I just wondered how UE2 was coming along, since I am barely hearing anything about that. How is the UE2 Progress coming along, or is that abandoned?
I think that they're going to work on Standoff until it's done and I don't think that'll be done very soon.Kevin Caccamo said:I just wondered how UE2 was coming along, since I am barely hearing anything about that. How is the UE2 Progress coming along, or is that abandoned?
And on that point you know I disagree, old friend. I think we've debated this a bunch of times already. We're making more and more fun stuff with Vision for Standoff, and the experience we built I'd like to retro-fit into UE... that and making a few more missions to make it longer.Pedro said:I can tell you many people would be unwilling to continue to work with the vision engine
PopsiclePete said:And on that point you know I disagree, old friend. I think we've debated this a bunch of times already. We're making more and more fun stuff with Vision for Standoff, and the experience we built I'd like to retro-fit into UE... that and making a few more missions to make it longer.
Yeah, HCl already expressed his intention of porting his multiplayer patch to Secret Ops, wich will enable us to use it in UE and Standoff.gevatter Lars said:I also think that Standoff made the best out of the Vision engine and from what I hear it seams that it will get even better...multiplayer for example.
For Standoff, we are constantly making little new hacks to enable us to do thing we couldn't previously do with the engine. Most of those hacks are invisible to the player or are there but unnoticed; but ther're there and they allow us to make a game that's more and more like we envisioned it at every release. HCl paved the way for all sorts of new patches TanGO and I have made; some radical like the Scoreboard, some visual like the simulator score display that came with Ep3, some are about breaking hardcoded stuff (corvettes ships slots), some are about gameplay (linked guns à la WC2 and removing the ITTS for some ships), and some are plainly invisible, like the new mission scripting commands we made to make our missions behave like we wanted.gevatter Lars said:I think if the people currently working on the code for the Vision engine make further progress it can still be a good engine even in the future.
Pedro said:Oh I agree whats being accomplished is remarkable, and those additions would be very nice for UE indeed, but a future project would not be well advised to be written in the engine, just remember such a project would be atleast 3 years from now until final completion, even if you accept hardcore wing commander fans can overlook graphical shortcomings
Pedro said:when compared to modern titles there are likely to be yet more compatability issues introduced with Vista.
ChrisReid said:You're talking about thousands of people who'd absolutely love it if a group of fans created a Standoff-level effort in the original WC1/2 engine. The vision engine will be 9 years old this year, and we're just beginning to tap into some amazing things it can do. There's talented fans who are clearly willing and able to take it to even greater heights, and we'll be here to support them.
It's more like UE1 suffered with us trying to jam every game design idea we had, we were binded by the excitement of pioneering. But now looking back I'd say it's also what makes UE fun: it's a big fanboyish ride for those who love WC and wanted a challenge. Come on, admit it, it's the game design, not the engine that makes UE not appealing to non-WC-fans; it was not intended, but it did turn into a fanboyish game. And it fun like that.Pedro said:One of the main things I feel UE1 suffered from was trying to force in elements such as jamming into an engine that had no support for them.
True, we're terribly reliant on HCl, but less and less as time goes by. As I said earlier in this thread, HCl laid the foundations for the engine hacking allowing other people to make their own hacks to Vision. TanGO and I are more and more autonomous and most of the lastest Standoff patches were made by us.Pedro said:We're terribly reliant on HCl for any growth of the engine or compatability (the video speed issue was not a windows compatability issue, but rather an engine issue I am told).
Well, on the contrary, it's part of the fun !Pedro said:I would certainly find it strange working on a project without the source infront of me.