Quote Originally Posted by Celt View Post
OpenMW is similar to OpenXcom, an open source engine that uses the original art assets without modification. 'Porting to UE4' would almost certainly involve the painstaking recreation of every art asset, given the low res/low detail nature of Neocron's graphics. Beyond that, what would it gain to have the exact same art assets in a different engine? 3? 4? 5? years work to end up not really any further than we are now?

I was actually incorrect, Morroblivion finally reached mostly complete status last year - after a solid 9 years work
Having the original assets would make it possible to have a playable version out sooner rather then later. You could gradually replace everything.

Advantages off the top of my head:
- Readily available tools (creating assets and scripts would be much easier)
- Very good bot AI,
- Platform support,
- Bigger zones... maybe even one big zone,
- Engine errors are fixed upstream, patches from the Neocron team would improve the UE engine even further,
- Volunteers working on Neocron would get actual experience with tools that could be readily used in real world projects

If you look at the progress Neocron made with the NST team over the last few years... due to already mentioned issues... you could say it is slow. I mean many engine issues will NEVER be resolved. It is just not feasible. I think the advantages would be huge.