Why didn't you stay with the Source engine again?
shoester
Join Date: 2003-10-30 Member: 22147Members
I'm very confused. I just don't understand how the Source engine wasn't enough for NS2. It handles dynamic features and "fog". It's optimized and can support low end graphics very well.
You guys said it would take more time to recode everything and put it on the Source engine. But by the look of it, just trying to optimize this engine is going to be a real hurdle it may take even longer than you guys even anticipated.
You guys said it would take more time to recode everything and put it on the Source engine. But by the look of it, just trying to optimize this engine is going to be a real hurdle it may take even longer than you guys even anticipated.
Comments
*I wish*
You guys said it would take more time to recode everything and put it on the Source engine. But by the look of it, just trying to optimize this engine is going to be a real hurdle it may take even longer than you guys even anticipated.<!--QuoteEnd--></div><!--QuoteEEnd-->
In the long run, it was the best idea to make their own engine.
Of course there is going to be growing pains at first.
You guys said it would take more time to recode everything and put it on the Source engine. But by the look of it, just trying to optimize this engine is going to be a real hurdle it may take even longer than you guys even anticipated.<!--QuoteEnd--></div><!--QuoteEEnd-->
Optimization + support for low-end graphics = important
Optimization + support for low-end graphics =/= good game
I'm also sure there are also just some things they want to do that you can't do on Source.
Right now, NS2 hasn't better graphics than HL2 IMHO and runs infinitely worse.
This. NS2 Engine is already outdated and needs lots of improving while the source engine is very stable right now with equal to better graphics. However, the source engine has so much years of developement behind and is not the best choice for FPS, while ns2 is at the very beginning so fingers crossed...
Besides, it was a good choice cause UWE as independent devs have much more freedom with their own engine and no bindings
Years of refinement and Valve still haven't been able to release an FPS on it that doesn't feel clunky and play generally bad. I got HL2, L4D2, Garry's Mod, all that stuff on steam. Never really was able to get into it because of how badly the engine handles the whole runny-pointy-shooty thing compared to something like the Quake 3 engine.
The NS2 engine is still in development. I can't have been the only one who noticed how much better the game looked with this latest update. The textures are perfectly top-notch (blows New Vegas out of the water, that game is practically 8-bit) so it's just things like lighting and shaders and other processing/engine stuff that make the difference between what we see now and Crysis.
VeNeM that's the understatement of the year
Your argument about Source "looking bad" is the sole reason why this game is taking 3 years to make. Id rather play with 100 FPS on a game that looks terrible, than a game that runs at 5 FPS and looks "awe inspiring". What a joke.
I still have that on a DVD somewhere. :D
my older gforce 1 64mb back in 2003 doesn't approves this sentence ;)
Your argument about Source "looking bad" is the sole reason why this game is taking 3 years to make. Id rather play with 100 FPS on a game that looks terrible, than a game that runs at 5 FPS and looks "awe inspiring". What a joke.<!--QuoteEnd--></div><!--QuoteEEnd-->
You don't think I am getting that as well? I am... But the best games build the engines around what they want to achieve. Like completely dynamic lighting environments, dynamic infestation, etc, etc... They obviously changed over because they knew they would just be bodging an existing game to work around their own plans.
Mate, if people could print money they would. Plus, it no doubt looks great on the CV.
At what point did you not realise you were buying into an Alpha. Grow up.
If they did choose to go with the Source engine, even before they started Spark, then much of their time right now even, would be spent trying to implement their ideas into the Source engine codebase. This would require learning almost every facet of the engine itself which takes time, and certain bugs in the engine may not be able to be fixed by UWE themselves.
Spark is a good thing. Growing pains are to be expected, and once the engine is complete, further development of NS2 will go faster and their next title, whatever that may be, will also benefit from this "growing up" stage in the development life cycle.
2. Why doesn't every game just use Source. I mean, it looks ok right?
3. Source requires pre-compiling, Spark does not, which do you think is faster for a small team to work in?
4. Source relies on pre-compiled static lighting. NS2 Gameplay involves lighting changes.
5. Source does not handle RTS.
6. Why didn't UWE just use UT3? Or any other pre-built engine?
7. Did I mention Source costs money?
8. Countless other reasons why this thread needs to stop being bumped and die.
I still do not agree, delay is unbearable I hope it blossoms someday but it doesnt look too promising.
+windowed +noborder
Put that in your Source game's launch parameters. Mind=blown.
I still do not agree, delay is unbearable I hope it blossoms someday but it doesnt look too promising.<!--QuoteEnd--></div><!--QuoteEEnd-->
The game is what, 2 maybe 3 years in real development... That is still a very short time, especially since they are a small team...
The problems we are seeing now are not the end of the world and they will be solved..
Put that in your Source game's launch parameters. Mind=blown.<!--QuoteEnd--></div><!--QuoteEEnd-->
THIS is part of why I love source.
Put that in your Source game's launch parameters. Mind=blown.<!--QuoteEnd--></div><!--QuoteEEnd-->
Technically it's -windowed -noborder, but close enough