Re: Will there be a new version with updated graphics, etc?
Posted: 07 Aug 2009, 02:00
I plan on gaming and programing on it... i will say i have looked into making my own, but i havent made my mind yet.
Strategy by Design
https://forums.wz2100.net/
Actually, the game looks good now, and this game ( Unlike some others) is all about the unique gameplay experience, and if you think these graphics are bad, you should try the Playstation version!hawkn wrote:Is anyone working on a graphics update? if so i think that more weapon types should be added, along with better textures on the maps. I don't care for the way the cities look in the game, and i think more lighting, and less color would look better. Is it possible to create new models of everything without messing with the code too much?
A couple questions:lav_coyote25 wrote:pick something old - and make an updated version or make the next version in line... however you want.
12valve wrote:I tried to find the info I needed on the dev page, but didnt have any luck. I guess i'll just model a few things and deal with sizing and what not later.
That would be just alot more work for whoever is doing the models. I am currently trying to learn blender, so i can mod a game called torch light, and from what little experience i have, i can tell you it would be much easier to just create the model you wanted in the first place instead of slowly making new models every update.Tenoh wrote:I really wish models would get updated little by little.
I disagree. a hundred percent to be exact.eyestrain92 wrote: I know, it's to keep it modern and competitive versus all the modern games we have, but a complete overhaul? I want to play the same game. I'd rather see people working entirely on the mechanics and gameplay than making it "flashier." That kind of aesthetic focus is a turn that many games took that leads to a downward spiral.
Where "these days" is the keyword. The Warzone engine is ten years old and works by the "draw single triangles/quads" principle. This worked well with both Direct3D and Glide, since those also worked that way. But since they drew single triangles which had to be sent to the card every frame anyway, they used a few features that don't work well with the current "load a bunch of vertices/texture coordinates, and then just tell the card where to draw them each frame" GPU mechanics. So while the engine is not in principle limited to low-poly models (see the 1300 faces tank someone posted for example), it is quite a bit slower than the looks of the game suggest (see the same tank, where a significant drop in framerate was noted).Amund wrote:That is not the way a rendering engine work these days