Forgotten Hope Public Forum

Forgotten Hope 2 => General Discussion => Topic started by: Filo90 on 20-02-2012, 21:02:26

Title: New Engine
Post by: Filo90 on 20-02-2012, 21:02:26
This is only my opinion, I know you have created such beauties for BF2 and your skills are really amazing, but I think that at this point your stunning job is partially "wasted" by a limited game engine that partially hide your skillful job.....(I'm talking about deployable weapons, no physic, etc etc)...  :)


so, even if it's a huge decision and even if you have to start again from the beginning,  don't you think it could be a good idea turn to a new engine?  ::)

I'm sure you answer will be NO WAY, so I ask you, why?  ;)
Title: Re: New Engine
Post by: Fuchs on 20-02-2012, 21:02:25
Do you have one laying around?

In all seriousness, do you realize the size of moving to a different engine? That would take at least 2 years before we see a new version of FH2. Probably longer.
Title: Re: New Engine
Post by: Filo90 on 20-02-2012, 21:02:58
I know, but you can agree with me that this engine has some really huge limitations and from your point of view they should be still with BF1942 engine......
Title: Re: New Engine
Post by: Ts4EVER on 20-02-2012, 21:02:10
There is atm no realistic alternative to the BF2 engine. FH needs an engine that supports 64 or more players, tanks, airplanes, needs to be moddable and needs a strong and stable player base.
Title: Re: New Engine
Post by: Captain Pyjama Shark on 20-02-2012, 22:02:18
hey let's use the bf3 engine.  problem solved  8)
Title: Re: New Engine
Post by: LuckyOne on 20-02-2012, 22:02:32
hey let's use the bf3 engine.  problem solved  8)

Sure... If you can persuade a certain monopolistic money-grabbing company to release mod tools for their best and latest engine...  ::)
Title: Re: New Engine
Post by: Kelmola on 20-02-2012, 22:02:40
Look, a thread suggesting FH3 and/or new engine!

All of this has happened before and will happen again.
Title: Re: New Engine
Post by: Harmonikater on 20-02-2012, 23:02:19
Well they were trying to move to a different engine 4 years ago!

For those that don't remember:  ;)

Quote
Forgotten Heroes by: Lightning
01.04.2008 19:15 GMT


Hello and welcome back to another update of Forgotten Hope. We've got an exciting announcement to make today. I'm sure you've all heard about the upcoming battlefield title 'Battlefield: Heroes'. We were all a bit sceptic about it at first, but after seeing the trailer we all agreed that this game looks fun - and fun is exactly what Forgotten Hope needs more of at the moment. That is why we have decided to move to this new engine and create Forgotten Hope: Heroes!

Needless to say, we wouldn't give you an update unless we had something to show you. Ever since we decided to switch engines our resident artist McGibs has been working continuously on these concept drawings.
(http://forgottenhope.warumdarum.de/screenshotsfh2/010408Level.jpg)
Our first release will feature the US army fighting the Germans in France. Of course, we will keep our mod in the same style as Battlefield: Heroes, as you will be able to tell from the concept art. The following drawings are concepts of the US and German playermodels:
(http://forgottenhope.warumdarum.de/screenshotsfh2/010408USmodel.jpg)
(http://forgottenhope.warumdarum.de/screenshotsfh2/010408WHmodel.jpg)
Finally, McGibs also made concept drawings for the Sherman tank and various German and American weapons. Unlike Battlefield: Heroes, which will only have one tank and one plane per army, Forgotten Hope: Heroes will eventually feature the complete allied and axis arsenals of weapons and vehicles.
(http://forgottenhope.warumdarum.de/screenshotsfh2/010408Sherman.jpg)
(http://forgottenhope.warumdarum.de/screenshotsfh2/010408Weapons.jpg)
Needless to say, making a new mod will require the complete dedication of the entire development team, so we regret to announce that will not be releasing the Normandy theater for Forgotten Hope 2. The patch however, which has been in development for some time, is nearly ready and will still be released as planned.

That's all for this week, but be sure to come back next time for another update. Until then, feel free to visit our IRC channel and our public forums to discuss this update and other news.
Title: Re: New Engine
Post by: Ts4EVER on 20-02-2012, 23:02:02
Second best april fools after the copyright infringement one.
Title: Re: New Engine
Post by: LuckyOne on 20-02-2012, 23:02:53
God I wish these devs worked on BFH  :P...

Those incompetent pricks that were running it almost ruined it... It's getting better now, but this all might be "the calm before the storm"...
Title: Re: New Engine
Post by: azreal on 21-02-2012, 00:02:09
Please use the search button next time. There are many threads that go in detail about this topic.
Title: Re: New Engine
Post by: Dukat on 21-02-2012, 01:02:05
I see no engine available and suitable for the next FH yet. You need some basics first. Like the ability to run infantry, vehicles and aircraft on maps big enough for all of them to work properly. Including proper collisions for all of them. If you take an average FPS shooter these days, you'll clearly see that most mapsizes are too small for vehicle combat. There are shooters dealing either vehicle combat or infantry combat. But not both. Except BF3.

The Unreal engine and the Cry engine are craptastic for vehicle combat, as maps are too small. The Arma engine is 15 years and outdated. The C.o.D. IW 4.0 engine is not suitable for vehicles either. The S.T.A.L.K.E.R. X-ray engine gets outdated and has never been approved for vehicles.

But if you think you've found a suitable engine, that also has been sold that numerous, that it is available in every household these days, then let us know.
Title: Re: New Engine
Post by: nvrsummer2 on 21-02-2012, 02:02:20
What would be the benefit other than the looks? I love the way FH looks. If they made a WW2 movie now with all kinds of modern approaches(think G.Lucas) it wouldnt look as gritty and realistic.

When they made Saving Ryans Privates they used old school methods to get the old school look.

Id much rather see more content and theaters than just redoing everything in a new engine.
Title: Re: New Engine
Post by: Captain Pyjama Shark on 21-02-2012, 02:02:12
hey let's use the bf3 engine.  problem solved  8)

Sure... If you can persuade a certain monopolistic money-grabbing company to release mod tools for their best and latest engine...  ::)
ok, will do!
Title: Re: New Engine
Post by: Easy Eight on 21-02-2012, 09:02:22
The only thing that FH2 "misses" is destroyable or more interactive environment, other than that I see no point in changing.
Title: Re: New Engine
Post by: Kelmola 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.
Title: Re: New Engine
Post by: Paasky 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 ;)
Title: Re: New Engine
Post by: Kelmola on 21-02-2012, 11:02:54
Bolded the ones PR has managed to pull off for BF2 ;)
DEVS

Y NO IN FH2
Title: Re: New Engine
Post by: Ahonen 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.
Title: Re: New Engine
Post by: LuckyOne 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...
Title: Re: New Engine
Post by: SiCaRiO on 22-02-2012, 16:02:54
not to mention mines siabling heavy tanks instead of blowing them up topieces
Title: Re: New Engine
Post by: Toddel 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!
Title: Re: New Engine
Post by: RAnDOOm on 22-02-2012, 17:02:05
Toddel has spoken.

Move on.
Title: Re: New Engine
Post by: DannyNickelov on 23-11-2014, 23:11:43
Toddel has spoken.

Move on.

Couldn't say it better myself.
Title: Re: New Engine
Post by: Mudzin 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??  ::)
Title: Re: New Engine
Post by: DannyNickelov 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. :)