Elwro
Arcane
I'm not sure if ToEE's engine is any good. I got horrible slowdowns in the Temple and what should I attribute them to, if not the engine?
Those slowdowns (especially those in the Nodes) are a pain in the neck. They're probably due to pathfinding routines using up a lot of processing power, combined with particle or other graphical effects. Steve Moret wanted to work on that, but he never got around to it. A pity, really, since that's the bug number one on most people's priority list.Elwro said:I'm not sure if ToEE's engine is any good. I got horrible slowdowns in the Temple and what should I attribute them to, if not the engine?
Jinxed said:That doesn't come without a price. Did you atcually finish ToEE with their changes? While it improves some things, it makes other utterly ridiculous. The entire spellcaster roster of ToEE would have to be redone depending on which ones they are. This is a guess but I think what they did was apply a general spellcaster AI to everyone who can cast spells, while this works in some situations, it ruins other ones like I mentioned.
Saint_Proverbius said:DemonKing said:Interplay wanted them to make a CRPG out of Deadlands using SPECIAL
Nomad said:I'm unimpressed by this video.
The animations were poor, the framerate appeared sluggish and that's with only two characters on the screen and no effects.
The shadows were nice but nothing we haven't seen before and in games several years old.
The only thing that was reasonably cool, was the day/night transition. However, a real-time day/night cycle doesn't make up for the obvious deficiencies.
All that being said, it was a demo of an unfinished engine. I believe that had Troika been given the opportunity to produce a game with this engine things would have gotten better, however we'll never know.
N.
M0rphz0rz said:Those slowdowns (especially those in the Nodes) are a pain in the neck. They're probably due to pathfinding routines using up a lot of processing power, combined with particle or other graphical effects. Steve Moret wanted to work on that, but he never got around to it. A pity, really, since that's the bug number one on most people's priority list.Elwro said:I'm not sure if ToEE's engine is any good. I got horrible slowdowns in the Temple and what should I attribute them to, if not the engine?
Yeah, ToEE's engine has a whole number of issues. The one redeeming feature is its combat system. A brilliant translation of D&D rules, the best one since SSI's Gold Box games.
Ahh, the fanboi resorts to childish insults. pwnd.
Congratulations, it took you quite long to figure that out. But then again you could just have stopped reading imaginary posts instead. I can see why you have no friends.
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What the hell is this, another no more free rides post?
Congratulations, it took you quite long to figure that out. But then again you could just have stopped reading imaginary posts instead. I can see why you have no friends.
What the hell is this, another no more free rides post? Well in case you haven't noticed people have been plenty critical of BIS, Trioka, Obsidian, Reflexsive and other devs. What we don't due is blame people indiscriminantly through straw man arguments. Heros hugh? Why don't you browse some old threads and look at some of the flak that the so called heros have taken over the past months. Once again you're making bullshit assumptions, but I'm sure you have "empirical evidence " to back it up.
Stark said:M0rphz0rz said:Those slowdowns (especially those in the Nodes) are a pain in the neck. They're probably due to pathfinding routines using up a lot of processing power, combined with particle or other graphical effects. Steve Moret wanted to work on that, but he never got around to it. A pity, really, since that's the bug number one on most people's priority list.Elwro said:I'm not sure if ToEE's engine is any good. I got horrible slowdowns in the Temple and what should I attribute them to, if not the engine?
Yeah, ToEE's engine has a whole number of issues. The one redeeming feature is its combat system. A brilliant translation of D&D rules, the best one since SSI's Gold Box games.
There're far more creatures in some of the rooms in the temple level yet there's no slowdown, so it can't be all due to pathfinding routines. I notice bad slowdowns in the fire temple (the one with alot of fire braziers) so the graphic effect for fire is definately a major culprit.
M0rphz0rz said:Sorry, but what are you talking about? Let me rephrase this, do you even know what you're talking about? Maybe you should look up the relevant thread on the Co8 board before jumping to conclusions. It's possible to assign different AI patterns to each spellcaster depending on the situation, and that's exactly what the modder in question is planning on doing. While the whole thing is still a work in progress, the changes do sound very promising. The modder's aim is to make the combats more challenging, but not downright impossible. I don't see what's so "ridiculous" about this, but maybe you can enlighten me?
Currently, enemy spellcasters often cast useless spells on their allies (like, enlarge person on a ranged fighter) and even sometimes cast beneficial spells on YOUR PARTY. That is about to be fixed as well. Wanna complain about this too?
Nomad said:I'm unimpressed by this video.
The animations were poor, the framerate appeared sluggish and that's with only two characters on the screen and no effects.
The shadows were nice but nothing we haven't seen before and in games several years old.
The only thing that was reasonably cool, was the day/night transition. However, a real-time day/night cycle doesn't make up for the obvious deficiencies.
All that being said, it was a demo of an unfinished engine. I believe that had Troika been given the opportunity to produce a game with this engine things would have gotten better, however we'll never know.
N.
bryce777 said:I dunno, looks damn good to me.
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Shagnak said:If it looks "half decent (for an rpg) at best", then I want to know - what are these uber-grafixed rpgs that I don't know about?
Exitium said:I wouldn't be so quick to judge the game 'crap', bryce.
Shagnak said:Edit: maybe we're talking about different things here. I'm going on about the capabilities of the demonstrated engine, and maybe you are talking more about how well they implemented things in the demonstration using the engine? e.g. the engine can do the biz, but maybe they could have made a better looking mech model (and animations) to demonstrate it with. If u no wot i meen? :wink:
Err, or not. I may be confused. Need more coffee.
I have bought every game they have made to date, and they are not going to steal any more of my money. After daggerfall they have done nothing new, and in some ways made things worse.
Seven said:What the hell is this, another no more free rides post? Well in case you haven't noticed people have been plenty critical of BIS, Trioka, Obsidian, Reflexsive and other devs. What we don't due is blame people indiscriminantly through straw man arguments. Heros hugh? Why don't you browse some old threads and look at some of the flak that the so called heros have taken over the past months. Once again you're making bullshit assumptions, but I'm sure you have "empirical evidence " to back it up.
Only proves that you can take on sentence out of context, while ignoring the valid points, which is you're full of shit and are uncapable of defending your bullshit asumptions and arguments. No where do you (nor will you) address the fact that no dev in reccent times has gotten a free ride at the codex because you cannot find any "evidence" to back up this claim.