Author Topic: New Engine  (Read 2748 times)

Offline Kelmola

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Re: New Engine
« Reply #15 on: 21-02-2012, 10:02:52 »
The only thing that FH2 "misses" is destroyable or more interactive environment, other than that I see no point in changing.
One could miss also things like 64+ player support (very few engines, if any, support this), component damage (incl. immoblization) to vehicles (very few engines, if any), working sight adjustment for scopes and vehicles (very few engines, if any), unique selectable kits for each map for different classes, running in 64-bit mode so application can use more than 2 or 3 gigs of memory and thus allowing more textures, larger maps, etc., higher ceiling, more realistic FOV (now it's "everything is closer than it looks" in order to make maps appear larger), particle effects that would actually utilize modern GPU's power instead of choking it down with DX8-compliant code, no artificial limits on the number of squads on each side, and, and...

Oh, and CryEngine does support larger maps (CE2 in 32-bit mode works at least up to 16384 m*16384m, 64-bit mode works with even 65536m*65536m, theoretical limit is actually 262144 kilometers * 262144 kilometers), it just needs a NASA supercomputer to run even 32 players on a 4096m*4096m map using CE2, and hit detection is among the first things that starts to break down.

Offline Paasky

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Re: New Engine
« Reply #16 on: 21-02-2012, 11:02:30 »
One could miss also things like 64+ player support (very few engines, if any, support this), component damage (incl. immoblization) to vehicles (very few engines, if any), working sight adjustment for scopes and vehicles (very few engines, if any), unique selectable kits for each map for different classes, running in 64-bit mode so application can use more than 2 or 3 gigs of memory and thus allowing more textures, larger maps, etc., higher ceiling, more realistic FOV (now it's "everything is closer than it looks" in order to make maps appear larger), particle effects that would actually utilize modern GPU's power instead of choking it down with DX8-compliant code, no artificial limits on the number of squads on each side, and, and...
Bolded the ones PR has managed to pull off for BF2 ;)
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Offline Kelmola

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Re: New Engine
« Reply #17 on: 21-02-2012, 11:02:54 »
Bolded the ones PR has managed to pull off for BF2 ;)
DEVS

Y NO IN FH2

Offline Ahonen

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Re: New Engine
« Reply #18 on: 21-02-2012, 17:02:30 »
component damage (incl. immoblization) to vehicles
Bolded the ones PR has managed to pull off for BF2 ;)

Damn right.

While some of those are rather buggy, the "component" damage in PR (as it isn't true localized part damage) is quite good.
Last night an RPG-26 hit my squad's BTR and got the turret stuck, forcing us to have it retreat somewhere safe for repairs.

Tanks are disposable enough in FH2 that most people would just ditch their tank if that happened, but the simple fact that we'd be able to disable armored vehicles without having to shoot them until they erupt in flames would be nice.
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Offline LuckyOne

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Re: New Engine
« Reply #19 on: 21-02-2012, 17:02:04 »
component damage (incl. immoblization) to vehicles
Bolded the ones PR has managed to pull off for BF2 ;)

Damn right.

While some of those are rather buggy, the "component" damage in PR (as it isn't true localized part damage) is quite good.
Last night an RPG-26 hit my squad's BTR and got the turret stuck, forcing us to have it retreat somewhere safe for repairs.

Tanks are disposable enough in FH2 that most people would just ditch their tank if that happened, but the simple fact that we'd be able to disable armored vehicles without having to shoot them until they erupt in flames would be nice.


The thing is tanks die in a few hits here so it's not really worth the work... However if we ever get track disabling AT rifles would get 300 % more useful...
This sentence is intentionally left unfinished...

Offline SiCaRiO

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Re: New Engine
« Reply #20 on: 22-02-2012, 16:02:54 »
not to mention mines siabling heavy tanks instead of blowing them up topieces

Offline Toddel

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Re: New Engine
« Reply #21 on: 22-02-2012, 16:02:46 »
WE had that long ago, this feature was even in the Pre 2.0 Alpha versions. Worked bad and got kicked out. Either we do it Top or Not!

Offline RAnDOOm

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Re: New Engine
« Reply #22 on: 22-02-2012, 17:02:05 »
Toddel has spoken.

Move on.
« Last Edit: 22-02-2012, 17:02:24 by RAnDOOm »

Offline DannyNickelov

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Re: New Engine
« Reply #23 on: 23-11-2014, 23:11:43 »
Toddel has spoken.

Move on.

Couldn't say it better myself.

Offline Mudzin

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Re: New Engine
« Reply #24 on: 25-11-2014, 19:11:30 »
Toddel has spoken.

Move on.

Couldn't say it better myself.

Have you just logged in here after 2 years and started browsing all old threads unread for you??? And even answering them??  ::)

Offline DannyNickelov

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Re: New Engine
« Reply #25 on: 26-11-2014, 13:11:54 »
Toddel has spoken.

Move on.

Couldn't say it better myself.

Have you just logged in here after 2 years and started browsing all old threads unread for you??? And even answering them??  ::)

Yes. :)