Author Topic: port Soldat to Link-Dead engine?  (Read 2948 times)

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Offline L[0ne]R

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port Soldat to Link-Dead engine?
« on: June 10, 2011, 03:32:07 pm »
Why bother fixing a game that will still be broken in so many ways even after years of work? Netcode will still be crap, access violations and other random errors will probably still be there, and in the end the game will probably still be in a sorry state to last much longer anyway.

Link-Dead engine seems to be well-made and has a much better future, and MM even managed to quickly make a whole new game based on that engine. So I'm thinking, maybe after 1.5.1 is released, the devs should just work on porting Soldat over to LD engine (with MM's agreement of course)?
« Last Edit: June 10, 2011, 04:51:15 pm by L[0ne]R »

Offline jrgp

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Re: port Soldat to Link-Dead engine?
« Reply #1 on: June 10, 2011, 03:40:46 pm »
LD uses a 100% different map format, completely sans polygons. All the existing maps wouldn't work or would need to be converted, which might be a bitch to even automate.

There are other worlds than these

Offline L[0ne]R

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Re: port Soldat to Link-Dead engine?
« Reply #2 on: June 10, 2011, 04:47:16 pm »
There's nothing preventing the devs from making a polygon-based map format though, or is there? From what I can see, the engine is actually based on Irrlicht engine, so I imagine there already are some ways of implementing that.
« Last Edit: June 10, 2011, 04:50:24 pm by L[0ne]R »

Offline Sipar

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Re: port Soldat to Link-Dead engine?
« Reply #3 on: June 10, 2011, 05:28:13 pm »
port? no
mod? yes

Offline darDar

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Re: port Soldat to Link-Dead engine?
« Reply #4 on: June 10, 2011, 06:20:02 pm »
just release soldat 2 based on link dead enginge.
i would probably even pay devs to do so :-X
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Offline Bistoufly

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Re: port Soldat to Link-Dead engine?
« Reply #5 on: June 10, 2011, 07:25:33 pm »
I don't like this idea.

What's great about Soldat is all the movement tricks.
Without these I wouldn't play this game.

Offline L[0ne]R

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Re: port Soldat to Link-Dead engine?
« Reply #6 on: June 10, 2011, 08:51:41 pm »
Nobody's talking about removing any features. Im not talking about some fail Link-Dead Soldat mod, I'm talking about actual Soldat, except instead of its old buggy code it would use some parts of LD engine which are better optimised and more stable. Of course some features that LD engine doesn't have would need to be coded from scratch, but to me it seems easier than trying to fix original Soldat engine and (god help us..) its netcode.

But either way it looks like this won't happen, as Shoozza said that it's easier to work with existing game rather than a ported one.
« Last Edit: June 10, 2011, 09:01:50 pm by L[0ne]R »

Offline Mokkun

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Re: port Soldat to Link-Dead engine?
« Reply #7 on: June 17, 2011, 09:42:54 pm »
I don't like this idea.

What's great about Soldat is all the movement tricks.
Without these I wouldn't play this game.

This.

I don't think you can reproduce the exact same "feel" of soldat with a new engine. I love the game like it is now.

Offline machina

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Re: port Soldat to Link-Dead engine?
« Reply #8 on: June 18, 2011, 06:09:04 am »
just release soldat 2 based on link dead enginge.
i would probably even pay devs to do so :-X
"Soldat2"!? You have to kidding me! Is LD engine so good...? I don't think so...

Offline darDar

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Re: port Soldat to Link-Dead engine?
« Reply #9 on: June 18, 2011, 06:57:16 am »
Quote
"Soldat2"!? You have to kidding me! Is LD engine so good...? I don't think so...
you didnt really see it at any time i guess.. yes it is
« Last Edit: June 19, 2011, 04:23:48 am by darDar »
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Offline biohazard

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Re: port Soldat to Link-Dead engine?
« Reply #10 on: June 18, 2011, 03:00:34 pm »
I don't like this idea.

What's great about Soldat is all the movement tricks.
Without these I wouldn't play this game.


also, mostly of them are not coded on purpose(IMO), they are more likely bug or flaw on the system that ppl learned to "abuse". I think its kinda impossible to code all minor nice movs-bug-features on purpose on other plataform.

Offline Mokkun

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Re: port Soldat to Link-Dead engine?
« Reply #11 on: June 19, 2011, 02:55:49 am »
Yes, like when you jump while runing to move faster, delayed backflip, bounce exploit on polygons, these features are "bugs" from the actual physic engine, so I think it's almost impossible to code it and to make it feel like it is now.

Offline machina

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Re: port Soldat to Link-Dead engine?
« Reply #12 on: June 19, 2011, 08:09:14 am »
Quote
"Soldat2"!? You have to kidding me! Is LD engine so good...? I don't think so...
you didnt really see it at any time i guess.. yes it is
I've seen it, and I think we need better engine for next 10 years...

Offline deguix

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Re: port Soldat to Link-Dead engine?
« Reply #13 on: June 19, 2011, 03:31:32 pm »
I think so too... there was a time that I couldn't even run soldat because of the min requirements (my pc was pentium 166 with 32 mb ram with crap gfx - it still worked but when getting ingame, it's like 1 frame every 20 seconds or so). Now that I have a new pc and still see the same engine for 8 years, seems pretty reasonable to think that soldat should have uber most graphics to make my current comp busy already. Not that my focus is gfx anyways, I would rather have it playable like it is now.

I prefer it being without polygons. Polygons created so many bugs. It would be so good to actually hit the ground and not be annoyingly bounced back randomly, or not getting stuck between polys randomly. Those bugs are so annoying, that it just wouldn't be Soldat anymore if those were fixed (mainly climbing/hide and seek).
« Last Edit: June 19, 2011, 03:33:25 pm by deguix »

Offline Fujifabric

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Re: port Soldat to Link-Dead engine?
« Reply #14 on: June 23, 2011, 08:18:15 pm »
I'd like this.

If you like this version so much nothing stops you from playing it, but this game needs relevancy.