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Classic Doom Multiplayer without Loadouts


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Eternal0 said:

That is terrible logic, AND it's also completely wrong. What had to do with server farms was related to megatextures not proper version control and this is idtech FIVE not six which I've already shown megatextures likely have been ditched for idtech6.

they actually released Rage mod tools. If you chose to use no-mega textures the modding was very possible on a home PC. The engine wasn't optimized for it but it was possible.

This is all simple google stuff than nobody but me seems bothering to do and just spouting things half heard. :|

Feel free to show me I'm wrong with some actual sources. Please, seriously, I'd be glad to be wrong. Show me where idtech6 uses server farms for development beyond megatextures, if it even uses them, or where it'd be impossible to use for a small team. Cite quotes and sources for your statements.

Did you quote the wrong guy or something? Nowhere did I mention server farms or idtech 5. Just that idtech and Unity/Unreal were created with completely different goals in mind.

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Jaxxoon R said:

Did you quote the wrong guy or something? Nowhere did I mention server farms or idtech 5. Just that idtech and Unity/Unreal were created with completely different goals in mind.


Ok, they were created with different goals. No offense, but what was your point? It kind of sounded like you were defending the other guy about what idtech6 does/needs to do and what those requirements are to do it, I.E. a large company so a lot of resources. If you are just saying "it's different" and nothing else it kind of feels like there is no point to your statement. If I misconstrued or missed your point, sorry.

What were those goals? It actually sounds like the goal for idtech6, from pines statement, was to make everything easier to use. That is however not a direct quote.

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"Anyone from hobbyists to Square Enix/Capcom"
VS
"Zenimax's slaves and Zenimax's slaves only."

Idtech 5 was never licensed to third parties and was never intended to, and idtech 6 only follows suit.

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Jaxxoon R said:

"Anyone from hobbyists to Square Enix/Capcom"
VS
"Zenimax's slaves and Zenimax's slaves only."

Idtech 5 was never licensed to third parties and was never intended to, and idtech 6 only follows suit.


Again though, that doesn't mean mod tools aren't possible which is all I've been hearing in here, and the main thing I'm arguing against. The REASON given for it not being distributed to others has nothing to due with capabilities. You're right about not allowing the engine to be used in other places, many companies do that. Hell, even some that HAVE allowed it haven't ever been adopted. I mean source has been able to be licensed since 2004, there is basically 2 games per year that use it and 2 of them are basically premium mods (Gary's mod / Black Mesa). Frostbite is only used by EA, not sure others are even allowed.

The only argument I've heard that has any merit that can be backed up is simply that they made snap map to simplify the system for beginners and that they think that the depth of it will be enough for advanced users, comparing it to how minecraft works. Which IS true and can be cited. I just wish that they would consider releasing full mod tools for that small percentage that would want to add new assets. Small really fanatic teams DO exist, look at the stuff made for Fallout/Elderscrolls, some of them create huge projects with tons of new assets.

I'm sorry for getting irritated. I've been seeing all over here and other places for a long time that it's simply impossible for home users to be able to utilize idtech5 and now it's spread to idtech6 without anything to back up the claim and people never even try and counter it. It all started with someone here making a claim about how Bethesda didn't say that there wont be mod tools for Doom when I can quickly cite a source saying otherwise. Not WANTING it to be utilized by fans is different than not being ABLE to, as you sort of said they may not plan on licensing the engine

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Jaxxoon R said:

Something I never said.


I was trying to explain where I was coming from, if you didn't snip out part of the discussion out of context.

So, what was the reason to bring it up at all that "A is not the same as B"? It had nothing to do with the rest of the discussion about how the engines work and what they are capable of. Because MY point about bringing up Unity wasn't that it can be used by other companies, but that they have systems in place for sharing information among teams, just as I also brought up that there are tons of ways not specific to an engine, which was the strength of idtech6 being presented in the discussion when you piped in. My point about bringing up unreal wasn't that it could be used by other companies, it was that it was capable of similar mechanical output as idtech6 with much lower overhead, if it was true that it even took farms. So neither the mechanical output or the internal team resources made sense. The whole basis of the discussion was why modding was impossible and how users could not use idtech engines because a basic user simply didn't have the computing power to do so, NOT that bethesda wasn't sharing the engine for licensing outside of bethesda published games.

If you didn't want to discuss the goals and mechanics of the engine itself, and you didn't want to discuss other ways programming and management of resources work, and you didn't want to discuss what was possible for a home user, what was your point? I'm honestly lost.

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