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Low Cost Game Update Suggestions


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#81 Nightbird

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Posted 20 October 2020 - 08:15 AM

Still don't see why it couldn't be automated... but that's a cryengine problem not PGI I guess.

#82 The6thMessenger

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Posted 20 October 2020 - 03:40 PM

You think PGI can get away in simply just porting MW:LL with updated Assets and UI?

That would be interesting to see.

#83 MW Waldorf Statler

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Posted 20 October 2020 - 06:35 PM

here a Video to Collision Boxes


its a old Theme by mWO

https://mwomercs.com...is/page__st__20

most you use primitive collisions Boxes ,and little bjects in it ,and you have Invisible walls,or details out the box and you can shoot trough ,its the Object not a simple Cube or cylinder ,you have in each way a problem,or must create for each Little Detail a own Hitbox ,what brings the Performance high ,and many objects only Planes with a Billborad of it ,like ladders,Railings etc.

Edited by MW Waldorf Statler, 20 October 2020 - 06:45 PM.


#84 Nightbird

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Posted 20 October 2020 - 08:55 PM

View PostThe6thMessenger, on 20 October 2020 - 03:40 PM, said:

You think PGI can get away in simply just porting MW:LL with updated Assets and UI?

That would be interesting to see.


That's a whole new game, about as far away from low cost as you can get.

#85 LordNothing

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Posted 21 October 2020 - 03:23 PM

View PostNightbird, on 20 October 2020 - 08:15 AM, said:

Still don't see why it couldn't be automated... but that's a cryengine problem not PGI I guess.


when i was doing ksp modding unity had something to autogen a convex hull from an arbitrary mesh. i never used it because the results were so bad. cant imagine pgi's old version of cryengine having a better utility (maybe on one of the newer versions).

always thought polychopping was a job for the modelling program anyway. 3dsmax for example has tools to do stuff like this.

Edited by LordNothing, 21 October 2020 - 03:30 PM.


#86 The6thMessenger

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Posted 21 October 2020 - 03:28 PM

View PostNightbird, on 20 October 2020 - 08:55 PM, said:

That's a whole new game, about as far away from low cost as you can get.


So it isn't just simple asset update?

#87 LordNothing

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Posted 21 October 2020 - 03:48 PM

View PostNightbird, on 20 October 2020 - 08:55 PM, said:

That's a whole new game, about as far away from low cost as you can get.


id love to just have the maps. assuming pgi could make an arrangement with the designers of the original maps. would depend on how easy it would be upgrade them to the new engine (i think thats ce2->whatever mutant version pgi uses). maps would also have to undergo some degree of refactoring for various game modes, add props for those modes and remove things like field repair bays, spawn locations for aircraft/ba, etc. would love to see awesome maps like thunder rift, kagoshima, and of course extrimity because im a very disturbed masochist (this is my favorite map of any mechwarrior game ever made). i would give them money right now if they even mentioned the possibility.



the mech tears are mandadory. its like if map heat mattered, and you are on a rapidly spinning asteroid a little too close to its star. where map conditions rapidly change from utter frozen blackness to a sweltering 400 degrees in the shade. sun glasses not included.

Edited by LordNothing, 21 October 2020 - 04:04 PM.


#88 Nightbird

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Posted 21 October 2020 - 05:22 PM

While like everyone I would love to see more maps, given how much PGI has quoted their cost of map making is, it's not low cost in the least...

#89 LordNothing

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Posted 21 October 2020 - 07:59 PM

View PostNightbird, on 21 October 2020 - 05:22 PM, said:

While like everyone I would love to see more maps, given how much PGI has quoted their cost of map making is, it's not low cost in the least...


i imagine the cost of porting an mwll map to be somewhere between a reskin like what they did to boreal and a new map. so il give you that as not being a low cost option if done by pgi.

i think what pgi needs is a trusted community mapping panel. a small group of community members that can manage community maps and map assets (like tile sets and props) submissions. maps would be thoroughly tested for fairness, stability, quality and qos compliance. once a map passes muster, it gets passed to pgi for final approval and deployment. contributors and testers would get rewards for their work.

this would still have some costs to pgi. the mapping panel needs a means of testing their maps, a dedicated test server perhaps. tools to create maps are also needed, but i have a hunch it just requires downloading a dev kit for cry engine. i figure some level of support would be required to get the first batch of would be mappers to the point they could make maps and then help others. and of course final approval and deployment probably costs something. but i think if it draws back players, and i think it can, it would all be worth it in the end.

Edited by LordNothing, 21 October 2020 - 08:01 PM.


#90 Horseman

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Posted 21 October 2020 - 10:15 PM

View PostThe6thMessenger, on 21 October 2020 - 03:28 PM, said:

So it isn't just simple asset update?

Rule of thumb: Most of the time if a customer believes something is simple, it's anything but.

Edited by Horseman, 21 October 2020 - 10:15 PM.


#91 MW Waldorf Statler

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Posted 21 October 2020 - 11:40 PM

View PostLordNothing, on 21 October 2020 - 07:59 PM, said:


i imagine the cost of porting an mwll map to be somewhere between a reskin like what they did to boreal and a new map. so il give you that as not being a low cost option if done by pgi.

i think what pgi needs is a trusted community mapping panel. a small group of community members that can manage community maps and map assets (like tile sets and props) submissions. maps would be thoroughly tested for fairness, stability, quality and qos compliance. once a map passes muster, it gets passed to pgi for final approval and deployment. contributors and testers would get rewards for their work.

this would still have some costs to pgi. the mapping panel needs a means of testing their maps, a dedicated test server perhaps. tools to create maps are also needed, but i have a hunch it just requires downloading a dev kit for cry engine. i figure some level of support would be required to get the first batch of would be mappers to the point they could make maps and then help others. and of course final approval and deployment probably costs something. but i think if it draws back players, and i think it can, it would all be worth it in the end.

In all the years we have here in forum mapideas, treads, im self and others build concept Maps ...PGI have nothing Interest of Community Work

https://mwomercs.com...re-map-designs/

https://mwomercs.com...4425-map-ideas/

https://youtu.be/fom4VkuUzj4

https://mwomercs.com...8560-map-ideen/

Edited by MW Waldorf Statler, 21 October 2020 - 11:43 PM.


#92 LordNothing

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Posted 22 October 2020 - 12:59 AM

View PostMW Waldorf Statler, on 21 October 2020 - 11:40 PM, said:

In all the years we have here in forum mapideas, treads, im self and others build concept Maps ...PGI have nothing Interest of Community Work

https://mwomercs.com...re-map-designs/

https://mwomercs.com...4425-map-ideas/

https://youtu.be/fom4VkuUzj4

https://mwomercs.com...8560-map-ideen/


impressive. its unfortunate pgi doesnt want to do this. i think the community could actually save the game if given the chance.

im not even convinced we need a map editor. i think part of the reason they cant release an editor is that its based on code blob that they have only licensed and cant distribute. even if the community could reverse engineer the map format and develop their own tools, i dont think pgi could legally use the maps. way to develop license yourself into a corner pgi.

Edited by LordNothing, 22 October 2020 - 01:05 AM.


#93 MW Waldorf Statler

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Posted 22 October 2020 - 02:04 AM

The Map editor is as Cryengine SDK a free tool and im self use it for Maps after converting the PGI Assets in a readable Format for the SDK, other Problem ist the testing and controll of it , so thats user not build Maps with a "Swastika" Mountain Area or used Objects with copyright Problems (Solution:Only PGI assets)

https://mwomercs.com...-make-new-maps/

Edited by MW Waldorf Statler, 22 October 2020 - 02:10 AM.


#94 The6thMessenger

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Posted 22 October 2020 - 03:59 AM

Import MW5 Paper-Dolls to MWO?

#95 LordNothing

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Posted 22 October 2020 - 04:42 AM

View PostThe6thMessenger, on 22 October 2020 - 03:59 AM, said:

Import MW5 Paper-Dolls to MWO?


are they still backwards?

#96 LordNothing

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Posted 22 October 2020 - 04:55 AM

View PostMW Waldorf Statler, on 22 October 2020 - 02:04 AM, said:

The Map editor is as Cryengine SDK a free tool and im self use it for Maps after converting the PGI Assets in a readable Format for the SDK, other Problem ist the testing and controll of it , so thats user not build Maps with a "Swastika" Mountain Area or used Objects with copyright Problems (Solution:Only PGI assets)

https://mwomercs.com...-make-new-maps/


yea but the question is, is it the correct version? how do we know they aren't using a custom build? custom entity lists or whatever (i haven't had a go at mapping since quake 1-2 era, so ancient terminology). thats more a technical issue though. have you been able to import anything into the game?

moderation would be part of it, thats why i suggested having the community do the vetting so that pgi just has to give it a look over and rubber stamp it. of course its not like pgi never had a freudian slip in map design (see boreal vault).

Edited by LordNothing, 22 October 2020 - 04:56 AM.


#97 Nightbird

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Posted 22 October 2020 - 07:21 AM

I don't know if the dev tools needed for making maps is free or not (remember it doesn't belong to PGI, and sometimes they cost 1000s$), but if they can be gotten for free then all PGI has to do is create instructions and commit to reviewing maps for quality and then distribute them to clients. It could be a low cost effort on PGI's part and a lot of player made maps can revitalize the game.

Edited by Nightbird, 22 October 2020 - 07:22 AM.


#98 LordNothing

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Posted 22 October 2020 - 03:46 PM

could also be because those tools are really crude. command line and full of bugs. i remember in the early days of freespace modding, we tried to get the developer to hand over their in house model converter. the lead programmer replied and informed us of the poor state of those tools and that debugging it was used as a punishment for misbehaving junior devs. but they did give us all the file specs and the community eventually made their own tools.

#99 MW Waldorf Statler

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Posted 22 October 2020 - 06:44 PM

yes , its like each tool, without long Years of experience many problems, (for that its give the Cry and UE forums and Tutorials for Help ) and each Idea bring own problems
The SDK tool is available for free, but the conversion to the PGI version is only possible with the dev tools, which PGI never wants to release, and they don't want a community that can simply bring their own ideas into the game, Russ personally wants to keep the power of decision on every idea or suggestion...as he said...he knows best what is good for the game and the players..or statements like
Russ Bullock: "If MW5 bombs, it could be the last MechWarrior game ever"

https://www.reddit.c...ld_be_the_last/

https://mwomercs.com...llock-via-ngng/

the Devs lifes further in here own Great Russ bubble

PGI wll more money from the Community ,not really here help

Edited by MW Waldorf Statler, 22 October 2020 - 06:50 PM.


#100 Nightbird

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Posted 22 October 2020 - 08:08 PM

PGI probably does not have the rights to distribute their modified version of the SDK tool. I can't imagine Crytek or any software company allowing that.





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