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Author Topic: Switch to CryEngine 3 and make the mod standalone?  (Read 22672 times)

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Koba

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Re: Switch to CryEngine 3 and make the mod standalone?
« Reply #15 on: February 14, 2012, 09:10:58 pm »

CryEngine sucks, why would we use that?

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jjmusicnotes

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Re: Switch to CryEngine 3 and make the mod standalone?
« Reply #16 on: February 14, 2012, 10:20:51 pm »

Forget about CryEngine 3 - go Frostbite 2!
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Sam Colt

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Re: Switch to CryEngine 3 and make the mod standalone?
« Reply #17 on: February 16, 2012, 02:27:07 am »

I'm pretty sure if we ever switched engines it would be to UE3. CryEngine, while it's got some nice shaders, does not come close to the openness, support, and modding opportunity on UE3.

It sure is pretty though :3
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Rick Astley

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Re: Switch to CryEngine 3 and make the mod standalone?
« Reply #18 on: February 16, 2012, 11:08:20 am »

anyone remember the crysis goldeneye mod they shut down after trying to finish Dam... sorry i'll take the source engine over that crap any day
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Koba

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Re: Switch to CryEngine 3 and make the mod standalone?
« Reply #19 on: February 16, 2012, 03:40:26 pm »

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terps4life90

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Re: Switch to CryEngine 3 and make the mod standalone?
« Reply #20 on: February 16, 2012, 06:37:35 pm »

Please don't switch to CryEngine. It's ugly as sin!
« Last Edit: February 16, 2012, 07:30:56 pm by terps4life90 »
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Sam Colt

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Re: Switch to CryEngine 3 and make the mod standalone?
« Reply #21 on: February 16, 2012, 07:51:38 pm »

Please don't switch to CryEngine. It's ugly as sin!

You're out of your mind Roger.
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Rick Astley

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Re: Switch to CryEngine 3 and make the mod standalone?
« Reply #22 on: February 17, 2012, 12:23:14 am »


 
remember the goldeneye4dead map for L4D2... this can show you how the source engine can still work for
Goldeneye..
 
besides the goldeneye source development team have worked hard with the source engine and have pushed the boundries of how mods are made...so its all good :)
 
 
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kraid

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Re: Switch to CryEngine 3 and make the mod standalone?
« Reply #23 on: February 18, 2012, 08:10:10 pm »

Switching over to UDK or Cryengine would mean starting from scratch again.
Level creation is so much different from source and it's not enough to be a mapper anymore, you'll also need to be able to produce your own models.
Roughly 90% of a UE3 map consist of models with only a tiny bit of brushwork involved, while in source it's vice verse.

Also UDK is much more complex and complicated. Allmost every feature you can think of and even some you'd never think of are in there and every single one has dozends of parameters and values to toy arround with.
The issue with this is to find the ones you need within all these expandable menues.

In terms of mapping i really prefer Source's Hammer, nice, clean, well structured and easy to use.

While it takes a little effort to learn mapping with Hammer, it would take a seriouse ammount of knowledge in several fields to produce a map for UDK if you're not only planning to stick together some default assets.

As for CE3 i cannot say much beside having played crysis, read the feature list of the CE3 SDK and toyed arround with the FarCry1 editor a little.
But so far the toolset should be more or less equal to the UDK, feature wise.

As for source, it's far behind with the toolsets and features now but still a good engine.
I'm sure with a huge toolset and engine update they could be up-to-par with the other engines again.

On the other hand, if you create a beautifull map with UDK it's just a good looking map powered by a potent engine, but if you create a map on source that is far better then everything you'd ever imagined comming out of source....

....just look at Dear Esther ...or maps created by the GES team :P
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ChronoSKitz

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Re: Switch to CryEngine 3 and make the mod standalone?
« Reply #24 on: February 26, 2012, 10:56:41 pm »

Switching over to UDK or Cryengine would mean starting from scratch again.

Oh goodness, no. I don't want to go back to the alpha stage.

I'm no developer here, but it just seems like a lot of hard work for the little audience around now.
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major

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Re: Switch to CryEngine 3 and make the mod standalone?
« Reply #25 on: February 27, 2012, 12:22:57 am »

Unless SP is on UDK.... ohhhhhhhhhhh snap.
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Kratos

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Re: Switch to CryEngine 3 and make the mod standalone?
« Reply #26 on: February 27, 2012, 12:39:30 am »

lets switch the mod to these graphics

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Troy

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Re: Switch to CryEngine 3 and make the mod standalone?
« Reply #27 on: February 27, 2012, 02:41:40 am »

ET phone home.
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Koba

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Re: Switch to CryEngine 3 and make the mod standalone?
« Reply #28 on: April 28, 2012, 08:41:19 am »

Sorry to bump an old topic, but thought this trailer deserves a view:
http://www.youtube.com/v/r5nB9u4jjy4
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terps4life90

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Re: Switch to CryEngine 3 and make the mod standalone?
« Reply #29 on: April 28, 2012, 09:08:37 am »

That is fucking amazing.
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