Posted: Wed Oct 05, 2011 7:49 am Post subject:
Making the big step
Subject description: asking EA for a freeware release of RA2
I am wondering this since a couple of months, shouldn't be the case to ask EA to do what they did with Tiberian Sun, so that many mods can make the leap and become stand alone? maybe it could breathe a somewhat new life if the game becomes freeware for download, especially in conjuction with ARES.
Not that there are any real YR projects that could be feasible as stand-alone (Robot Storm and Project Phantom are the only two with enough done for my own support), it'd still be nice to have a free download location for the RA2/YR which has dominated my teen years. QUICK_EDIT
The idea was to gather some support, but still yeah. Need to think this through. Mostly it stems from the consideration that the RA2/YR engine is one of the few systems that still allow a considerable amount of detail while still being undertakable by a one-man mod team (obviously teamwork is better, but I hardly can find any game from Generals onwards that can be result into great works with everything done almost on your own, that was the consideration.
Now let's see if a lone email to the community manager can provide us some insight! QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Wed Oct 05, 2011 11:35 am Post subject:
Garrick wrote:
The idea was to gather some support, but still yeah. Need to think this through. Mostly it stems from the consideration that the RA2/YR engine is one of the few systems that still allow a considerable amount of detail while still being undertakable by a one-man mod team (obviously teamwork is better, but I hardly can find any game from Generals onwards that can be result into great works with everything done almost on your own, that was the consideration.
Now let's see if a lone email to the community manager can provide us some insight!
Tiberium Apocalype, CNC Fallout, Tiberium Essence and CnC Condition Red are all 1-man mods, look good, and are for TW and RA3.
I still get your point though, but I still doubt EA will give it away for free anytime soon. RA2 is still played a lot online, compared to TD/RA1/TS (not sure about TS). QUICK_EDIT
yeah, my point was more on in relation to the time/skills needed to make 3d assets compared to the time/skills needed to make voxels/SHPs (maybe its just personal experience, i find voxeling/SHPing a lot easier than 3d modeling). Sent a message to EA_CIRE, let's if we get a response Last edited by Garrick on Thu Oct 06, 2011 8:36 am; edited 1 time in total QUICK_EDIT
Ignore EA, man. Haven't you seen what they have done with the Shit-And-Garbage-Engine? Don't expect too much from EA. _________________ Fusion Reactor upgrade is complete.
Generals SAGE is kinda blah, but their improved TW version is pretty good. As is their RNA engine for RA3, which is nothing more than a heavily modified SAGE engine. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
RA3 uses Sage 2.0, which is the one I'm referring too.
RNA is just the newer renderer Sage 2.0 uses. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
SAGE is a good engine to mod not to play with! SAGE is notorious for its terrible path-finding and chaos physical logics(Can you imagine how a missile hits a mine? Bullshit.). _________________ Fusion Reactor upgrade is complete.
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Oct 09, 2011 4:18 pm Post subject:
LH_Mouse wrote:
SAGE is a good engine to mod not to play with! SAGE is notorious for its terrible path-finding and chaos physical logics(Can you imagine how a missile hits a mine? Bullshit.).
The pathfinding engine is indeed bad, but that has been fixed in TW and onwards. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Oct 10, 2011 4:58 pm Post subject:
FurryQueen wrote:
Are we talking AI pathfinding or just general unit pathfinding?
General unit pathfinding is meh-ish, AI pathfinding can ruin your game if the map you play on has a combination of difficult terrain (lots of cliffs and rivers) and bad waypoint paths. The last one is the main reason that most of my remake maps for my GenZH mod are useless because the AI doesn't know how to navigate on them without reducing the game to snail-speed >_>
Luckily, the fixed that in TW and onwards, nor do you need to add manual waypoint paths so the AI knows how to attack. Seems that logic has been transferred into the AI itself, as I haven't been able to find it from my little TW research. QUICK_EDIT
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