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Moving This Game To A New Engine


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#61 Revis Volek

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Posted 09 September 2016 - 09:28 AM

View PostMister Blastman, on 08 September 2016 - 07:48 PM, said:

Pointless waste of money. Work with what we have.



Agreed, this would have been a good idea 2 years ago.


Too little to late at this point if you ask me.

#62 GreenHell

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Posted 09 September 2016 - 09:29 AM

The only reason PGI is still on this engine is because it was FREE in the first place (most engines have an ongoing cost that needs to be paid every year, like a lease). It's an ancient beta version of cryengine that lost support from CryTek years ago. If I had the unlimited budget to move MWO to a new engine, I'd be asking either ID Software for ID-Engine7, or the new Unreal Engine. However, then they'd have to start increasing sales to afford it because they'd be leasing the engine.

That said, it would still take upwards of a year for that to get completed.

#63 Metus regem

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Posted 09 September 2016 - 09:30 AM

View PostMechwarrior Buddah, on 09 September 2016 - 09:05 AM, said:


maybe they ARE working on the new engine... Seems to me for a ddev team this small they wouldnt be able to do much evolving on this version if it was going to be replaced with a newer version with a new engine



Honestly? I hope that's what they are doing, but even still, why not tell the people paying for it... perhaps that will be the announcement at MechCon...


But seriously, they are on record as saying that doing one or one hundred .XML changes takes them a minimum of four hours to do, and in some cases, like MG's, changing one value (0.8 DPS to 1 DPS) would take some weapons from next to useless to viable, I just fail to see how that could not be being worked on over a whole month, to be patched in, next patch cycle. If they are that stretched on staff and funding, then I am very concerned, and a little appalled that they would put together the 100k tournament, rather than applying those funds to shore up their staffing issue.

#64 PAQUERA

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Posted 09 September 2016 - 09:33 AM

not needed, better work in new armament, new faction warfare and pve

#65 Metus regem

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Posted 09 September 2016 - 09:35 AM

View PostPAQUERA, on 09 September 2016 - 09:33 AM, said:

not needed, better work in new armament, new faction warfare and pve


They have already said that they can't do new weapons, as the person that understood that part of the code left a long time ago, it's why we don't have proper LB Auto Canons... Faction Warfare was given the "no more development" tag, via the recent NGNG twitch podcast....

#66 Hunka Junk

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Posted 09 September 2016 - 09:38 AM

View PostMetus regem, on 09 September 2016 - 08:56 AM, said:

I don't know, but I just have a feeling on it... mostly after the announcement of no more development being put into Faction play and Quick Play


Where and when was this said?

#67 Johnny Z

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Posted 09 September 2016 - 09:39 AM

View PostAppogee, on 09 September 2016 - 09:01 AM, said:


I'm still waiting for someone to show any evidence that PGI said either of these things.


It was officially mentioned for sure. But so was a ban wave lol and then any mention of it on the forums was deleted. :)

Anyway my point is that it was for sure mentioned and what I heard was that they are actually doing an engine upgrade, not that they may. Something about doing it while servers stay live.

Maybe this was just chat about the possibility or maybe it was serious.

Who knows, destructible environments are being added to maps in recent updates so maybe that's what it was about.

By the way I think the game runs great. Most things like textures and models and even animations are independent of what engine is used. I see very little reason to switch engines when basically anything can be done with the one they are using. But then I know absolutely nothing about much of what makes everything run in the background.

Edited by Johnny Z, 09 September 2016 - 09:47 AM.


#68 Metus regem

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Posted 09 September 2016 - 09:41 AM

View PostHunka Junk, on 09 September 2016 - 09:38 AM, said:


Where and when was this said?


View PostSean Lang, on 07 September 2016 - 05:13 PM, said:

We are sitting down and chatting with Russ & Derek about the changes coming to Faction Play, as a result from the last Round Table, come join in live!

http://twitch.tv/ngngtv



Just give it a listen, faction warfare was more or less given the ax.

#69 Lostdragon

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Posted 09 September 2016 - 09:45 AM

View PostMystere, on 09 September 2016 - 09:23 AM, said:


Why would people who left for game play reasons suddenly come back because of a new shiny ... ahem I meant ... engine?


They might not, but not everyone quits for that reason. Some get bored and fade away then come back after a break (I have done this a few times). Hearing about new features may not entice everyone to return but some will want to check it out and may become paying customers again.

#70 Hunka Junk

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Posted 09 September 2016 - 09:49 AM

That's not the current "show".

Is there an archive somewhere that I'm missing?

#71 Metus regem

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Posted 09 September 2016 - 09:51 AM

View PostHunka Junk, on 09 September 2016 - 09:49 AM, said:

That's not the current "show".

Is there an archive somewhere that I'm missing?


Don't know, I never really pay much attention for NGNG, I have a strong dislike for them... still there is a whole forum topic here dedicated to that pod cast....

http://mwomercs.com/...ockderek-james/

If you want to read through it, there you go.

#72 AztecD

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Posted 09 September 2016 - 10:08 AM

we just need to get more meck-packs, that will solve it all

#73 Airu

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Posted 09 September 2016 - 10:22 AM

View PostLostdragon, on 09 September 2016 - 09:45 AM, said:

They might not, but not everyone quits for that reason. Some get bored and fade away then come back after a break (I have done this a few times). Hearing about new features may not entice everyone to return but some will want to check it out and may become paying customers again.

I also had several long breaks from MWO and came back to check out new features, new mechs do not excite me because PGI abandoned the light mechs.
Maybe new engine will allow them to release lights that go 200+ km/h

Edited by Airu, 09 September 2016 - 10:22 AM.


#74 Ratpoison

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Posted 09 September 2016 - 10:27 AM

It's always funny when armchair developers shout down developing a new engine right before demanding new features...

Edited by tortuousGoddess, 09 September 2016 - 10:27 AM.


#75 Peter2k

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Posted 09 September 2016 - 10:28 AM

View PostMetus regem, on 09 September 2016 - 09:35 AM, said:


They have already said that they can't do new weapons, as the person that understood that part of the code left a long time ago


Source?
While I wouldn't be surprised at all
Still PGI actually admitting?

#76 LordNothing

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Posted 09 September 2016 - 11:11 AM

View PostBesh, on 09 September 2016 - 02:47 AM, said:


Honestly, I do not think your crashing is anyhow related to DX11 itself, or you running MW:O utilizing it ( unless your HW specs are not sufficient . )

My Specs:

Corei5 2320 @3Ghz
Pallit GTX 750 TI 2GB
8MB DDR3 @665 Ghz
Internal SATA HDD
Lenovo OEM MoBo ( yes, I am running this on a 5 year old Lenovo Minitower...)

Win7 Home P.

I have been running MW:O DX11 for roughly 3 months now . Never experienced ANY "Crash" .


i have the same video card and an i7 4790k. 8 gig ddr3 @ 2400, and 2 ssds. in a coolermaster elite110 case (mini-itx cube). the machine purrs like a kitten most of the time. the only software that gives it trouble is mechwarrior online, when running dx11.

i for some time suspected that it was a power supply issue. now my rig is a mini-itx cube build for very low power. everything comes in at less than 300w, power supply is a 550w gold rated unit. but i logged the voltages during gameplay and discovered no dips. vcore voltage held steady throughout a non locking crash (about half my crashes lock up the system and require a reboot). also if it was a power problem it would crash no matter what api is used. im going to replace it next month anyway because im gonna move to a bigger screen and a better video card and i want a modular unit, and i can use the old psu for something else, like a bench supply.

in this case dx11 is the culprit, and the one thing i changed to stop the crashes. it could be that im on windows 8.1, i highly doubht the innards of the api are the same on both versions of windows. but all signs point at dx11.

Edited by LordNothing, 09 September 2016 - 11:14 AM.


#77 Metus regem

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Posted 09 September 2016 - 11:33 AM

View PostPeter2k, on 09 September 2016 - 10:28 AM, said:

Source?
While I wouldn't be surprised at all
Still PGI actually admitting?


Look in the archives, I know it's in there some where... it happened shortly after Clan normal AC's stopped being place holders, when ammo switching went on hold indefinitely.

#78 Revis Volek

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Posted 09 September 2016 - 11:41 AM

View PostLordNothing, on 09 September 2016 - 11:11 AM, said:


i have the same video card and an i7 4790k. 8 gig ddr3 @ 2400, and 2 ssds. in a coolermaster elite110 case (mini-itx cube). the machine purrs like a kitten most of the time. the only software that gives it trouble is mechwarrior online, when running dx11.

i for some time suspected that it was a power supply issue. now my rig is a mini-itx cube build for very low power. everything comes in at less than 300w, power supply is a 550w gold rated unit. but i logged the voltages during gameplay and discovered no dips. vcore voltage held steady throughout a non locking crash (about half my crashes lock up the system and require a reboot). also if it was a power problem it would crash no matter what api is used. im going to replace it next month anyway because im gonna move to a bigger screen and a better video card and i want a modular unit, and i can use the old psu for something else, like a bench supply.

in this case dx11 is the culprit, and the one thing i changed to stop the crashes. it could be that im on windows 8.1, i highly doubht the innards of the api are the same on both versions of windows. but all signs point at dx11.




You wouldnt happen to be running the STEAM OVERLAY or anything like that while running MWO would you?

Could be the reason why, but then again i wouldn't suspect it to only crash during MWO.

Basically things like that dont play with DX11 nicely in Windows 8 sometimes so i have heard.

#79 FuzzyNova

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Posted 09 September 2016 - 11:58 AM

I still run on Dx9. Dx11 caused problems with gameplay. Dx9 is more smooth and less choppy. But then again i don't have a good graphics card. I think I got like the minimum requirements to play. I got a newer HP Notebook 15 with the AMD Radeon Card. I usually have to play MWO on low settings for best performance. I have tried a million different things. From messing around with AMD Catalyst control center to Turning on and off Shader Caches to Different filtering to Anti-aliasing methods to Anisotropic filtering to tesselation modes to surface format optimization, opengl triple buffering...etc.

I am always trying to find other ways to make my gameplay as smooth as possible. Like for instance when I go to training grounds to try out some of my builds it runs so smooth. No matter what map i choose. It runs amazing. But then of course when im playing with other people it gets kind of choppy and less smooth. I really have not found anything else to help my gameplay. I have noticed though that certain maps play better than others. Like Hpg manifold. Everytime I play that map it's always smooth. Almost every time. Also canyon network. But then maps like River City are the worst to play it gets so choppy that it's so annoying.

It could also be my internet connection. I heard that even if your sitting next to your router if your connection is kind of average then it won't be as good. I went to my buddy's house to play MwO the other week and I swear his internet connection was amazing and almost all my games were smooth. Anyways. If anyone has any other ideas let me know

#80 Coolant

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Posted 09 September 2016 - 12:15 PM

Cannot run it





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