Would you participate in the making of this mod?
Yes.
44.44%
8
No.
11.11%
2
I like the idea, but I don't want to mod Cod4.
44.44%
8
18 vote(s)
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Operation modtools
#41
How big is "very limited"?
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#42
(07-05-2012, 13:28)SuperNovaAO Wrote:
(07-05-2012, 12:49)Romuald27 Wrote: Limit map of UDK = 10 km
Limit map of CE3 = 262 km

ArmA 2 is unlimited I think Big Grin

Also yes, the Source Engine is very limited in map size but loading times of a map are very short and you can take a "modern officebuilding" and just load every floor seperately.

Also if you make it with CE3 you will hardly find any players because I think 99% of the people that ever played a FPS do own one Source Engine game which gives you access to play all mods based on the Source Engine whereas hardly anyone (compared to all FPS players) own a CE3 game.

So licensing is easier with the Source Engine.

Indeed, just not to mencion that every pc can run a source engine based game while a ce3 requires much better specs making it harder to be played by everyone
LOL
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#43
(07-05-2012, 13:49)Rendflex Wrote: How big is "very limited"?

32768 x 32768 x 32768 units.

But because the Source Engine loads the entire map into the memory when you load it (unlike engines that support bigass maps) using this entire space will make your computer very slow.

Take TF2: cp_dustbowl is quite a large map (it consists of 3 small parts but they are all in the same map; no loading times between the 3 stages).
Also cp_gravelpit (smaller than Dustbowl). pl_badwater.

Just some examples of what Source Engine defines as a big map which runs on lots of FPS on low end computers.
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#44
Nope.avi, correct me if I am mistaken, but you can make pretty big maps (not as big as caspian border Dumb Bitch ) in Source SDK and if you need more - you can easily make a trigger that will load another map really fast.

What about high buildings - if you want all the inside - possible, vertical units are more than 1337. If you want only like 1st floor but so that people can see the whole building from outside - even less problem - if you know how to make proper skyboxes you can do it so easily...
[Image: r212360a129ce9b84444093b6cd2699013a1fbn155.png]
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#45
Well, suppose a particular map is set in a urban city, when the player enters a large building, it changes the map.
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#46
I could also help to program the game if you guys need further help.

Engine:

I never worked with any of them. It should be fast and easy to understand Wink
[Image: compiling.png][Image: aLKA8og_460sa.gif]
  Reply
#47
Source SDK - yes. But it is an exception. Game Engines are far from "easy to understand". Well, maybe you can understand, but to make something good - not easy anyway
[Image: r212360a129ce9b84444093b6cd2699013a1fbn155.png]
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#48
(07-08-2012, 15:25)G-Man Wrote: Source SDK - yes. But it is an exception. Game Engines are far from "easy to understand". Well, maybe you can understand, but to make something good - not easy anyway

I know the complexity of Engines. I meant that we should choose an Engine which is the easiest off this Colletion of Engines. So i vote for Souce SDK too.
[Image: compiling.png][Image: aLKA8og_460sa.gif]
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#49
Bump!
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#50
(07-27-2012, 20:14)Rendflex Wrote: Bump!

Could you make a list @ first post who want to participate
[Image: compiling.png][Image: aLKA8og_460sa.gif]
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