Power of the engine
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Power of the engine
I was wondering exactly how powerful the engine would be in term for modders. I'm fully aware of the map editor and I know you can load custom objects in, but is there some kind of an in game script that you can use to complexly mod it? or is al of it done in source code. The reason I ask this is because I would really like to see things like vehicles, interactive objects like switches, buttons and "kill" areas, and I was wondering if the Phoenix engine has the capability to add that kind of stuff in without editing the actual source code.
That sentence is phrased badly and I accept that.
That sentence is phrased badly and I accept that.
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- Gramps, Jr.
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Re: Power of the engine
AFAIK, the engine doesn't have anything much yet, besides some basic procedural animation for rabbot and some fancy graphics stuff.tomascokis wrote:has
I could be wrong though, they might be hiding something.
You should probably be asking if the team plans on implementing this stuff in the future.
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Re: Power of the engine
well yeah basically, but I am assuming that something major like applying scripts to objects would be to hard to implement this far down the track. But then again, I don't know what stage the team are at - I'm just going by the second quarter of this year prediction
Re: Power of the engine
The engine is very easy for people to add objects and textures but it lacks a few things.
If you have a large model that has multiple textures (because it wont all fit on one file) then you have to break the model up into smaller pieces and put them together in-game. This is tricky because the movement system isn't very accurate (it's like using Valves Hammer editor with the grid snapping turned off)
No shadows or light sources so everything looks very bland, Ive asked and asked for dynamic shadows and all that fancy stuff but it looks like we wont be seeing it for a long time.
No in-game scripting but lots of people are asking for it so lets hope they do it.
If you have a large model that has multiple textures (because it wont all fit on one file) then you have to break the model up into smaller pieces and put them together in-game. This is tricky because the movement system isn't very accurate (it's like using Valves Hammer editor with the grid snapping turned off)
No shadows or light sources so everything looks very bland, Ive asked and asked for dynamic shadows and all that fancy stuff but it looks like we wont be seeing it for a long time.
No in-game scripting but lots of people are asking for it so lets hope they do it.
Re: Power of the engine
It's alpha, so there isn't much. Things like Grid-snapping probably aren't too hard to do, so there's a good chance of them being included.
One of the goals is good moddability, so I expect they are planning to add some of the stuff OP mentioned. It's too early to say what will be included and in what form.
One of the goals is good moddability, so I expect they are planning to add some of the stuff OP mentioned. It's too early to say what will be included and in what form.
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Re: Power of the engine
what I really want is some form of script, so objects can be given some form of interactivity.
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Re: Power of the engine
If I remember correctly, they mentioned that they were going to be using javascript for the scripting engine. I don't know if this is only for the GUI or if it's going to be through the whole engine.
Re: Power of the engine
If wolfire doesn't do it then I'm sure the community will.tomascokis wrote:what I really want is some form of script, so objects can be given some form of interactivity.
Re: Power of the engine
What I've been wondering about for a while is the amount of physics variables that are hard-coded or static.
It'd open up some possibilities if a modder could, say, turn off gravity. Then you could make an Ender's Game-style Battle Room.
Also, hi everyone.
It'd open up some possibilities if a modder could, say, turn off gravity. Then you could make an Ender's Game-style Battle Room.
Also, hi everyone.
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Re: Power of the engine
Currently I don't think physics effects any objects in the editor, so perhaps there will be certain objects that -do- move around, like if you kick somebody into a fruit stand. If that's included it would be neat if the thing actually broke, but that's getting a bit complex... perhaps.
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Re: Power of the engine
Hello! Thanks for pre-ordering overgrowthArtanis wrote: Also, hi everyone.
Re: Power of the engine
I'm still thinking about that decision, so having pre-ordered Overgrowth either means someone did so for me, or that you can see the future.tomascokis wrote: Hello! Thanks for pre-ordering overgrowth
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Re: Power of the engine
oh right. I thought this was the spf. My bad.
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Re: Power of the engine
I think I started this post before I preordered because now all my posts go in the spf.
Also preordering is awesome, the new alpha has a grass plains environment with the jesus stone
Also preordering is awesome, the new alpha has a grass plains environment with the jesus stone
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Re: Power of the engine
Is that what they're going to nickname it now?tomascokis wrote:the jesus stone