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Showing most liked content on 01/21/2016 in all areas

  1. I think I can safely say that all of our projects are past the "half-way" mark as far as completeness. And how long did that take? If we started moving to another engine, we would not only be creating an ungodly amount of unnecessary work, but would likely be killing every project that made the move, because of the need to basically "start over". The RenX engine wasn't designed for the type of "C&C mode" gameplay capabilities that are inherently available in the W3D engine. If we moved, we would just have to hack up a different engine that we all know less about. Like raap said, new engines are best suited for new projects. This has been discussed many times just here in the last year, not to mention brought up numerous times at BHP as well when some of the projects were hosted there. The point of this place (the hub part) is for it to be a literal hub for all W3D projects. So we can all work together and not let projects fall to the wayside. Strength in numbers. We have something really special here. Not only do we have the largest collection of W3D projects that has ever existed all operating under one roof, but we also have the largest amount of still-active W3D engine developers here. In other words, at no other place can you find the number of "W3D people" that we have, as well as the potential that comes along with that. We all didn't come here just to switch engines guys. APB is the first to make it to a "released" state, but I do not expect it to be the last. We have something here that is more than just strength in numbers, and that thing is dedication and willingness from all the project leaders to see their projects through to completion. And I can say with 100% certainty that it is the support of the fans and players that keep them going. It drives them, quite literally. That is why at every opportunity I have, I encourage them or otherwise help out in any way that I can. Because them finishing their work on this engine is the shortest path to completion! I would like to encourage anyone that shares these feelings to do the same. Whether it be just being a loyal player of the game, or a tester, a content creator...whatever you can do, if we have a need then we'll use you. And all of us can drop an occasional encouraging word to the devs. I guarantee it will mean a lot. I'll get off my box now. I hope I have properly answered your question.
    6 likes
  2. There is something about W3D that keeps it an appealing engine to work with, and despite it's age, it has mostly everything needed for all existing W3D projects, besides support for more fancy graphics, multiple processor cores, 64bit, and a better network code. Beyond that, switching to another engine is swapping out one set of instructions for another one, while making nearly all existing work obsolete. New engines are best left to new projects, ideally something that cannot be done on W3D (a massively multiplayer game for example), so you'd actually get proper benefit from a different engine.
    2 likes
  3. 1) playing red alert 1 like a boss way back in 98 2) played as Russia cus cheap units is boss 3) spam a crap ton of grenaiders cus grenaiders are broken as boss 4) attack the ground then attack on mini map where enemy builds are like a true micro boss 5) grinaides fly across map and 1 shot buildings like a boss 6) repeat process till win like a cheating boss with glitch abuse 7) mis clicked and killed entire grenadier army, not very boss like proceed to cry
    1 like
  4. To be fair, when the server was US-based back in the day, 100-200ms is a perfectly playable ping. The fact that the game has dumb netcode ironically makes it more accessible for players with higher latencies. even 300ms+ is still playable, albeit fairly warpy. Game engines like Source cack themselves with pings like those. i have to aim ahead 5 feet to hit anyone. i thought these days were behind me when i finally got off dial up a few years ago.
    1 like
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