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Who Wrote The Original Mwo Code?


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#21 Moomtazz

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Posted 23 May 2016 - 06:49 AM

I remember an article in which someone at PGI, maybe Russ, said they were looking for a game to invest in and MWO was one of their options. It sounded like the game was already "minimally viable" when they bought it, so I suppose the code was already written.

#22 N0MAD

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Posted 23 May 2016 - 08:28 AM

I always thought that they basically bought MW5 from whats his name, ported it to cryengine.
That would explain the coding mess, and the guy/s that originally coded it never went to work at PGI is my guess.

#23 Moomtazz

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Posted 23 May 2016 - 08:30 AM

View PostN0MAD, on 23 May 2016 - 08:28 AM, said:

I always thought that they basically bought MW5 from whats his name, ported it to cryengine.
That would explain the coding mess, and the guy/s that originally coded it never went to work at PGI is my guess.


That could very well be what the statement in the article was referring to. It would explain why the MW5 trailer was called the MWO trailer.

#24 Darth Futuza

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Posted 23 May 2016 - 08:39 AM

I don't understand all these naysayer comments, half of the people in this thread are acting like they're top industry c++ programmers with the code in hand who have just finished giving a code review of the mwonline source.

View PostMoomtazz, on 23 May 2016 - 08:30 AM, said:


That could very well be what the statement in the article was referring to. It would explain why the MW5 trailer was called the MWO trailer.

The MW5 trailer was a very very different game from MWO, for one it ran on Unreal Engine 3 and was not going to be networked at all. This was way back in 2009, when Smith and Tinker was still involved and before IGP was involved at all. We may yet see it reappear at some point if PGI decides to do a singleplayer Mech game like they originally wanted to (the biggest reason for not doing so originally is because they don't make nearly as much profit off of games like that and their original publishers refused to do anything that wasn't an "MMO"). Given that they apparently felt they had enough cash flow and resources to start up Transverse, I don't really see why they wouldn't start another project at some point, but perhaps they feel the Mechwarrior franchise is not profitable to justify doing so and why we don't see another title under the works.

#25 Mister Blastman

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Posted 23 May 2016 - 08:40 AM

Posted Image

#26 Novakaine

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Posted 23 May 2016 - 08:44 AM

Little known but an important fact.
Bishop Stiener actually wrote all the initial code for this game.
Blame Bishop.

#27 Ghogiel

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Posted 23 May 2016 - 08:45 AM

PGI.

#28 Mister Blastman

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Posted 23 May 2016 - 08:48 AM

View PostGhogiel, on 23 May 2016 - 08:45 AM, said:

PGI.


But that begs the question, much like the big unanswered ones...

"What is the meaning of life?"

"Why do I exist?"

"What is the Universe?"

"What is space?"

"If I think, does that mean I am?"

And at the bottom, here, on these forums, lurking in the back of our minds is the ever elusive burden dangling from our ganglia...

"What is PGI?"

Perhaps we should build a computer to solve it.

#29 Dawnstealer

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Posted 23 May 2016 - 08:48 AM

Yeah, Cryengine is a GREAT engine for a single player game or, you guessed it, a small team deathmatch game. A massive, star-spanning complex game engine it is not.

But it can render the hell out of some plants, telluwut.

#30 Valdarion Silarius

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Posted 23 May 2016 - 08:51 AM

View PostNovakaine, on 23 May 2016 - 08:44 AM, said:

Little known but an important fact.
Bishop Stiener actually wrote all the initial code for this game.
Blame Bishop.


Good.

I'm gonna bully him for more mechs now.

#31 davoodoo

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Posted 23 May 2016 - 09:10 AM

View PostDawnstealer, on 23 May 2016 - 08:48 AM, said:

Yeah, Cryengine is a GREAT engine for a single player game or, you guessed it, a small team deathmatch game. A massive, star-spanning complex game engine it is not.

But it can render the hell out of some plants, telluwut.

I would say that unreal got even single players and small deathmatch games covered just fine.
So why bother at all with cryengine??

Hell i would choose unity over cryengine every day, but thats just personal preference.

Edited by davoodoo, 23 May 2016 - 09:14 AM.


#32 Bishop Steiner

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Posted 23 May 2016 - 09:19 AM

View Postdavoodoo, on 23 May 2016 - 09:10 AM, said:

I would say that unreal got even single players and small deathmatch games covered just fine.
So why bother at all with cryengine??

Hell i would choose unity over cryengine every day, but thats just personal preference.

again, at the time, it was a financial decision. They quite literally could not afford Unreal. Cryengine was easy in.

View PostArnold The Governator, on 23 May 2016 - 08:51 AM, said:


Good.

I'm gonna bully him for more mechs now.

No Atlas for you.

#33 mark v92

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Posted 23 May 2016 - 09:19 AM

View PostBishop Steiner, on 23 May 2016 - 04:17 AM, said:


I don't think they got/could afford much Crytek official support, (funnily enough, even with that, Roberts has had to recreate and modify hugely the majority of the code for this "poorly chosen" engine) ... so why do people give PGI such crap for using Cryengine (at the time much more affordable than Unreal) but Chris Roberts gets a pass for the same code and largely the same issues?


because Chris Roberts actualy knew how big of a challange it was. You know those guys from mechwarrior living legends, those guys that made a awesome mod on the crytek engine? some of them got hired by Chris. because those mod makers actualy know what to do with the engine. Or what about crytek devs that work on star citizen. cant get any better than that.

Thats why Chris gets a pass, he has the resources and the man power to overcome those issues in a timely manner. unlike pgi

#34 Bishop Steiner

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Posted 23 May 2016 - 09:21 AM

View PostNovakaine, on 23 May 2016 - 08:44 AM, said:

Little known but an important fact.
Bishop Stiener actually wrote all the initial code for this game.
Blame Bishop.

I'm taking away your LRMs.

View Postmark v92, on 23 May 2016 - 09:19 AM, said:


because Chris Roberts actualy knew how big of a challange it was. You know those guys from mechwarrior living legends, those guys that made a awesome mod on the crytek engine? some of them got hired by Chris. because those mod makers actualy know what to do with the engine. Or what about crytek devs that work on star citizen. cant get any better than that.

Thats why Chris gets a pass, he has the resources and the man power to overcome those issues in a timely manner. unlike pgi

You know that Star Citizen was actualyl in development before MWO? And that there still isn't' a game? Nice timely development.

Enjoy WingCommander 2020... if all the feature bloat allows it to finally launch by then.

#35 Mavairo

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Posted 23 May 2016 - 09:30 AM

Star Citizen. ...talk about a bullet dodged.

#36 mark v92

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Posted 23 May 2016 - 09:31 AM

View PostBishop Steiner, on 23 May 2016 - 09:21 AM, said:


You know that Star Citizen was actualyl in development before MWO? And that there still isn't' a game? Nice timely development.

Enjoy WingCommander 2020... if all the feature bloat allows it to finally launch by then.


I know. ive followed it. bought a small ship.

If star citizen is still not a game then mwo isnt either. Last i checked they both offer roughly the same atm.
couple of gamemodes, working ai, basic multiplayer, multiple flyable ships, some costumization etc.

Im not saying that game will be finished fast but the issues they have seem to be bigger (double precision) than those of mwo.(chat, ammo switching)

CIG's engine seems to be way more customized for star citizen than PGi's version is for mwo.

#37 Bishop Steiner

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Posted 23 May 2016 - 09:45 AM

View Postmark v92, on 23 May 2016 - 09:31 AM, said:


I know. ive followed it. bought a small ship.

If star citizen is still not a game then mwo isnt either. Last i checked they both offer roughly the same atm.
couple of gamemodes, working ai, basic multiplayer, multiple flyable ships, some costumization etc.

Im not saying that game will be finished fast but the issues they have seem to be bigger (double precision) than those of mwo.(chat, ammo switching)

CIG's engine seems to be way more customized for star citizen than PGi's version is for mwo.

100 million budget helps with that.

#38 cazidin

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Posted 23 May 2016 - 09:46 AM

Isn't it obvious? Comstar wrote the code.

#39 mark v92

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Posted 23 May 2016 - 09:54 AM

View PostBishop Steiner, on 23 May 2016 - 09:45 AM, said:

100 million budget helps with that.


o i know. im not blaming PGI for not keeping up with CIG.
Im blaming them for not hiring 1 coder that can actualy fix these small things.

#40 Moldur

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Posted 23 May 2016 - 10:05 AM

View Postmark v92, on 23 May 2016 - 09:54 AM, said:


o i know. im not blaming PGI for not keeping up with CIG.
Im blaming them for not hiring 1 coder that can actualy fix these small things.


PGI is understaffed. Look at the perpetual "We're hiring" sign. I've never not seen it there. Or look at their artists doing map design. They've got people doing a bit of this, a bit of that, because they likely don't have enough people for each of them to be specialized in doing solely one thing.





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