(07-30-2009, 06:28 AM)Kraid Wrote: [ -> ]I'm STILL not mainly talking about the graphics, the Input/Output-System of Source would be really comfortable for such a project.
Also, why do you need support for stuff if you start from scratch?
Do whatever you want, people who know something about mapping and developing like me do know what I'm talking about.
Although, have fun.
Input/Output? No clue what this is. xD
Lemme know so I can diss it to. lol.
Why do I need support? BECAUSE I am starting from scratch. That's a hell of a lot harder than ripping.
And you saying I don't know about Mapping/Developing? I have done EVERYTHING in this thread by myself.
zurginator - are you writing this from the ground up? Aren't you ripping any of the original game's elements?
(07-30-2009, 05:19 PM)jasong Wrote: [ -> ]zurginator - are you writing this from the ground up? Aren't you ripping any of the original game's elements?
I'm ripping the names. I'm kinda ripping the maps, but not really. Other than that, no, everything is from scratch.
Would you like some win with that Metroid?
![[Image: Metroid_by_MiserysCrown.jpg]](http://fc01.deviantart.com/fs48/i/2009/212/7/d/Metroid_by_MiserysCrown.jpg)
(07-30-2009, 06:28 AM)Kraid Wrote: [ -> ]I'm STILL not mainly talking about the graphics, the Input/Output-System of Source would be really comfortable for such a project.
Also, why do you need support for stuff if you start from scratch?
Do whatever you want, people who know something about mapping and developing like me do know what I'm talking about.
Although, have fun.
Let's face it, Source is an old and outdated game engine, Hammer is old school and if you ever used WorldCraft for Half-life 1 (hell, 10 years already :p) you'd probably notice that Hammer is basically the same thing with a few updates. (displacement, scripting, etc. not going into details here, that's not the point)
About the I/O system, i guess you're talking about scripting possibilities between entities there ? well, it's nice and all, but it's nothing special really, Sandbox 2 can do this all with an easy to use interface (
http://konakona.nbtxathcx.net/sb2/images/2NKVehicleFlowChart.jpg )
Yes, the cryengine 2 is a masterpiece, and this project is really looking good, good work on the metroid artwork

I didn't say the engine is bad or stuff like that,
i was just trying to say that Source would probably be more fitting for a remake of Prime.
The CryEngine IS great, but probably for big terrain only.
Source is good for rooms/worlds of prime's size.
(08-01-2009, 11:17 PM)Kraid Wrote: [ -> ]I didn't say the engine is bad or stuff like that,
i was just trying to say that Source would probably be more fitting for a remake of Prime.
The CryEngine IS great, but probably for big terrain only.
Source is good for rooms/worlds of prime's size.
Trust me, almost the entire point of this IS the graphics. Making prime in source would be like adding controls, which we are doing in Cryengine as is.
(08-01-2009, 11:17 PM)Kraid Wrote: [ -> ]Source is good for rooms/worlds of prime's size.
source is definitely not good for prime's nonlinear, quasi-openworld structure unless you do some very, very crazy limit breaking modifications to it.
then again i don't know much about how it will be accomplished in cryengine2.
(08-02-2009, 07:43 AM)notstgn Wrote: [ -> ] (08-01-2009, 11:17 PM)Kraid Wrote: [ -> ]Source is good for rooms/worlds of prime's size.
source is definitely not good for prime's nonlinear, quasi-openworld structure unless you do some very, very crazy limit breaking modifications to it.
then again i don't know much about how it will be accomplished in cryengine2.
It's actually pretty easy

You could either store every map-info with global entities, or you store it by code into a file :3