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We need to decide...
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We need to decide...
We need to decide what engine we want to use to start developing our game:
Whichever you find that you think will be up to par, and be friendly to work with
Now for my coders.... I highly recommend you start catching up on reading for C++ and any other languages that are going to apply for whichever engine we choose!
Kauaiboi is so far as I have seen the most knowledgable as far as the current opensource engines we can utilize for development.
If possible I would like you to list what engines you think we should consider using, as well... please indicate which one(s) you
feel more strongly about!
There are also non-opensource engines out there. Only problem with those is that we would have to either make a "mod" directly for that
game or pay a license fee for using the engine. But, that's another route we can take.
Thus far, I have DL:
I have research a lot of other free (opensource) engines out there, but these were the only ones that seemed as though they were
- User friendly
- Capable of rendering graphics to the level we desire
- Ogre3D
- Visual3D.net
- BlenderEngine
- Source
Whichever you find that you think will be up to par, and be friendly to work with
Now for my coders.... I highly recommend you start catching up on reading for C++ and any other languages that are going to apply for whichever engine we choose!
Kauaiboi is so far as I have seen the most knowledgable as far as the current opensource engines we can utilize for development.
If possible I would like you to list what engines you think we should consider using, as well... please indicate which one(s) you
feel more strongly about!
There are also non-opensource engines out there. Only problem with those is that we would have to either make a "mod" directly for that
game or pay a license fee for using the engine. But, that's another route we can take.
Thus far, I have DL:
- Visual3D
- Ogre3D
I have research a lot of other free (opensource) engines out there, but these were the only ones that seemed as though they were
- User friendly
- Capable of rendering graphics to the level we desire
_________________

Thomson85- Admin
- Posts: 44
Join date: 2008-08-16
Age: 24
Location: Ft. Hood, Tx

Re: We need to decide...
hmm i have found a nice forum for game engines:
http://www.devmaster.net/engines/
then if u need a good engine I suggest this one:
http://www.devmaster.net/engines/engine_details.php?id=69
The older version of this game engine is also used for xbox 360 and playstation...
Greetings from belguim
http://www.devmaster.net/engines/
then if u need a good engine I suggest this one:
http://www.devmaster.net/engines/engine_details.php?id=69
The older version of this game engine is also used for xbox 360 and playstation...
Greetings from belguim

versus- Posts: 27
Join date: 2008-08-16
Re: We need to decide...
That's a great find versus! I will check it out in more depth and see what other engines are out there that i'm unaware of.
Admin- Admin
- Posts: 5
Join date: 2008-08-16

Re: We need to decide...
It is my opinion that we should stay on the HL2 engine.
-The Half Life 2 Open Engine will no doubt have some disadvantages such as: reduced graphics, less toolkit option, and/or other nasty complications. If you look at moddb you will see that most mods are using the HL2 engine. As such it will be no problem for people to play the game as HL2 has a major following. We also have the most expierence with this mod from mapping to setting up a server.
-Unreal is good, but once again the only thing I see from it is that its easier to make vehicles with. It has a much smaller audience than HL2 and we also have no direct expierence in any field with this engine. This means starting from the ground up.
-Quake 3 is an old engine. There is Quake 4 now. No need to use an old engine as most people will not bother to look at it as it ha deficient graphics. The population for this engine again does not match nor exceed HAlf Life 2 as does our expierence with it.
So in conclusion, there must be a reason why many people mod with HL2. For our purposes we know people like Hypno Toad who can help us do stuff with a Half Life 2 engine. For the others it will be difficult as we nor do the people we know know how to manipulate these engines. To save ourselves the hassle and the time we should stick with an engine we are familiar with and the most populated.
-The Half Life 2 Open Engine will no doubt have some disadvantages such as: reduced graphics, less toolkit option, and/or other nasty complications. If you look at moddb you will see that most mods are using the HL2 engine. As such it will be no problem for people to play the game as HL2 has a major following. We also have the most expierence with this mod from mapping to setting up a server.
-Unreal is good, but once again the only thing I see from it is that its easier to make vehicles with. It has a much smaller audience than HL2 and we also have no direct expierence in any field with this engine. This means starting from the ground up.
-Quake 3 is an old engine. There is Quake 4 now. No need to use an old engine as most people will not bother to look at it as it ha deficient graphics. The population for this engine again does not match nor exceed HAlf Life 2 as does our expierence with it.
So in conclusion, there must be a reason why many people mod with HL2. For our purposes we know people like Hypno Toad who can help us do stuff with a Half Life 2 engine. For the others it will be difficult as we nor do the people we know know how to manipulate these engines. To save ourselves the hassle and the time we should stick with an engine we are familiar with and the most populated.
Last edited by Darkside Bobby Higgins on Sun Aug 17, 2008 2:55 pm; edited 1 time in total

Darkside Bobby Higgins- Project Lead

- Posts: 18
Join date: 2008-08-17
Location: Orange County, CA
Re: We need to decide...
My only concern is people would have to own a source game in order to play. Therefore it wouldn't really be a free-2-play game. But, I agree we are more familiar with it. Either way the coders are going to have to get to reading and studying C++. We have have been considering the HL2 engine, but now are just looking at all the options before we commit. Thanks for you input Bobby, you address good points.
_________________

Thomson85- Admin
- Posts: 44
Join date: 2008-08-16
Age: 24
Location: Ft. Hood, Tx

Re: We need to decide...
I just posted the topic to help u guys
but If its my game i would make it with source mod because i know most thing of it, i know how to create the textures, skins,maps,....
But u guys need to decide
but If its my game i would make it with source mod because i know most thing of it, i know how to create the textures, skins,maps,....
But u guys need to decide

versus- Posts: 27
Join date: 2008-08-16
Re: We need to decide...
Well it looks like most of you are leaning towards steam source as the engine. The only thing I would like to point out is that we will be limited to just about the same features as INS!
_________________

Thomson85- Admin
- Posts: 44
Join date: 2008-08-16
Age: 24
Location: Ft. Hood, Tx

Re: We need to decide...
Half Life 2 Deathmatch is only $5. Another one of my concerns is that an open engine will be more limited than the actual Half Life 2 engine. And from what I've seen there are already enough limitations to an engine when modding. Just as an example certain walls have shadow bleed through and hit box detection glitches. This is all from the stock Half Life engine that most people prefer to mod with. Im sure the others will have more problems than this.
INS has a good base layout for a game. We just need to make the maps look more like a battle zone like IED and mortar craters and broken pieces of cars spread around. Some more grass cover would be nice too because hey you arent proning on wide open fileds.
Also everything they have is good except the jump. I would remove it in favor of hoisting yourself over walls. That way people cant bunny hop while you shoot at them. Makes for CS moments.
Im also in favor of using most of the guns they have except give the option to have the m16 with a scope and to compensate that give the aks-74u a russian scope. Because unlike INS Im sure people are using more scope than iron sight and not to mention the custom skinning guys have gone crazy making scopes. So give the people what they want
INS has a good base layout for a game. We just need to make the maps look more like a battle zone like IED and mortar craters and broken pieces of cars spread around. Some more grass cover would be nice too because hey you arent proning on wide open fileds.
Also everything they have is good except the jump. I would remove it in favor of hoisting yourself over walls. That way people cant bunny hop while you shoot at them. Makes for CS moments.
Im also in favor of using most of the guns they have except give the option to have the m16 with a scope and to compensate that give the aks-74u a russian scope. Because unlike INS Im sure people are using more scope than iron sight and not to mention the custom skinning guys have gone crazy making scopes. So give the people what they want
_________________


Darkside Bobby Higgins- Project Lead

- Posts: 18
Join date: 2008-08-17
Location: Orange County, CA
Re: We need to decide...
That's an excellent point. And it is the #1 most modded engine. That's gotta mean something!
Personally I'd say lets just go for it... but, Kauaiboi was 2nd on this and I would really love to hear his input. I wouldn't want to start something and not include him. But, at the same time... if he doesn't sign up for the forums and contribute I guess I will have to lead the way on this project, which i'm doing already.
I called yet he hasn't answered my calls
Personally I'd say lets just go for it... but, Kauaiboi was 2nd on this and I would really love to hear his input. I wouldn't want to start something and not include him. But, at the same time... if he doesn't sign up for the forums and contribute I guess I will have to lead the way on this project, which i'm doing already.
I called yet he hasn't answered my calls
_________________

Thomson85- Admin
- Posts: 44
Join date: 2008-08-16
Age: 24
Location: Ft. Hood, Tx

Re: We need to decide...
maybe something new?
choose:
iron sight
scope?
we make 1 scope and 1 ironsight for each weapon..??
but that is for ideas don't?
choose:
iron sight
scope?
we make 1 scope and 1 ironsight for each weapon..??
but that is for ideas don't?

versus- Posts: 27
Join date: 2008-08-16
Re: We need to decide...
Militant: fnfal, russian scoped aks-74u
Rifleman: sks, ak-47
RPG: RPG, uzi sidearm (reduced back to 2.0e speed or slightly faster but not 2.1 speed, its too fast)
Machine gunner: RPK, PKM
Sniper: Lee Enfield, SVD
Sapper: Toz (Can be replaced by whatever we want)
Sergeant: Vert Grip M4, Scoped m4
Rifleman: M16, m16 with scope (burst, or semi)
Grenadier: m16 w/ m203
Machine Gunner: M249 SAW, Thomson's choice he's in the army so he'll know what other guns are used here
Sniper: M14, Thomson's choice again
Engineer: INS shotty
This is my basic class sheet. Give people a choice of 2 guns if class allows. INS has shown that people will skin your stuff with scopes so why not add it to game and keep it balanced. Baby ak and m16 both get scopes now. To compensate the m4 scope the m16 is burst not full auto. Uzi is to help RPG in close quarter combat and to compensate for his slow mobility. To switch things up I would like to showcase the US army not the marines.
Rifleman: sks, ak-47
RPG: RPG, uzi sidearm (reduced back to 2.0e speed or slightly faster but not 2.1 speed, its too fast)
Machine gunner: RPK, PKM
Sniper: Lee Enfield, SVD
Sapper: Toz (Can be replaced by whatever we want)
Sergeant: Vert Grip M4, Scoped m4
Rifleman: M16, m16 with scope (burst, or semi)
Grenadier: m16 w/ m203
Machine Gunner: M249 SAW, Thomson's choice he's in the army so he'll know what other guns are used here
Sniper: M14, Thomson's choice again
Engineer: INS shotty
This is my basic class sheet. Give people a choice of 2 guns if class allows. INS has shown that people will skin your stuff with scopes so why not add it to game and keep it balanced. Baby ak and m16 both get scopes now. To compensate the m4 scope the m16 is burst not full auto. Uzi is to help RPG in close quarter combat and to compensate for his slow mobility. To switch things up I would like to showcase the US army not the marines.
_________________


Darkside Bobby Higgins- Project Lead

- Posts: 18
Join date: 2008-08-17
Location: Orange County, CA
Re: We need to decide...
Darkside Bobby Higgins wrote:Militant: fnfal, russian scoped aks-74u
Rifleman: sks, ak-47
RPG: RPG, uzi sidearm (reduced back to 2.0e speed or slightly faster but not 2.1 speed, its too fast)
Machine gunner: RPK, PKM
Sniper: Lee Enfield, SVD
Sapper: Toz (Can be replaced by whatever we want)
Sergeant: Vert Grip M4, Scoped m4
Rifleman: M16, m16 with scope (burst, or semi)
Grenadier: m16 w/ m203
Machine Gunner: M249 SAW, Thomson's choice he's in the army so he'll know what other guns are used here
Sniper: M14, Thomson's choice again
Engineer: INS shotty
This is my basic class sheet. Give people a choice of 2 guns if class allows. INS has shown that people will skin your stuff with scopes so why not add it to game and keep it balanced. Baby ak and m16 both get scopes now. To compensate the m4 scope the m16 is burst not full auto. Uzi is to help RPG in close quarter combat and to compensate for his slow mobility. To switch things up I would like to showcase the US army not the marines.
That's a good idea, but this thread is dealing w/ the engine... this would be better in the "ideas" section.
But Just to add to what you already wrote, I would like to see the Army side have an AT-4 (Rocket Launcher) which is comparable to the RPG!
_________________

Thomson85- Admin
- Posts: 44
Join date: 2008-08-16
Age: 24
Location: Ft. Hood, Tx

Re: We need to decide...
just wrote a two page post and browser crashed... depressed, tired, going to sleep. I may try to write it all again tomorrow.
Aloha =(
P.S. -- I'll summarize for the hell of it even though it makes my skin crawl:
Engine: HL2 engine
Other thoughts: We need meeting for project structure, now. Not like aBW meeting now, real NOW.
Aloha =(
P.S. -- I'll summarize for the hell of it even though it makes my skin crawl:
Engine: HL2 engine
Other thoughts: We need meeting for project structure, now. Not like aBW meeting now, real NOW.
Devinci333- Posts: 4
Join date: 2008-08-18
Re: We need to decide...
lol i can't come to america for just creating a mod/game :p
it cost money to travel to there :p and my parents will think that am crazy :p
it cost money to travel to there :p and my parents will think that am crazy :p

versus- Posts: 27
Join date: 2008-08-16
Re: We need to decide...
versus wrote:lol i can't come to america for just creating a mod/game :p
it cost money to travel to there :p and my parents will think that am crazy :p
That's why we have GSC, Skype, ooVoo, and MeBeam.
Virtual meetings/confrences
_________________

Thomson85- Admin
- Posts: 44
Join date: 2008-08-16
Age: 24
Location: Ft. Hood, Tx

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» Weapons... what do you want to see?
» Realism & Idea's
» Game Name....
» Voice Acting
» It will be a HL2 mod
» US Army To be Featured In Game
» We need to decide...
» First agenda for models *characters*