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Who Wrote The Original Mwo Code?


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#61 Narcissistic Martyr

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Posted 23 May 2016 - 11:54 AM

View PostJohnny Z, on 23 May 2016 - 11:50 AM, said:


Yep the X series is amazing and is also one of the ugliest game ever made. Posted Image I am trying to put screens from Steam on here but cant.

Star Citizen would do well to match X series potential and game play. X: rebirth was hideous. Which almost proves my point about the industry refusing to make a space sim that isn't completely nerfed into uselessness.


Ah yes... that one only took 4 complete redos to get great. They're getting better at this. I think....

#62 Johnny Z

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Posted 23 May 2016 - 11:57 AM

View PostNarcissistic Martyr, on 23 May 2016 - 11:54 AM, said:



Ah yes... that one only took 4 complete redos to get great. They're getting better at this. I think....


The new X series game is still not worth playing. Maybe its about market sharing, I don't know but there is a lot of games trashing themselves and their players.

Don't get me started on how many ways that game deliberately went into the sewer. :)

The one picture inside the one tiny ship available called the Skunk, is of a trash fly.... That says it all.

Edited by Johnny Z, 23 May 2016 - 12:15 PM.


#63 The Amazing Spider Man

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Posted 23 May 2016 - 01:19 PM

Legend has it the original code was written by Hasbro, who then optioned it to Mattel and shopped around with Disney before they finally decided it was Nerf or nothing.

#64 JediPanther

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Posted 23 May 2016 - 01:20 PM

With five million dollars from the founders program and the upcoming phoenix pack I'm sure they can just buy the newest cry engine 2.0 and then the game will be just how every one wants it to be. So going to buy that shadow hack and lolcust 1v.

#65 Damien Tokala

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Posted 23 May 2016 - 01:22 PM

Sounds like you're trying to find the source code to do some abusive things.

I don't trust the nature of this post.

#66 C E Dwyer

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Posted 23 May 2016 - 01:40 PM

Thank god total war Warhammer is out tomorrow, after the last week, of bugs, crashes, and piss poor hit reg.

Yes it's going to be full of bugs with a bad A.I just like Rome 2 is, but it shall give me hours of pleasure and far less heart ache than here.

Viper and night gyr pre purchase is starting to look like refund material

you'd think that with the amount of time P.G.I have been working on this game, that they would have stopped making bad choices and get the game stable, but no.

HBS is starting to feel like this Franchises only hope for a stable bug free future

#67 Chrithu

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Posted 23 May 2016 - 02:18 PM

View PostJetfire, on 23 May 2016 - 05:27 AM, said:


Given I am over $1K into each of these CryEngine games this is my reasoning for a differential criticism.

MWO has continually mixed messaging, I will give PGI the benefit of the doubt that IGP was a big part of the problem, but they were making a habit of over promising and under delivering all while asking very high prices for F2P content. They launched into Open Beta very early and they launched the game as live early. We are just starting to get to the point that I would call this thing launch ready. I do not doubt that they are surviving on a lower cash flow but just the overall feeling I get from the program is they have difficulty with the basic process of design, test, implement, market, support.

CGI on the other hand made it very clear up front how huge of a task this was going to be, on top of that they made enormous efforts to both show what was being worked on, what the issues were and when they expected things to work. They have been up and running for less time and have delivered more progress. It might just be attributable to the larger cash flow but I doubt it. Just having money doesn't make everything happen.

Either way I support both projects a lot, I just have a few more points of criticism for PGI over CGI.


^this

Pretty much sums up my thoughts on this. One thing I still can't get over is how the heads behind MW LL ended up as CryEngine specialists at CIG in key positions of development roughly around the time PGI's (or IGPs) only worry was to get MW LL out of the picture.

Mind you all that they had already solved a lot of issues for theyr mod that both PGI and CIG eventually ran into. Getting their expertise was a smart move.

#68 Johnny Z

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Posted 23 May 2016 - 02:30 PM

Maybe it did launch to early and I don't think Mechwarior Online is a full featured game yet. But its not making any mistakes I can see.

Edited by Johnny Z, 23 May 2016 - 02:31 PM.


#69 Alistair Winter

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Posted 23 May 2016 - 02:37 PM

We know him only as the Architect.

Posted Image

#70 Raso

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Posted 23 May 2016 - 02:41 PM

View PostNavid A1, on 23 May 2016 - 12:49 AM, said:

Does anyone know anything on this?

Did PGI write the MWO code from scratch?
or did they purchased an already stable build and began editing the code as a mod team?


Manatees using plastic floaty balls. They wrote it.

#71 Bishop Steiner

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Posted 23 May 2016 - 03:00 PM

View PostDamien Tokala, on 23 May 2016 - 01:22 PM, said:

Sounds like you're trying to find the source code to do some abusive things.

I don't trust the nature of this post.

seriously need to get rid of that tinfoil hat, it appears to be squeezing your brain in this thread.

#72 AztecD

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Posted 23 May 2016 - 03:18 PM

Posted Image

#73 wanderer

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Posted 23 May 2016 - 03:30 PM

The answer is "PGI bought it from an outside source and has been breaking tinkering with it ever since".

Given the course of development and PGI's previous efforts, it's clear that nobody there actually did code the core of the game- they've been modifying what already existed.

Part of why there's things like the "placeholder" Clan AC's and why every Clan weapon is a direct tweak of IS ones. All PGIs understanding of MWO has been looking from the outside in.

#74 Mystere

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Posted 23 May 2016 - 03:37 PM

View PostCathy, on 23 May 2016 - 01:40 PM, said:

Thank god total war Warhammer is out tomorrow, after the last week, of bugs, crashes, and piss poor hit reg.

Yes it's going to be full of bugs with a bad A.I just like Rome 2 is, but it shall give me hours of pleasure and far less heart ache than here.


That's probably going to be the very first Total War game I will intentionally not buy. It kind of detracts from what TW is all about, in my book anyway.

#75 Jetfire

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Posted 23 May 2016 - 04:29 PM

View PostJohnny Z, on 23 May 2016 - 02:30 PM, said:

Maybe it did launch to early and I don't think Mechwarior Online is a full featured game yet. But its not making any mistakes I can see.


Their recent track record I agree is amazing. I kept faith through the darker times and kept funding them and I am glad they pulled this off. The future looks bright. I still want collisions and DFA but everything I see coming is great.

#76 Alex Morgaine

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Posted 23 May 2016 - 05:21 PM

View PostBoogie138, on 23 May 2016 - 06:13 AM, said:

We dont. We may never know either.
PGI lost the ability to write new code over a period of almost 90 days of conflict.

FTFY:3

#77 Alex Morgaine

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Posted 23 May 2016 - 05:40 PM

View PostDAYLEET, on 23 May 2016 - 11:16 AM, said:


Must be why no one bat an eye when Chris R said they would need to set goals to have a Minimally Viable Product for a launch. Game is made with 100 millions, will be a mvp at launch...



Elite isnt a space sim, it's a space grind and the next xpac is going to make things a lot worse. There;s an extensive post on reddit about the grind killing the game and it's not getting downvoted like all bad post over there usually get, infact everyone agrees for once and it's because of how bad the next xpac will be.


So would that be a vote to play it like eve online but without Spread sheets for everything?
"Don't fly it if you can't afford it"

#78 Mawai

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Posted 23 May 2016 - 05:47 PM

Ummm ...

I thought the "original" code is Cryengine 3. As far as I know they had to custom write quite a bit of netcode to enable the game to be server side authoritative (Cryengine by default is not). They also had to add features like HSR .. but in general, I was under the impression that the code base was Cryengine with a UI based on Scaleform.

#79 GurpGork

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Posted 23 May 2016 - 05:47 PM

View PostTeam Chevy86, on 23 May 2016 - 12:51 AM, said:


They probably hired people from Cryengine to write the foundation, hence why we can't have cool things like ammo swapping. That's my guess anyway. Who really knows? In the time I've been playing nothing really 'ground breaking' has happened which leads me to believe the original programmers and engineers are long gone.
I love this game.... But. Come on. *rolls eyes*


Based on the news that has come out over the years, there was an admission more than once, that being able to implement certain new features was impossible, due to original programmers having left MWO. It makes a lot of sense, because as mentioned very little "new" material has been produced (mechanics, changes to how things work, etc). It's all been maps, mechs, and playing with what amounts to spread sheet values.

And the time required for them to make the changes they do to the game ... takes forever. This has got to be some of the slowest development I've seen from an active funded development team.

It's very sad.

#80 The Lost Boy

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Posted 23 May 2016 - 06:14 PM

Satan?





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