Jump to content


Photo

MOTY time


  • Please log in to reply
117 replies to this topic

#101 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,837 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 28 January 2009 - 07:24 AM

You mean you are going to make more ships in your mod? :p
I was planning on doing that too, and i may do so soon :p
Or are there no ships in BFME 1? (there are in BFME 2 :p )
Ridder Geel

#102 Radspakr Wolfbane

Radspakr Wolfbane

    The John Farnham of modding

  • Members
  • 7,722 posts
  • Location:less than 5 meters from my bed
  • Projects:Comeback tour
  •  The Retired Beard

Posted 28 January 2009 - 10:40 AM

There are only prop ships that were made for Living World.

Break dancing into the hearts of millions


#103 Ridder Geel

Ridder Geel

    Master Yelloh

  • T3A Staff
  • 10,837 posts
  • Location:The Netherlands (AKA: Holland)
  • Projects:RC Mod + SEE + RTS Engine
  •  The Dangerous T3A Team Chamber Member
  • Division:BFME
  • Job:T3A Staff

Posted 28 January 2009 - 11:05 AM

Ah ok :p
Interesting, so the ship thing was a new 'thing' in BFME 2 :p
Ridder Geel

#104 Elrond99

Elrond99

    title available

  • Hosted
  • 464 posts
  • Location:Austria
  • Projects:None at the moment
  •  Modder without work and time :-S

Posted 28 January 2009 - 01:31 PM

The Elvenstar Mod made ships for BFME1

#105 Jeth Calark

Jeth Calark

    Jedi Master

  • Project Team
  • 1,822 posts
  • Location:Spring, TX
  •  Sithspit!

Posted 28 January 2009 - 03:54 PM

It did? I never knew that..... :p

#106 Sûlherokhh

Sûlherokhh

    Sagacious Engineer

  • Project Team
  • 3,754 posts
  • Location:Central Germany
  • Projects:S.E.E., Sage A.I., Code Advisor
  •  'Axe'er of the Gordic Knot

Posted 28 January 2009 - 04:28 PM

They were used on a single map. Forgot the name. Could have been Grey Haves. Black Corsair ships. More like a map-mod btw. It was heavily scripted.

bannerreal01mittelit3.jpg
Axed Head and A.I. Coder for S.E.E. and ... stuff

".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."


#107 CIL

CIL

    Ex-troll

  • Members
  • 1,330 posts
  • Location:Ithaca, NY for school and Phoenix, AZ on breaks
  • Projects:Roaming the forums in the guise of a guest
  •  Liberal-turned-libertarian (with conservative tendencies)

Posted 28 January 2009 - 07:18 PM

I can't think of any RTS that actually has sword duals nor would it make the game much better.

I can. Star Wars: Empire at War. Obi-Wan and Darth Vader duel whenever they meet on the battlefield. You could probably get the anims to work with Finalbig and, perhaps, BfME, as the game uses Finalbig.

Anyways, it's essentially eye candy. It adds to the awesomeness factor and realism. But the difficulty of the engine had lead many a mod to its demise. We can all agree on that. I'm just thankful that some like Lauri haven't set unrealistic goals, and the finishing of their mod is in sight. Unless he is planning something.
I'm creeping, not gone.

#108 Bart

Bart

  • Network Admins
  • 8,524 posts
  • Location:The Netherlands
  • Division:Revora
  • Job:Network Leader

Posted 28 January 2009 - 10:39 PM

BFME's engine is not that bad, it's just that we don't have any real access to it.
bartvh | Join me, make your signature small!
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."

#109 Radspakr Wolfbane

Radspakr Wolfbane

    The John Farnham of modding

  • Members
  • 7,722 posts
  • Location:less than 5 meters from my bed
  • Projects:Comeback tour
  •  The Retired Beard

Posted 28 January 2009 - 11:07 PM

BFME's engine is not that bad, it's just that we don't have any real access to it.

QFT...Wait didn't I say that at one point :p

Break dancing into the hearts of millions


#110 Bart

Bart

  • Network Admins
  • 8,524 posts
  • Location:The Netherlands
  • Division:Revora
  • Job:Network Leader

Posted 28 January 2009 - 11:17 PM

You said

As far as RTS engines go the Sage engine isn't that bad it's just that EA hates modders.

so no, not exactly :p
bartvh | Join me, make your signature small!
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."

#111 ambershee

ambershee

    Nimbusfish Rawks

  • Hosted
  • 3,114 posts
  • Location:Derby, UK
  • Projects:Mutator Week & Unreal 3 Projects
  •  Mad Mod Boffin

Posted 28 January 2009 - 11:24 PM

The engine is fecking awful. Worst pathfinding and collision detetion in a pathfinding and collision detection reliant RTS I've seen for a while.

It's also heavily unoptimised. Particle systems should never be that expensive, and there's next to no shader support.

#112 Jeth Calark

Jeth Calark

    Jedi Master

  • Project Team
  • 1,822 posts
  • Location:Spring, TX
  •  Sithspit!

Posted 29 January 2009 - 04:15 AM

Then design a better collision and pathfinding RTS engine yourself. :p or go find one and stop bugging us.

#113 Radspakr Wolfbane

Radspakr Wolfbane

    The John Farnham of modding

  • Members
  • 7,722 posts
  • Location:less than 5 meters from my bed
  • Projects:Comeback tour
  •  The Retired Beard

Posted 29 January 2009 - 06:54 AM

It's less that the engine is limited and more we have limited access to it.

That's what I said a few pages back :p

Break dancing into the hearts of millions


#114 Bart

Bart

  • Network Admins
  • 8,524 posts
  • Location:The Netherlands
  • Division:Revora
  • Job:Network Leader

Posted 29 January 2009 - 01:45 PM

Then design a better collision and pathfinding RTS engine yourself or go find one and stop bugging us.

Slow down man. Isn't one allowed to comment on the technical (dis)quality of a game any more, without getting childish (yes, to be honest) reponses like "if you know it better, do it yourself, puh". I also don't see why he's bugging you. Did you make the engine?
bartvh | Join me, make your signature small!
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."

#115 Jeth Calark

Jeth Calark

    Jedi Master

  • Project Team
  • 1,822 posts
  • Location:Spring, TX
  •  Sithspit!

Posted 29 January 2009 - 07:49 PM

What's "bugging" me is that every post of his that I've seen at the 3rd Age has been about nothing but the failures of the BFME games and their engine. He's saying this inside a forum that is dedicated to the modding of the BFME games. People here seem to accept and be content with the limitations, real or perceived, of the games and the engine, and don't have a problem with it. Why continue on with this discussion?

If this thread was a topic about the honest discussion over the differences, advantages, and failures of different game engines, then no I wouldn't care what he said.

Not to mention that Radspakr has already defined the whole argument exactly as it is. But we just keep ignoring him and going on with this pointless argument.

It's less that the engine is limited and more we have limited access to it.
If we had access to the hardcoded files we could make our mods a lot more interesting.
But we do what we can with the little we've got, so I think credit has to be due for what we do.


Most importantly, this thread needs to be closed. The original purpose of this thread is done and over with, and we've gotten seriously off-topic. Just let it go now.

#116 Bart

Bart

  • Network Admins
  • 8,524 posts
  • Location:The Netherlands
  • Division:Revora
  • Job:Network Leader

Posted 29 January 2009 - 08:53 PM

But he posted a valid response to a discussion about the engine, which wasn't started by him.
Also, closing topics is a no-go. Unless there's a good reason, every topic should remain open to discussion.
If you're not interested, don't read it any more :thumbsupsmiley:
bartvh | Join me, make your signature small!
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."

#117 Lauri

Lauri

    Let us remember foREVer

  • Hosted
  • 10,419 posts
  • Location:Norway
  • Projects:'The 4th Age' and 'Shadow and Flame'
  •  The very worst T3A Team Chamber Member

Posted 29 January 2009 - 09:07 PM

or go find one and stop bugging us.

Truth's a bitch, aye.. :wink_new:

Shadow and Flame BETA 0.6 RELEASED - Link


#118 ambershee

ambershee

    Nimbusfish Rawks

  • Hosted
  • 3,114 posts
  • Location:Derby, UK
  • Projects:Mutator Week & Unreal 3 Projects
  •  Mad Mod Boffin

Posted 02 February 2009 - 07:20 PM

Argument, what argument, haha?

Anyway, I've been here, behind the scenes in the Team Chamber since the very beginning (before the first BfME came out), and I've seen how the engine developed, and studied how it's competitors have also fared. I find these kinds of discussions fairly interesting - and it's my job to know the pros and cons of various solutions, so such analysis comes easy. If someone asks a question, I'll give it an honest answer. I might not spend a lot of time in the modding sections anymore, because I've since moved on to much bigger and brighter things, but I still retain a say in how this place is run, so I will pop into the open-topic from time to time.

Either way, I've still got a quick BfME 2 TC on the backburner, keeping warm. It may see the light over Easter. Nevertheless, I've little good to say with regards to the engine, but that's not really necessarily anything to do with the modding side of things, so I'm really not talking about what Radspakr is talking about.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users