

Unreal Engine 4 Can You Switch To It Pgi?
#161
Posted 05 December 2016 - 06:00 AM
That's what I'd guess will happen
#162
Posted 05 December 2016 - 10:11 AM
Do you really think its a good idea or even feasible to port this game over to a new engine?.
PGI has told you themselfs that doing certain things in game are not possible because no one knows how to (re code) on account that the person/s who originally coded it arent there and left no documentation on what they did.
So porting this mess of a code over to the new engine with its own new inherent problems can only lead to more and more problems.
Cant see the porting of this code base being an ideal situation for any one.
#163
Posted 05 December 2016 - 10:16 AM
#164
Posted 05 December 2016 - 10:18 AM
DovisKhan, on 05 December 2016 - 06:00 AM, said:
That's what I'd guess will happen
I can see that as a logical progression, but i doubt that will be PGIs official stance for now or quite a while, i bet they will maintain that both the games will be developed side by side.
Why would people keep financing this game by pouring money into it if they know that some point PGI will close this down the player loses all they put into it and they have to respend huge amounts again to regain what they just lost on MWO.
#165
Posted 05 December 2016 - 11:18 AM
N0MAD, on 05 December 2016 - 10:18 AM, said:
Why would people keep financing this game by pouring money into it if they know that some point PGI will close this down the player loses all they put into it and they have to respend huge amounts again to regain what they just lost on MWO.
If people get the same ingame swag/mechs and so on (that they bought with $ or C-Bills) it wouldn't even matter if MWO closes
If the multiplayer part of a MW5 would be the same (or close enough) as MWO then you can give people just the same stuff they had on the MWO account
Not sure anyone would complain about that
#166
Posted 05 December 2016 - 11:27 AM
StarSauron, on 05 December 2016 - 05:57 AM, said:
Mechbay is just a storage room.
Weapons are the same.
Most of the Mechs are the same.
Inner Sphere mechs are already Ingame.
So the only thing MW5 will miss at release are the Clan Mechs.
Even There IIC Mechs are "Repaints" and Resized.
So right now its like 20 Clan Mechs you have to "Design" + 5 IIC Mechs.
Each month is a new Mech, so till middle of 2018 , we have 18 new Mechs.
That's what I was hoping
Once you have all the mech models ported over
What's left in MWO that's so unique, special and unportable?
They already have to set up a mechlab
Though I think what they have in mind is a more restrictive version from MWO
The more mechs we have/get the better that might be, giving flavour to mechs
It's not like you couldn't recreate the game modes we have and we're getting again
They also want to set up a unit management thing in MW5
Like in older titles, but with more depth I guess
Going all over the Inner Sphere
So going from that to FP couldn't be too far off, rather way better then what we have now
If they succeed with semi procedurally generated maps then that could be even a lot better then the maps we have now (at least in FP)
Wait n see
#167
Posted 05 December 2016 - 12:27 PM
Peter2k, on 05 December 2016 - 11:27 AM, said:
Once you have all the mech models ported over
What's left in MWO that's so unique, special and unportable?
Just a tiny small bit....
Multiplayer!
Which according to paul works better in their current franken build of the CE compared to UE4
#168
Posted 05 December 2016 - 12:32 PM
#169
Posted 05 December 2016 - 12:33 PM
Jetfire, on 05 December 2016 - 12:32 PM, said:
Someone necro'd my old thread

#170
Posted 05 December 2016 - 12:44 PM
Jetfire, on 05 December 2016 - 12:32 PM, said:
I'd love to see MWO in UE4 someday.
but that little sentence you wrote... its not that simple. There is no converter program or magic wand that do porting.
#171
Posted 05 December 2016 - 12:56 PM
Navid A1, on 05 December 2016 - 12:44 PM, said:
I'd love to see MWO in UE4 someday.
but that little sentence you wrote... its not that simple. There is no converter program or magic wand that do porting.
Hence why I think, that after MW5 is done, it may be used as a bases for building MWO in Unreal, as a lot of the required assets would already be done.
#172
Posted 05 December 2016 - 01:06 PM
Metus regem, on 05 December 2016 - 12:56 PM, said:
Hence why I think, that after MW5 is done, it may be used as a bases for building MWO in Unreal, as a lot of the required assets would already be done.
I'd be totally fine with it.
However!..
It would make any attempt on figuring out how to implement new features in the current CE build, moot.
It would be like spending money on extra (model specific) performance upgrades for a car you know your're gonna throw in the junkyard.
#173
Posted 05 December 2016 - 01:11 PM
Navid A1, on 05 December 2016 - 01:06 PM, said:
However!..
It would make any attempt on figuring out how to implement new features in the current CE build, moot.
It would be like spending money on extra (model specific) performance upgrades for a car you know your're gonna throw in the junkyard.
I see it in another way, anything they do now with MWO, could be seen as research for what the customers (the player-base) likes or dislikes, letting any potential new version of MWO use or not use said features, and lets be honest here, they are likely to do it if they find Unreal easier to work with. Which considering what I know about the MWO version of Cryengine, would likely be the truth, that the Unreal engine could be easier to work with. So if that is what they are doing with anything added between now and when MW5 happens, I am okay with it, if it leads to a better over all player experience.
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