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Porting PR.


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#1 a.fake.name

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Posted 07 April 2014 - 01:42 AM

Just wondering, but has anyone thought of porting PR to another engine ?

Port the models, specs, etc, and I imagine it'd provide an awesome experience.

 


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#2 evilbobthebob

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Posted 07 April 2014 - 09:28 AM

Unfortunately there's no other engine that supports the same kind of real-time galactic strategic mode with real-time tactical battles in both land and space. Total War is close but would mean cutting space and I'm pretty sure it'd be very difficult to make a galaxy map. Sins of a Solar Empire doesn't have permanent maps so we can't have a canonical galaxy. None of us have the experience or time to code the entire game in something like Unity.

 

There just isn't really a game that supports this stuff like EaW does.


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#3 a.fake.name

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Posted 07 April 2014 - 03:36 PM

There are games that would support various elements, but agreed, nothing (EAW included) goes all the way.


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#4 Moggwhy

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Posted 21 April 2014 - 11:32 AM

What about sword of the stars 2 :D?



#5 a.fake.name

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Posted 22 April 2014 - 01:25 AM

Sins of a Solar Empire doesn't have permanent maps so we can't have a canonical galaxy. None of us have the experience or time to code the entire game in something like Unity.

 

There just isn't really a game that supports this stuff like EaW does.

 

Obviously the way planets are handled would have to adapt to the particular game (or make use of map editors, such as in sins).
I was mostly asking, because I'm sure a at least a few of the people here (users and staff alike) know enough about some other game (or know people that know) that with minimal assistance from the PR team (primarialy in providing data) such a project could likely be accomplished and down to balance work relatively quickly.


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#6 Kitkun

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Posted 22 April 2014 - 01:35 AM

Sins can have static maps via the external map editor. What it doesn't do well is the weapons, especially with it's four arc setup. Plus starfighters can't be represented well at all in that engine.

 

As for SotS2... that game doesn't even work right as it is, still. I'd be afraid to even try modding it.

 

EaW is pretty unique in it's scope, really. Even then, it barely works for PR, and it's designed specifically as a Star Wars game.


Edited by Kitkun, 14 May 2014 - 05:37 PM.

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#7 a.fake.name

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Posted 22 April 2014 - 03:20 AM

Armada 2 would accept a port nicely enough. The main work for that game would be in hardpointing every ship, and giving weapons the correct arcs.


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#8 SpardaSon21

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Posted 22 April 2014 - 07:27 PM

As someone experienced with Sins, Phoenix Rising's tech system just wouldn't work without a lot of workarounds, and even then it would fall pretty short of what's been done here, especially with regards to hero units.  However, there's a mod in the works called Interregnum that appears to be doing an excellent job of making a deeper Star Wars experience for Sins.



#9 a.fake.name

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Posted 23 April 2014 - 04:30 AM

How wouldn't it work tho ?
Seems to me that most of it'd be easily adapted.

Sure, heroes may present a slight issue, but that's where adapting it to the engine comes into play.

Prehaps have the capitol yard in sins build hero units, with the rest built at the regular yard, for example.

As for general tech tree stuff, well a tech tree is a tech tree, and sins already has those modable.


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#10 SpardaSon21

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Posted 23 April 2014 - 04:45 AM

I mean Sins does broad global upgrades, not ship-specific ones like in PR.  You can upgrade all turbolasers at once, but you can't have one specific ship get better without some workarounds.  Its actually extremely easy to do; it just takes a bit of thinking and a lot of file creation.  What you have to do is have ships unlock some weapons and get mesh changes after a certain research is done, which is fairly easy, and then for more general upgrades have a passive ability on that specific ship that is unlocked and upgraded via research, also easy unless you're talking about capital ships.  So its doable, it just takes a lot of work.



#11 a.fake.name

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Posted 23 April 2014 - 06:31 PM

Yeah, it's about what I thought.

It'd actually be easy to adapt, just change it to researching the wepons PR standardizes, and add a few hull type researches for the bigger ships.


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#12 Gumballthechewy

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Posted 13 May 2014 - 10:17 PM

What needs to happen is Petroglyph needs to hire the PR team and let them develop Empire at War II: Phoenix Rising. :lol:

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#13 a.fake.name

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Posted 14 May 2014 - 05:31 AM

Have these guys re-form LucasArts.

Honestly, they've done better than quite a few of LAs later games.

But yeah, that's pretty much why I want to port it, see how PR looks in other engines.


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#14 Guest_Kad_Venku_*

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Posted 01 July 2014 - 05:11 PM

Just whilst seeing this topic: You heard of Vol'Talkes, at last I do hope so?

Their Facebook page: https://www.facebook...HyperDriveGames

Some former members of the Steiner Modding Group (Awakening of the Rebellion) are about to create a new Empire at War.

Looks very promising, and they promised full mod support and easy portability of mods already created for EaW,

but read for yourself:

Announcement written by RazielKanos:

 

Greetings guys!

 

My name is Chris, some of you may remember me from the Steiner Modding Group

A handful of people from different modding groups came together to get Empire at War to the next level.

Right now we are working on Empire at War 2 - well not literally - but we have a deal with Petroglyph that we may use the Glyph Engine to create our own game. No, it will not be a Star Wars game - the story takes part in our own universe, but since we all come from the modding scene we're going to put a huge priority on creating a very modding friendly game.

We hope you guys will help us to make this game happen, tell us YOUR most annoying things in EaW/FoC so we can try to iron that stuff out. So far wet added some basic modding tools directly into the game. The gam will convert your graphics into DDS files, it will create your textfiles out of a simple txt file and we have a ALO converter for the latest version of 3D Max (2013) and plan (after release) also to try to get something for blender too. Thats unfortunately quite tricky since blender doesn't really read the DirectX shaders, so this will take a bit more time...

We currently are in need of a person that can create our models and pout textures on them, since our guy we had in the team isn't able to do that any longer for us

So if you're interested to see your work in a real game, let me know. You also get a share from the profit the game will make, so no need to work for nuts and glory only
If interested please send me a message at art.stuff@hyperdrive-games.com

We also need you help on facebook to get more likes! feel free to tell your teams and friends about our game, the more people we reach the easier we will be able to rise money to finish the game

Facebook.com

Last but not least let me show you our feature list for this game

Gameplay Features

• more than 40 different units
• hardpoint-based strike options guarantee deep tactical gameplay
• no simple paper-scissor-stone mechanics
• intense and long battles with hundrets of units under your command
• plan your attacks in a huge galactic scale on long term objectives
• 2 different game layers in real time - a strategic galaxy map and tactical battle enviroments
• 5 different fractions
• 2 playable fractions

Singleplayer Features

• singleplayer campaign with 60-80 hours of gameplay
• open world (galaxy) gameplay
• player decisions have an huge impact on story development and unlock different units and allies
• many different side missions, that want to be found and mastered
• different strategic and tactical options guarantee gameplay rich in variety
• tactical use of Power-Ups
• long lasting support after launch with new maps, missions and units

Multiplayer Features

• Units unlock after progress in singleplayer campaign
• Unlock of powerful hero units
• 2 playable fractions
• different tech-trees
• hardcore hero units (they die once, they're gone)
• tactical buffs and debuffs
• buff crafting system
• huge shipyards develop new units and heroes
• coop multiplayer with 4 players vs 4 NPC's
• up to 4 vs 4 player battles

 



#15 megabalta

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Posted 01 July 2014 - 05:44 PM

Sounds great, the Steiner Modding Group did great with their mod.



#16 a.fake.name

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Posted 01 July 2014 - 06:02 PM

Back before PR, AotR was one of my favorite mods.
This is great news.


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#17 Kad_Venku

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Posted 02 July 2014 - 03:15 PM

A small update to Vol'Talkes

 

Apparently they are not going to include ground combat in the initial release.

It may be added some time in the future, but this "may" is far bigger than expected.

 

If the ground combat would have been included, this game may have been

the ultimate source for EaW/Vol'Talkes mods.

I really would have loved the idea of PR on a stable, less lag-heavy engine.



#18 evilbobthebob

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Posted 02 July 2014 - 03:25 PM

Lack of ground combat is pretty much a dealbreaker. If we weren't interested in it, we could have moved to any number of space 4X games before now.


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#19 a.fake.name

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Posted 02 July 2014 - 03:47 PM

Ground combat is shitty enough thanks to the engine that lack of it in another engine isn't a deal breaker to me.


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#20 DoctorWho

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Posted 02 July 2014 - 06:32 PM

Is the EaW engine capable of using multicore processing? I looked several time in the task manager and  never saw it use more that 25% processor...





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