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bioned

so when is the move to the new engine?

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  On 7/31/2014 at 6:18 PM, RagedDrew said:

hello there

 

Infusion.

 

Rgds

 

Rage

It depends if Rockets saying it or not.

 

L

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  On 7/31/2014 at 6:21 PM, orlok said:

It depends if Rockets saying it or not.

 

L

 

Spelling is spelling regardless of accents lol.

Also this was just a test to see if you were a robot as all your posts are pretty much the same other than the middle part, now I'm wondering if you're copy & pasting your posts and just adding one word to it. :D

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  On 7/31/2014 at 5:54 PM, Mancomb said:

*stuph*

BUT, what if you do a frame swap hmm? ;)

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  On 7/31/2014 at 6:32 PM, SFRGaming said:

BUT, what if you do a frame swap hmm? ;)

 

 

  On 7/31/2014 at 5:54 PM, Mancomb said:

The exception to both of these example is if you were to replace even the frame of the car, at which point it really isn't the same car anymore, because absolutely nothing is original; the same can be said for the game engine. You can start with one engine, but if you completely modify and replace everything in it, at that point it ceases to be the original and has become something entirely new, because nothing of the original is left. For it to be an "upgrade" or "modification", there still needs to be something left of the original product, and I think that is what the case will be for the game engine: it WILL be heavily modified, but at the core I think it will still be the same engine.

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  On 7/31/2014 at 6:34 PM, Mancomb said:

 

Wow I would completely miss that. I guess I should go grab a cup of coffee.

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Who here believes that the new CryEngine that is coming out has no code in common with CryEngine 1? This is the forth generation of CryEngine. Also Ubisoft uses a heavily modified version of CryEngine for at least one of their games, that is CryEngine 1 if I remember correctly. They call it something completely different although I can't remember what it was. 

I can't think of a single developer I have talked to who throws the whole code base out and starts from scratch. Instead they typically take certain packages and modify up from there or take their existing software and go through it with a scalpel replacing he parts that no longer function how they want them to. Then they wrap it up in a new package and that is that. 

Techincally Dean should have stated DayZ would be moving to a "DIFFERENT" engine, one based off of ToH but heavily modified and that they would be swapping it out one module at a time. 


New, Modified, or whatever, it is different and will hopefully do what they need it to do to make DayZ better. 

BTW, take a look at Steam Stats. DayZ SA is in the top 10 of games played right now and it is up there with finished and polished games. 

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  On 7/7/2014 at 3:03 AM, bioned said:

i read the new about a month ago about dayz moving to a new engine

when cud it possibly be?

I also want to know this. My "feel" is that the current engine will colapse under the burden of new items, animations and increasing the complexity of the game in general. Sort of like Skyrim colapses if you fiddle around with tons of mods like i did.

The clunkyness of the movement and inventory feels like you are constantly adding new carbon fibre doors, rimms and spoilers to your rusty 91' fiat. They are cool additions but doesnt feel as the whole thing progressed, but instead degressed.

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  On 8/1/2014 at 1:16 AM, Calvin Candie said:

I also want to know this. My "feel" is that the current engine will colapse under the burden of new items, animations and increasing the complexity of the game in general. Sort of like Skyrim colapses if you fiddle around with tons of mods like i did.

The clunkyness of the movement and inventory feels like you are constantly adding new carbon fibre doors, rimms and spoilers to your rusty 91' fiat. They are cool additions but doesnt feel as the whole thing progressed, but instead degressed.

It has already began, they are "rewritting" the old one bit by bit.

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I always had the idea it was going to be throwing in some plugins/updates to the current build, but interested to see how it turns out.

 

Natural Selection-  as one game from birth - started out as a  source development, then went to a proprietary engine but the change was well before public access*

then there was also Prey and DnF, but we'll leave those right out...

If it's a sizable overhaul, wondering about how the patching/changing would be done. 

 

Hope BI's taking advantage of full steam ahead, and no silly business like porting CD keys across to a 'new' product.  Or even as a development stage if the code will just be ripped from current build into 'new' as development progresses then on final release the 'new' engine debuts or if we'll get a taste early (pre-beta, or even gold if they want to really lock down security).  

 

Still reckon it will be mostly like some have said, gut unnecessary or insecure parts and add functionality to taste.

 

*preety sure, though think they had some pre-release beta.

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  On 7/31/2014 at 5:54 PM, Mancomb said:

So, to sum it all up:

 

- Dean says DayZ will be on a new engine eventually

- They start with the original engine (whatever that might have been at the start)

- They modify the engine slightly here and there over time

- Eventually, after enough modification, the engine they're currently using will morph into something new

- DayZ is now running on a "new" engine

 

 

Borrowing from the "new car" argument above: just like when you purchase a car and then proceed to modify it by replacing parts here and there, from the wheel rims to the body panels, when you replace everything, you're changing and replacing everything EXCEPT the frame that it's all attached to and supported by; the car may look, sound and even feel radically different from what you originally started with, but at it's core it's still the same car. Stock cars are a good example of this: they're still the same make and model of car that someone can buy at a dealership, it's just been HEAVILY modified to become a race car. The same can be said for this game engine: after all is said and done, it will likely look, sound and feel like something completely new and different, but at the core it's still the same engine. The exception to both of these example is if you were to replace even the frame of the car, at which point it really isn't the same car anymore, because absolutely nothing is original; the same can be said for the game engine. You can start with one engine, but if you completely modify and replace everything in it, at that point it ceases to be the original and has become something entirely new, because nothing of the original is left. For it to be an "upgrade" or "modification", there still needs to be something left of the original product, and I think that is what the case will be for the game engine: it WILL be heavily modified, but at the core I think it will still be the same engine.

And that's the thing, you never replace "everything" in a game engine, because even today, there are still bits and pieces of the quake 1 source code in the source engine. Why? Because what worked back then still work today, there is no sense in reinventing the wheel when the old one is doing exactly what is demanded from it. There is justification for many things, but at the end of the day, how many times can you refactor, let's say a trigonometry function? It's still gonna be about trigonometry in the end and there is'nt a million of improvements you can do to it.

 

More examples: why would they rewrite their custom file formats for example? Unless there is a glaring problem with it, they have years of toolsets for working with those formats. Most users only see the upper layers of the engine, for instance, people still believe that BeamNG is running on the cryengine, because it "looks" like it.

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  On 8/1/2014 at 8:51 AM, Lady Kyrah said:

And that's the thing, you never replace "everything" in a game engine, because even today, there are still bits and pieces of the quake 1 source code in the source engine. Why? Because what worked back then still work today, there is no sense in reinventing the wheel when the old one is doing exactly what is demanded from it. There is justification for many things, but at the end of the day, how many times can you refactor, let's say a trigonometry function? It's still gonna be about trigonometry in the end and there is'nt a million of improvements you can do to it.

 

More examples: why would they rewrite their custom file formats for example? Unless there is a glaring problem with it, they have years of toolsets for working with those formats. Most users only see the upper layers of the engine, for instance, people still believe that BeamNG is running on the cryengine, because it "looks" like it.

Everyone knows that all video games are made on a heavily modified pong engine.

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  On 8/1/2014 at 9:02 AM, Caboose187 said:

Everyone knows that all video games are made on a heavily modified pong engine.

 

Which itself was based off the world famous "hello world" engine.

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  On 8/1/2014 at 9:02 AM, Caboose187 said:

Everyone knows that all video games are made on a heavily modified pong engine.

Then why are controls in pong 1000 times more responsive than our controls in this game?

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  On 8/1/2014 at 2:37 PM, Zed said:

Then why are controls in pong 1000 times more responsive than our controls in this game?

Because people seem to think that those computers that ran pong, can run DayZ

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  On 8/1/2014 at 8:51 AM, Lady Kyrah said:

And that's the thing, you never replace "everything" in a game engine, because even today, there are still bits and pieces of the quake 1 source code in the source engine. Why? Because what worked back then still work today, there is no sense in reinventing the wheel when the old one is doing exactly what is demanded from it. There is justification for many things, but at the end of the day, how many times can you refactor, let's say a trigonometry function? It's still gonna be about trigonometry in the end and there is'nt a million of improvements you can do to it.

 

More examples: why would they rewrite their custom file formats for example? Unless there is a glaring problem with it, they have years of toolsets for working with those formats. Most users only see the upper layers of the engine, for instance, people still believe that BeamNG is running on the cryengine, because it "looks" like it.

I have a feeling some of these people won't accept something as a new engine unless they write it in a new language.

"Written in C+? MODIFIED!"

"Written in C++? MODIFIED!"

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