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Post by Cyanide.Inside June 15th 2016, 7:31 pm

So you guys really did move to Unreal huh? It's kinda shitty in one sense, years of work gone. But Unreal is much more open and easy to use than Cryengine so I get the switch. Were you able to port any maps/models/anything from Cryengine to UE4 so you don't have to scrap it all?

(Links below)
Trailer -

"Cardinal" Gameplay -

"Asgard" Gameplay -

"Monolith" Gameplay -


Edited By R93 Sniper: Cleaned up the links for readability


Last edited by R93_Sniper on June 16th 2016, 12:24 am; edited 2 times in total (Reason for editing : Add info and stuff :P)
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Post by Mootjuh June 15th 2016, 7:57 pm

http://www.project-contingency.com/UpdateAddendum.html
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Post by Stevedoggen June 15th 2016, 10:51 pm

What have I just woken up to 0.o
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Post by deadofmind June 15th 2016, 11:02 pm

HOLY SH­IT I never would've known if not for this post, I never go to the main page.

Why Equipment?
Why SMG?
Where is AR?
On Cardinal you should remove the glacier blocking the area behind the Sniper Spawn, Accidentally falling off or having an enemy fall off was always funny.


Are you still trying to get the previous textures to work?
How old is this footage?
I knew you guys would switch to best Engine :3
Are there any assets that you will need to redo?
Are the people who made the previous glorious textures and models still with the team?
How complete are these maps or are they just testing for now, and if just for testing will the possibly be in the final game?
Still working on vehicles?
Is this local hosted or were you playing on a dedicated server?


EDIT: When will the new site come up? Will I have to remake my account? Did you run into any issues transferring to BestEngine4?

The original creator of the game, as well as the team that founded the game, have all stepped down from their desire to make the game that was a shared goal amongst them.
When did this happen?

EDIT 2: Does all this mean more frequent progress updates?!

SO MANY QUESTIOOOOOONS, P:C TEAM WINS E3!!!!!!! Microsoft, Sony and Nintendo BTFO :3
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Post by deadofmind June 15th 2016, 11:26 pm

Asgard Slayer video
R93_Sniper wrote:Allow me to clarify a few things.
1. Network coding is not final and currently very buggy. We're using a temporary system at the moment and are trying to improve our network coding.
2. I was the host and recording, but we also had other people recording and there's some viewport swapping as you may have noticed
3. The lens flares are indeed abnoxious and are being looked into
4. Our sound artist was unavailable for a long period of time due to other commitments. He had just started to get to work when the update was pushed. This is why you only hear four distinct sounds (The annoying pop, the loud magnum sound, the grenade explosion, and the fuel rod explosion).
5. Water shader is actually a default UE4 material and we are working on a better one with fog to accompany it
6. The entire armor was made shortly before the footage was taken (if you look, the lower body is still actually a blockout). They are actively being worked on Hopefully that clears some stuff up. Space Hell is correct in saying that a lot of things were not transferrable from CryEngine to Unreal Engine though. We had quite a few blatant issues with trying to get stuff to transfer but unfortunately one of the more major issues was the difference in scale, as well as the ability to create custom materials/shaders. For CryEngine we had to do some hacky work to get certain things to look right (The Plasma Pistol and Energy Sword being the most noticable, as the prior had 6 material layers as opposed the current 2, and the Energy sword having 12 as opposed to the 2 it has now). Feel free to check our forums and ask more questions if you're curious!
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Post by HatchetHaro June 15th 2016, 11:59 pm

Holy shit Master Noob wasn't kidding when he made that small update on April Fools!

omfg I am actually extremely glad for the update.
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Post by R93_Sniper June 16th 2016, 12:20 am

deadofmind wrote:HOLY SH­IT I never would've known if not for this post, I never go to the main page.

Why Equipment?
Because we liked it
Why SMG?
Various Reasons
Where is AR?
Not yet integrated, along with a bunch of our other weapons.
On Cardinal you should remove the glacier blocking the area behind the Sniper Spawn, Accidentally falling off or having an enemy fall off was always funny.
For the most part there was a tree there that blocked you from falling completely. The difference now is that you have a better surface to bounce grenades below or above by. All maps that were shown however will be getting changes both in terms of visuals and layout at one point though.


Are you still trying to get the previous textures to work?
Some can be salvaged, others cannot. Unreal uses PBR but the version of CryEngine that we used did not. Plus we had to use a lot of hacky material work to get stuff to work in CryEngine.
How old is this footage?
Last Weekend
I knew you guys would switch to best Engine :3
Are there any assets that you will need to redo?
That there's some classified information. However I can confirm that the Spike Rifle and Carbine at the very least will be different somewhere along the line.
Are the people who made the previous glorious textures and models still with the team?
A lot of people left, some new people joined. When the website update is fully implemented you'll get to see the difference.
How complete are these maps or are they just testing for now, and if just for testing will the possibly be in the final game?
See above.
Still working on vehicles?
Yes.
Is this local hosted or were you playing on a dedicated server?
Listen server, I hosted.


EDIT: When will the new site come up? Will I have to remake my account? Did you run into any issues transferring to BestEngine4?
Hopefully this week or next depending on how fast our website designer can work. Maybe, hopefully not I don't think. Yes, I wasn't lying when I said we were running into technical issues., but were I to go into it, I would be making an entire lengthy post (I plan on doing this at some point regardless).

The original creator of the game, as well as the team that founded the game, have all stepped down from their desire to make the game that was a shared goal amongst them.
When did this happen?
Midway through 2014, we officially changed engines near the end of March 2015, where we stalled because all of our programmers had left, and poor Master Noob was left solo to rebuild all the systems from scratch until we found a dedicated programmer near November/December.

EDIT 2: Does all this mean more frequent progress updates?!
Ideally yes.

SO MANY QUESTIOOOOOONS, P:C TEAM WINS E3!!!!!!! Microsoft, Sony and Nintendo BTFO :3
Wasn't the intention, just so happened to fall in line, and actually ended up making a final delay for the update since we didn't want to step on MS' toes by releasing on the same day as their conference.

Hopefully that answers some of your questions.

As a sidenote, if any of you want to see what Master Noob did to test functionality for UE4 (as a separate project, we haven't kept most of the stuff here but you'll definitely see what was taken in)
Playlist: https://www.youtube.com/watch?v=mZML373306M&list=PLH-7uz_hYOm4v5PdPpoMOgI3T56fydixX&index=1




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Post by deadofmind June 16th 2016, 1:29 am

WAIT...

MODS
MODS
MODS
MODS?
MODS?!

Does this mean the game may feature PLAYER MADE MAPS?!!?!!??!?! GAMETYPES?!!!!!!????????

Great work by Master Noob, you are a boss sir. I am pretty sure you guys could sell that on Steam. Seems more feature rich than most of the stuff I see on there xD

Any equipment besides the Bubble Shield?
I haven't seen any BR either, probably still working on it?
I see what you mean about that part on Cardinal, I guess it's ok since gameplay would trump hijinks ^_~
I still think it would be great for you guys to release videos of you making this stuff, kind of like a behind the scenes of making the game you know? I think that test that Master Noob made would be a cool intro to UE4 dev video or something
Looks like you guys are having fun :)
Love the death messages
How does one become a tester o_o I would test the shit out of Master Noobs test? I'd test it so hard I would force the test to test itself!
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Post by midnightspro June 16th 2016, 2:48 am

Who did the guardian remake? Because it looks beautiful, Weapon models are pretty great, and animations for weapons seem to be good, just need player animations, seems kindy funky but in all I'm happy to see progress and this game coming alive, good job guys.
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Post by R93_Sniper June 16th 2016, 3:16 am

deadofmind wrote:WAIT...

MODS
MODS
MODS
MODS?
MODS?!
I don't think I mentioned mods...

Does this mean the game may feature PLAYER MADE MAPS?!!?!!??!?! GAMETYPES?!!!!!!????????
Would still love to do this, however we're still unsure about how feasible that actually is.

Great work by Master Noob, you are a boss sir. I am pretty sure you guys could sell that on Steam. Seems more feature rich than most of the stuff I see on there xD
You have no idea how many hours of work was put into that prototype. Also I think I told him that if he continues to work on it separately (which I think he said he would still like to do), he could definitely make it a full fledged product to sell.

Any equipment besides the Bubble Shield?
Currently only planned and concepted.
I haven't seen any BR either, probably still working on it?
Look at monolith gameplay, BR is there, I get killed by it a few times.
I see what you mean about that part on Cardinal, I guess it's ok since gameplay would trump hijinks ^_~
I still think it would be great for you guys to release videos of you making this stuff, kind of like a behind the scenes of making the game you know? I think that test that Master Noob made would be a cool intro to UE4 dev video or something
I actually have a habit of recording stupid things that happen in our builds, so that may be possible.
Looks like you guys are having fun :)
Love the death messages
Master Noob made sure to make them really funny. There's a video I took of a newer iteration of prototype but I, unfortunately, lost the video for it.
How does one become a tester o_o I would test the shit out of Master Noobs test? I'd test it so hard I would force the test to test itself!
Testers are currently only handpicked people who can be trusted. Mostly people that the devs have known for an upward of 3 years (the only testers I've invited are ones I've known for 5+ years)


midnightspro wrote:Who did the guardian remake? Because it looks beautiful,
Mootjuh did it. Map still needs serious work and will (eventually) get a layout change to fit a setup that works according to the gameplay we set out, as well as cleaning up any incidental flow issues that we spot.

Weapon models are pretty great, and animations for weapons seem to be good, just need player animations,
All the human weapons are going to have their materials changed to fit a common aesthetic. The only weapons with (nearly) final animations are the Sniper, SMG, and Magnum, as every other weapon (sans like 2 or 3 animations on the FRG) had their animations done in a 5 hour stretch (Yes, I took 5 hours and did around 60-90 animations along with their integration in a bumrush move to get the weapons into testing mode. Its why some weapons seem more unfinished than others, nobody expected me to be able to do it lol). I also have player animations for almost everything (fun fact, I actually made a modular motion animation set so that I could lazily copy paste animations and save time!) but I somehow failed on the integration part. Unfortunately I don't understand the UE4 animation system as well as I'd like, and a lot of animations just straight up don't work (crouch being a good example, another being some of the jump animations). Other animations are integrated weird. If you look at some of the clientside gameplay, you'll notice that players aren't running in the right direction. That's because the engine is reading them as going via the world forward position and failing to offset, whereas it works for the host because it's going off of local position.

seems kindy funky but in all I'm happy to see progress and this game coming alive, good job guys.
Four weeks of bumrushing and extensive testing and bug fixes makes us a very tired team.
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Post by deadofmind June 16th 2016, 3:59 am

It was a random thought that popped into my head because I remember hearing you guys say that Cryengine has some kind of lock against user generated content which would make mod integration extremely hard to do. I don't know if Unreal Engine is more open to it or not but I guess I got a bit too excited, this update was too much for my brain to handle ^_~

Thanks for replying to all my crazy, look forward to seeing what comes from all this!
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Post by Apsuli June 16th 2016, 4:23 am

Watched the trailers and gameplay. That was great, good job!

I hope some of the effects could be toned down a bit though. A lot of the lens flares, blurs and other things on the screen at best hurt my focus and at worst hurt my eyes. Especially on Asgard.

I liked the animations, with the exception of walking and some other third person animations that felt very stiff. The upper body looks too still.
Weapons looking good, hopefully we'll see more of them in the future. The Sniper especially got my attention, the blue scope looks really nice. Will the plasma grenades stick on environment surfaces in the final version? Will SMG get recoil like pre-Halo 5?
The maps looked good. Cardinal I liked especially, very pretty and nice mood. Monolith I wasn't a fan of. Lighting felt too intense and bright.
I liked the audio for the most part. I assume that Carbine having SMG's sounds is temporary? The trailer music was great.

Has your stance on player made content and cheating changed with new engine?

A lot is probably still WIP but it's already looking really fun. Good luck!
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Post by R93_Sniper June 16th 2016, 4:57 am

deadofmind wrote:It was a random thought that popped into my head because I remember hearing you guys say that Cryengine has some kind of lock against user generated content which would make mod integration extremely hard to do. I don't know if Unreal Engine is more open to it or not but I guess I got a bit too excited, this update was too much for my brain to handle ^_~

Thanks for replying to all my crazy, look forward to seeing what comes from all this!

CryEngine basically makes you pay a shitton of money and forces you to follow their rules and jump through thirty blazing rings of death over a pit of ravenous ... you get the idea. That's the only way to get user content in CryEngine. UE4 makes it easier, but we're still on the wall about it.

Apsuli wrote:Watched the trailers and gameplay. That was great, good job!

I hope some of the effects could be toned down a bit though. A lot of the lens flares, blurs and other things on the screen at best hurt my focus and at worst hurt my eyes. Especially on Asgard.
All Effects are EXTREMELY placeholder. I also asked everyone to record with motion blur off but I guess I was the only one who did that.

I liked the animations, with the exception of walking and some other third person animations that felt very stiff. The upper body looks too still.
I suck at motion animations and as I said in an earlier post, I did 60-90 animations and integrated them in ~5 hours. was not fun.
Weapons looking good, hopefully we'll see more of them in the future. The Sniper especially got my attention, the blue scope looks really nice. Will the plasma grenades stick on environment surfaces in the final version? Will SMG get recoil like pre-Halo 5?
Plasma grenades sticking to everything is a bug right now, they should operate like they do in Halo normally. As for recoil, we're debating eliminating recoil across the board but we need to justify it before making that decision. For the SMG its somewhat more sensible since its a pretty shitty mechanic for a gun that already has terrible accuracy.
The maps looked good. Cardinal I liked especially, very pretty and nice mood. Monolith I wasn't a fan of. Lighting felt too intense and bright.
Monolith is far more WIP than you think. The lighting was just there so you have decent visibility and to test the flow. The map has not undergone an art pass as of yet, and all instances on the map only serve to make it look less like a blockout and somewhat more presentable to the public.
I liked the audio for the most part. I assume that Carbine having SMG's sounds is temporary? The trailer music was great.
Most weapons have that annoying "pop" sound you hear, while the heavier weapons use the Magnum sound. I mentioned that our SFX artist didn't get to go in and do his work until a few days before we recorded.

Has your stance on player made content and cheating changed with new engine?
Read above

A lot is probably still WIP but it's already looking really fun. Good luck!
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Post by Stevedoggen June 16th 2016, 5:15 am

Things I liked: SMG, pistol and sword models are on-point. Cardinal is lovely, I dont have the internet to look at the other two maps atm, though I did see tiny smidges when copying the url for later viewing. Looking noice.
Things I was good-ok with: plasma pistol model, feels a lot like the h1 pp in shape and h2 pp based on fp origin position. That's pretty good though. The fp put-away animations... I noticed them immediately, and they're ok. I had thought about if that would be distracting but probably not.
Things I was meh about: carbine model seems... off? Spike Rifle I don't know what I'm really looking at tbh. plasmas shouldnt surface stick either, that's weird, though again, engine change recent.
Pistol fire sound sounds like a bolt-action rifle, the sound is too segmented, perhaps a little too beefy as well? The 'Chink' and 'Bang' sounds feel like they ought to play at the same time instead of sequentially, or at least much closer together.
The end of the shield bar fill has a dotty effect which makes it slightly harder to read how much shield you actually have. Unnecessary detail really.
Things that I assume are there for testing reasons otherwise...:
The shield recharge delay being like 2 seconds. #Nope

Sorry to be critical, actually excited about seeing progress :)
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Post by Neesy June 16th 2016, 5:26 am

wow
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Post by Stevedoggen June 16th 2016, 5:33 am

Neesy wrote:wow
Engine change/Discussion Mqdefault_(1)
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Post by lolslayer June 16th 2016, 9:09 am

Really really nice, you can see that it's not close to being finished but it's getting there, and now we finally know how far you guys have gotten :)

Just one question

When the temporary net-code is replaced, will there be a beta or something? Would love to play it
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Post by Heatguts June 16th 2016, 9:55 am

Wow, looks pretty good to me! Good job guys!
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Post by RockMetal&Time June 16th 2016, 10:18 am

Wow What a surprise I can't believe I woke up to this! DAMN GOOD JOB!

I was also exceptionally happy to see all the common layman in Reddit respond positively to the trailer! and I'm damn glad this game doesn't have none of that sprint mumbo jumbo

Also without the textures the maps look like Halo 5 forge maps lol


Also the general art style looks really really similar to Halo 2 Anniversary and that's a mighty fine decision by me because IMO Halo 2A is one of the best looking halo games of all time.
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Post by Neesy June 16th 2016, 11:10 am

When the temporary net-code is replaced, will there be a beta or something? Would love to play it

Beta is already out
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Post by midnightspro June 16th 2016, 1:40 pm

Did you guys have to remake the beautiful Plasma pistol, sword and Carbine models? Also how much quicker is it to work in UE4 now?

EDIT: Is there any sprint or spartan abilities? Pls say no lol
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Post by R93_Sniper June 16th 2016, 1:49 pm

Dead of mind took my post from youtube. Same model and bake, just less layers. Also carbine needs to get changed somewhere down the line.

Working on UE4 is so much better than cryengine, but for me it was a bit akward as i fumbled around with the animation system for a good two months. Eventually i sat down and figured it out though.

Currently no sprint or spartan abilities, but i wont say that we wont at the very least try some stuff out to expand the sandbox
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Post by lolslayer June 16th 2016, 2:25 pm

What about vehicles? Will they be in there eventually? :)
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Post by deadofmind June 16th 2016, 4:28 pm

They will they are just working on it. See R93s first post in this thread.
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Post by SilentGamer64 June 16th 2016, 5:24 pm

Very impressive, especially considering you changed engines halfway through. Kudos.

- Were there some politics going on that put off the older members? Is that why you switched engines?

- So you have remakes of Guardian and Valhalla. Is Monolith a remake? Or is that an original map you guys designed?

- What is the Spike Rifle? Is it just the Spiker, or a new weapon? Can you explain how it works?

- Saw the "Bruteshot", but the projectiles looked really weird. Is it going to be more like Halo 2's, 3's, or will it be entirely different?

- I'm assuming the maps, weapons, and character models are all still WIP's? No offense, but it looks like the FRG was ripped straight out of Halo 4.

- I noticed that no one scoped with the pistol. Will the pistol have a scope or no?

- Does the ODST SMG mean no regular SMG/dual wielding in general?

- Your map aesthetics look very clean and plain, kind of like Halo 4's. I'm sure the lighting will change some of that when you get it working, but is that the style you're going with? Or are you going to make some more weathered maps too?

- Movement seems very fast, are you guys still messing with the values?

- So no rechargeable health? Or is that a bug preventing the HUD from restoring the health bar? Wasn't sure since I didn't see any health packs lying around either.

R93_Sniper wrote:Currently no sprint or spartan abilities, but i wont say that we wont at the very least try some stuff out to expand the sandbox

HYPE INTENSIFIES

Not going to lie, I think that these gameplay videos are going to attract a lot more devs to join the project. Looking forward to more frequent updates, if that's still the case.
please don't make us wait 2 years again :(


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