19 March 2015 - 03:47 PM.


#32 zagibu

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Posted 19 March 2015 - 04:06 PM

View PostThat Guy, on 19 March 2015 - 03:46 PM, said:

stop nerdgasming over destruction demos in cryengine. that sort of stuff is possible in the engine, only in a single player game is that fesable. but not in a multiplayer game.too much desyncing and bandwitdth. kinda like how mech husks dont block fire because of the ragdolling desync


I'm not sure, but they might get away with client-side unsynced destructible terrain, at least partly. I mean they HAVE to sync what has been shot, but how exactly the different parts break away is really more or less irrelevant.

#33 Jetfire

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Posted 19 March 2015 - 04:31 PM

Have some people never played Crysis? Cryengine supports destructibles... it's just taxing on the netcode.

#34 Zeusus

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Posted 19 March 2015 - 05:34 PM

Oh sure compare pgi with a team of 300... Totally fair comparison...

#35 ThirtyOughtSix

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Posted 19 March 2015 - 05:49 PM

View PostZeusus, on 19 March 2015 - 10:36 AM, said:


Please point to an mmo which has replaced it's engine without being a new game. I am genuinely curious if one is out there.

View PostGhillie Dhu, on 19 March 2015 - 10:30 AM, said:

Yes they will port it or rather upgrade to another engine in a year or two .... other wise the clammer for pritty graphics .. maybe even 3d .... will kill the game ... this is cyberville... upgrade or die...thats the rule.


Two both of these responses. EVE is a great franchise that has been on the same engine as far as I know since 2002...nothing says they need to switch engines to stay alive. They need to create an immersive atmosphere that draws players. I believe this is not unrealistic given they have the groundwork for a universe (yes the innerspehere) to work with. Let Crytek come up with the advancements. PGI comes up with play.

#36 Lil Cthulhu

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Posted 19 March 2015 - 07:23 PM

PGI said:


Nope.


#37 Anjian

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Posted 19 March 2015 - 07:48 PM

If there is one engine I would like to move MWO into, it would be the DAGOR engine used in War Thunder.

Lets start with a few things.

The engine allows maps up to 4km x 4km, four times the size of Cryengine's 2km x 2km.

If you have seen War Thunder Ground Forces, the terrains look realistic without the morphing that happens with Cryengine. Tanks and planes look like they are made with very high polygon counts and photorealistic textures. You got destructible environments; a tank can crush through fences and trees, leave craters in the ground. You got dynamic weather, from day or night to fog. Dynamic lighting that includes lensing and flares. You can depict tanks in various stages of camouflage decay, from spanking new to very weathered, rotate and enlarge or reduce the size of the camouflage patters via dials. And yet all these are achieved in framerates higher than MWO on the same hardware. Not to mention the netcode is surprisingly good.

#38 Rhaythe

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Posted 20 March 2015 - 03:45 AM

Destructible terrain/objects means that the game's network engine must keep track of every piece of debris that either 1) may take up player visible space, or 2) interact with something that may interact with the players. So instead of just tracking 24 lumbering machines and however many LRMs they lob into the air and AC rounds they spit at each other, you're tracking N to the power of whatever number of blow-up-able things.

To put it lightly, that's *hard*.

I have no doubt PGI could program their game to give you all the explodey goodness you want. Tracking it across a multiplayer match, however, is difficult. You think pings are bad in Europe *now*?

#39 GreyNovember

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Posted 20 March 2015 - 05:13 AM

Hello. Game dev here.

I've tried Cryengine once, coming from Unity.

It's a massively picky engine that demands you first convert all your files into a cry specific format. That said, I immediately uninstalled the thing and went back to the more flexible engine.


They likely have the source files before conversion laying around somewhere, so technically, yes, they could. But I really see no reason to do so. May as well ask for 6 months of downtime before they can show you one game mode, in one map, running a new engine.

#40 lol lol lol lol lol lol lol lol

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Posted 20 March 2015 - 06:13 AM

View PostZeusus, on 19 March 2015 - 10:36 AM, said:

Please point to an mmo which has replaced it's engine without being a new game. I am genuinely curious if one is out there.


Everquest: Shadows of Luclin, World of Warcraft: Warlords of Draenor...





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