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  1. #31

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    Quote Originally Posted by Xortag View Post
    Knock that one out over lunch break? How long do they give you for lunch over at Epic?


    The difference is crazy! Looks great and thank you.

  2. #32

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    Quote Originally Posted by aKe`cj View Post

    Thats ok. You feel I am attacking the NST with my assessment and since that is not my intention at all, your argument gives me the chance to reiterate this point.
    👍 glad we are all good.
    Did I see you ingame tonight?

    I just watched a few UE4 level design tutorials and all I thought about was the NC world. For some reason I kept thinking about the graves and the viper king and how amazing that would look.

  3. #33
    Xpertz William Antrim's Avatar
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    So if its the same workload then why not use a better engine? Unrealocron is a catchy name imo.
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  4. #34
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    Quote Originally Posted by William Antrim View Post
    So if its the same workload then why not use a better engine? Unrealocron is a catchy name imo.
    Because it is not the same.
    Recreating some assets != recreating *insert-all-the-things-meme*
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  5. #35
    Xpertz William Antrim's Avatar
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    Right I see. It would be more like starting a new game from scratch than "touching up" an older one?
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  6. #36

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    Quote Originally Posted by William Antrim View Post
    Right I see. It would be more like starting a new game from scratch than "touching up" an older one?
    Basically.

    With the current engine, we can replace assets as we go for gradual progress. If we went to an engine as radically different as UE4, everything would need to be redone in one go. That or the equivalent effort would need to go into getting current assets to work.

    Just because we're using the engine that Neocron has always used, doesn't mean the game can't look better than it does now. Alduin and Zoltan have already improved Tekktonic's (well, Genesis3D's) capabilities, we just need to take advantage of them. Sadly, as with everything, that takes time.

    While it's not the photorealism of UE4, the vastly higher resolution decals Xortag has been working on already make Neocron look a lot nicer.
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  7. #37
    NC2 were u fight bugs from NC1
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    Quote Originally Posted by William Antrim View Post
    Joking apart and being deadly serious because I know nothing of coding. Is a port of NC onto a new engine remotely possible?
    I would say yes, but I have no idea how difficult it actually is. The reason I say yes is because I remember hearing/reading about how 'Reinkkarnation' [sp?] had ported NC2 to the Unity engine and you could play it in the browser.

    However I'm a more a Sys admin and not a programmer/developer so I've no idea how complex such a task would be. (and ofcourse the big part is just how many man hours it would take to achieve something like that)

    I know Alduin said about the UE4 engine's requirements probably being rather high, but historically the Unreal Engines have actually scaled rather well.
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  8. #38
    CmyKK F4nb01 <3 aKe`cj's Avatar
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    Quote Originally Posted by Netphreak View Post
    I would say yes, but I have no idea how difficult it actually is. The reason I say yes is because I remember hearing/reading about how 'Reinkkarnation' [sp?] had ported NC2 to the Unity engine and you could play it in the browser.
    The company you refer to is Nukklear and from what I have seen they have not ported NC2 but were trying to find an investor who would provide the funds required to do the actual port. Importing a single bsp map with textures is pretty far from porting an entire game.

    Reinkkarnation was the term used on the reakktor.com homepage, which I believe has little to do with Nukklear.
    Nukklear was founded by the then CEO of Reakktor Media, after the company went belly up. Reakktor of 2014 (new lords of reakktor.com and thus behind the Reinkkarnation thingy) is a new game studio. To add to the confusion, this new studio is run by MJS, who also happens to be the founder and first CEO of the old Reakktor. He probably still has romantic feelings for it - thus the reincarnation by launching a studio under the familiar name

    How many times did I just say Reakktor?
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  9. #39

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    Yes it is quite confusing! I've been around off and on for 12ish years or so and still I very much appreciate the synopsis you just gave.

  10. #40

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    Quote Originally Posted by Netphreak View Post
    I know Alduin said about the UE4 engine's requirements probably being rather high, but historically the Unreal Engines have actually scaled rather well.
    Thats right but there are many, many players in the community who don't have the right hardware which is required to run the Unreal 4 Engine at the minimum settings.

    You may remember, we'd upgraded the old DirectX 9.0 Driver to DirectX 9.0c which lead to a drop of the old DirectX 7 driver too. More than 1/3 of the community weren't able to run Neocron on their hardware (for example laptops with integrated gaphic units) so we were forced to implement some workaround such as "softwareprocessing".

    Apart from that I agree to my previous speakers. there is still room for some improvements in the Genesis3D / Tekktonic Engine.

    Here you can see an example of the upcoming and said improvements:

    Engine Improvements

    Some of these changes will find the way in the next patch and needs some testing effort.
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  11. #41
    Xpertz William Antrim's Avatar
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    Good to see the video stopped before eye cancer flash
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  12. #42
    NC2 were u fight bugs from NC1
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    Quote Originally Posted by aKe`cj View Post
    The company you refer to is Nukklear and from what I have seen they have not ported NC2 but were trying to find an investor who would provide the funds required to do the actual port. Importing a single bsp map with textures is pretty far from porting an entire game.
    [snip]...
    Thanks for the clarification.

    I do remember one of the devs stating that it was cool playing NC in a browser at 60fps. I'm guessing they were refering to some kind of tech demo they had done.


    Also following on from Zoltan's point, I understand that it's a very fine line you have to tread to keep the current user base catered for while progressing the game. Tbh, the directx 9 thing should not have been the issue it was for users. Directx 9.0c was released in August 2004. At some point, progress had to be made and certain legacy 'features' removed. This is what you did.

    It's a bit unrealistic I think of the community to expect a game that is still being developed in 2014 to expect it to be compatible with hardware that doesn't support an API released in 2004 (almost 10years now).

    I know you guys are doing whatever you can to progress the game and hopefully in the future get new players into the game.
    If the opportunity to update the game engine to a newer one was possible, then I'd like to hope it would atleast be considered (obviously the sheer time/man hours involved would come into any such consideration at that point as well).
    Anyhow, as always keep up the good work guys and it's great to see your comments in these threads.
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  13. #43
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  14. #44

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    Quote Originally Posted by Xortag View Post
    Thanks Xortag. The sign looks great!
    I believe you guys are just working on logos and items like that for now to add a good pop to the game and other things later. But is there anyway to update the strippers to high definition?!! Maybe even for next patch :-) I bet that would get a lot of attention! Haha.

    Again thanks for the update we all appreciate it!

  15. #45

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    All I can say is: We'll improve the textures step by step. There are TONS of textures which needs to be replaced, adjusted and scaled. Each world and each model needs a recompile too in case of Plaza 1 it tooks ~4 days with the original tools to compile the whole world with "high" details.

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