|
|||||||
| General Discussion Discussions about Mortal Online |
![]() |
|
|
|
LinkBack | Thread Tools |
|
|
#45 (permalink) | |
|
Member
Join Date: Jun 2009
Posts: 626
Rep Power: 3
|
Quote:
they need more control to the engine while making an mmo then UDK gives them.. i have no idea however what kind of speedtree lisence they have. UDK didnt even exist back when they started developing the game. Last edited by Zheo : 21st August 2010 at 15:46. |
|
|
|
|
|
|
#46 (permalink) | |
|
Senior Member
|
Quote:
|
|
|
|
|
|
|
#49 (permalink) |
|
Junior Member
Join Date: Aug 2010
Posts: 61
Rep Power: 0
|
Is there an ETA on speedtree/grass? I'd rather them fix some of the crashing problems first tbh. I can't play on settings outside of minimum due to memory crashes even though I could in the past.. ran it max beautifully.
|
|
|
|
|
|
#53 (permalink) |
|
Veteran Member
Join Date: Apr 2008
Location: Toronto, Ontario
Posts: 5,167
Rep Power: 4
|
I would advise people to stop hyping up SpeedTree; it's really nothing special once everything is taken into account. It's like a while back with the LOD system, everyone was going apeshit.
__________________
|
|
|
|
|
|
#54 (permalink) |
|
Member
Join Date: Jan 2009
Posts: 1,533
Rep Power: 0
|
This. And Shinzon, I could not disagree more. At this point, some of the trees look worse than World of Warcraft's trees... that REALLY says something. Speedtree brings amazing detail at low poly count to the playing field (Just look at the UDK demo map) It would completely add a new layer to MO's realism.
__________________
|
|
|
|
|
|
#55 (permalink) | |
|
Member
Join Date: Jul 2009
Posts: 1,257
Rep Power: 0
|
Quote:
__________________
|
|
|
|
|
|
|
#56 (permalink) |
|
Junior Member
Join Date: Jun 2010
Posts: 151
Rep Power: 2
|
There is no such thing as the "Epic Patch" - Like I have said many times before there are hundred of titles out at the moment that use the Unreal 3 engine that have absolutely fine AI, Flash and the latest Speedtree.
You can go on believing in this patch from Epic solving loads of problems but I for one am not fooled. Just use commonsence and you will realise that waiting for this patch is silly.
__________________
The Facophany - Join us searching for new MMOs and shouting Fack Off |
|
|
|
|
|
#57 (permalink) | |
|
Member
Join Date: Jul 2009
Posts: 1,257
Rep Power: 0
|
Quote:
__________________
|
|
|
|
|
|
|
#58 (permalink) | ||
|
Senior Member
Join Date: Mar 2009
Location: Austria
Posts: 2,046
Rep Power: 0
|
Quote:
MMO!=Shooter with 32 guys
__________________
Quote:
|
||
|
|
|
|
|
#59 (permalink) |
|
Junior Member
Join Date: Jun 2010
Posts: 151
Rep Power: 2
|
We are talking about Epic the guys that make the Unreal 3 Engine and just because a game is an MMO does automatically make the AI any different. AI programming is AI programming nothing to do with something being an MMO or a 16 / 32 / 64 / 128 multiplayer game.
__________________
The Facophany - Join us searching for new MMOs and shouting Fack Off |
|
|
|
|
|
#60 (permalink) | |
|
Senior Member
|
Quote:
Yes, AI programmin have a lot to do with being an MMO. Something called "overload server" |
|
|
|
|
|
|
#61 (permalink) | ||
|
Senior Member
Join Date: Mar 2009
Location: Austria
Posts: 2,046
Rep Power: 0
|
Quote:
It is the server for sure, else we would all face differently reacting mobs. Also, world is seamless, meaning that a server has to calculate for 3000 people+all mobs where they are, what they are doing, and, in case of the AI, what they will be doing, how to react to what, etc... Yes, AI programming is the same, but network-load isn't
__________________
Quote:
|
||
|
|
|
|
|
#62 (permalink) | |
|
Junior Member
Join Date: Jun 2010
Posts: 151
Rep Power: 2
|
Quote:
The AI programming for MO has to do with SV and how they programme the Unreal 3 engine. The unreal 3 engine is used for other MMOs and they do not have any problem with AI at all. So some new patch for the Unreal Engine is going to do nothing for the AI in MO. It is not hard to understand. So next time you /facepalm make sure there is not a pizza in you palm because right now you have pizza all over your face
__________________
The Facophany - Join us searching for new MMOs and shouting Fack Off |
|
|
|
|
|
|
#63 (permalink) | |
|
Senior Member
|
Quote:
|
|
|
|
|
|
|
#64 (permalink) | |
|
Senior Member
Join Date: Mar 2009
Location: Austria
Posts: 2,046
Rep Power: 0
|
I could only find 2: APB and Global Agenda, both have very limited instances and APB had at least in the part of beta that I was in not even an AI
__________________
Quote:
|
|
|
|
|
|
|
#65 (permalink) | |
|
CEO
Join Date: Apr 2008
Posts: 895
Rep Power: 15
|
Quote:
There is indeed an Epic Patch, but I guess not in the form you think. It's simply a patch from Epic Games hence the name, "Epic Patch". We have today an AI that is above average that’s being used in today’s MMO but with one huge problem, one of the parts that are giving our AI "eyes" is lacking, without them they will act "dumb" in the player’s eyes and in some cases end up invisible for some players. This is what Epic Games is doing for us, giving them eyes, so our AI can be used as it should. Comparing our game/AI with any other UE3 based mmo/game is just a waste of time in here in this case at least, as it cannot be compared in any way on this topic. We are still using UE3.5 and Atlas, with NO instances at all. You cannot find this in any other mmo on the market today using our technology. We cannot use UE3's AI in our game, as it is neither a single player game nor a 64-128 mp game when AI calculations are being used differently. This is a MMO=Massively Multiplayer Online game, which means we support thousands of players and creatures simultaneous on the same server without any instances. This demands major AI calculations on our servers, something you simply don’t find to be used within the UE3 engine. Our AI must be built within the network solution and we cannot simply use any UE3 codes for this at all, it would never work that way. When we get an update from Epic Games on the network solution our AI will get the opportunity to play similar to standards mmo AI players are used to see today, but with added unique AI features we have created for MO, which I think can be found to read about on these forums (?). So to sum this up, we may not call it an Epic Patch anymore because it just spreads confusion, but it's a vital update from Epic Games which brings us the opportunity to evaluate ST 5.2, full flash support, some eye candy updates. And finally proper AI and will be able to show you our own “Trolls” in the form you saw them in our early alpha videos for those who remember. And again, it is not like the game stand still or cannot work at all without this update, it’s simply expanding some of our a bit more lacking areas in Mortal Online. Thanks for reading.
__________________
|
|
|
|
|
|
|
#67 (permalink) | |
|
Member
Join Date: Dec 2009
Location: England
Posts: 516
Rep Power: 0
|
Quote:
+10000 million |
|
|
|
|
|
|
#68 (permalink) | |
|
Senior Member
Join Date: Feb 2010
Posts: 2,260
Rep Power: 2
|
Quote:
...worth a shot, anyway. |
|
|
|
|
|
|
#69 (permalink) | |
|
Junior Member
Join Date: Jan 2009
Location: Sin City
Posts: 157
Rep Power: 0
|
Quote:
Thanks for the explanation Henrik. I know what its like to have to wait on some other company to do something so you can expand yours. |
|
|
|
|
|
|
#70 (permalink) | ||
|
Member
Join Date: Feb 2009
Location: Italy
Posts: 706
Rep Power: 4
|
Quote:
Quote:
ST isn't a magic "make the trees cool" button. I'ts a piece of software whic can be used in many ways according to the resources the game lets you use to have it work together with all the other systems in place. It can be tuned to have a wide range of effects, ranging from hugly sparse trees to wonderful fotorealistic trees. If you have an idea about how heavy on gpu resources MO is, it should be easy for you to understand which side of that range the implementation of ST in MO will be. This doesn't mean it could have benefits, maybe even notable ones, on the look of the trees. But don't expect it to take the game's trees to the level of eye candy those tech demos show, cause it'll hardly happen. Last edited by Lagoon : 23rd August 2010 at 01:03. |
||
|
|
|
|
|
#71 (permalink) |
|
Junior Member
Join Date: Jun 2009
Posts: 86
Rep Power: 3
|
Ack! Never make a statement like that...you may have inadvertently cursed us all...
__________________
Whytwulf ~ Nefarious Mage
Seithan ~ Monger of Questionable Goods Gryphon ~ Drunken Bowman and All-Around Lascivious Womanizer |
|
|
|
|
|
#72 (permalink) |
|
Member
Join Date: Feb 2009
Posts: 697
Rep Power: 0
|
I have a question
What does adding flash have to do with the network solution and the intricacies of being scaled to an MMO architecture? If other Unreal games have flash UI already, why would MO be a special case? Maybe there should be more information on what is going on with the new UI and the complication involved. I can understand the problem with the AI and needing a patch from Epic, but when it comes to the Flash support I cant see how it relates. Just curious. Last edited by Ritual : 23rd August 2010 at 08:54. |
|
|
|
|
|
#73 (permalink) |
|
Member
Join Date: Jul 2009
Posts: 1,257
Rep Power: 0
|
Just trying to clarify with my modest knowledge on this - not necessarily true!
@Ritual: Let me try to explain. As far as I got it... Yes, you could add flash to the current build, but Scaleform wouldn't be included and it would be much faster and smoother to do with it. Now, for a small team like StarVault's it wasn't much of a priority to have a nice looking interface, especially when you'd have to invest dozens of hours of work into it. Just trying to clarify with my modest knowledge on this - not necessarily true!
__________________
|
|
|
|
|
|
#75 (permalink) | |
|
Member
Join Date: Feb 2009
Location: Italy
Posts: 706
Rep Power: 4
|
Quote:
But you have to ask yourself how they got that API. I'm not sure, but I don't think they got it automagically included in the UE they got from Epic. They had to purchase a Scaleform license and add the support into che UE source code themselves. And this took the time. Time that SV decided so far to spend on other game systems. Now Epic is going to patch Scaleform support in the newest build of UE and SV is going to acquire this support "freely". They saved development resources this way, they "just" had to wait. SV wants to improve the UI in some aspects which are impossible to improve with the UI system they're using now (the one included in UE, to my knowledge). They want: 1) to have a more dynmic UI (to have things such as radial menus, UO-like drag&drop inventory system) 2) to have an UI easier to add elements to (to add things such as the mana bar, which they probably could already add, but would require more development time than with the Scaleform technology) 3) to include "minigames" to handle many skills in the game. For example cartography (paint you map with some tools), I suppose lockpicking (Oblivion-like lockpicking), probably crafting skills (hit the anvil with the hammer, reach the right temperature and so on...), maybe gathering and refining, hopefully stealing and so on... |
|
|
|
|
![]() |
«
Previous Thread
|
Next Thread
»
| Thread Tools | |
|
|
All times are GMT +1. The time now is 06:40.










