• Titanfall to drop without modding tools, says Zampella
    33 replies, posted
[url]http://www.pcgamesn.com/titanfall-drop-without-modding-tools-says-zampella[/url]
It's source. It's not like they're not already built in. There will be user made ones within a week or two. [editline]2nd January 2014[/editline] Like. post 2009 versions of source literally already have a grid based map creator built in.
Titanfall uses Source?
[QUOTE=cdr248;43395395]Titanfall uses Source?[/QUOTE]Yes, though they don't like to refer to it at such it seems.
[QUOTE=Doctor Zedacon;43395530]Yes, though they don't like to refer to it at such it seems.[/QUOTE] theres a big stigma with source mainly it being old and not as advanced as other engines that i'm sure they are trying to avoid. you know how gamers are these days...
It's a very modified Source, but it's still Source at the core.
Fuck, I really wanted to get under the hood. [editline]1[/editline] Maybe someone will still be able to make a bsp decompiler [img]http://www.facepunch.com/fp/ratings/rainbow.png[/img]
[QUOTE=Guided;43395594]theres a big stigma with source mainly it being old and not as advanced as other engines that i'm sure they are trying to avoid. you know how gamers are these days...[/QUOTE] What's that engine COD is running on again?
[QUOTE=Del91;43396368]What's that engine COD is running on again?[/QUOTE] Modded Quake 3?
[QUOTE=Guided;43395594]theres a big stigma with source mainly it being old and not as advanced as other engines that i'm sure they are trying to avoid. you know how gamers are these days...[/QUOTE] its only because EA seems to think frostbite is capable of being adapted to litterally every single genera of game besides FPSs, even though any attempt to do so has been canned by them before it gets to fruition
Can't say I'm that surprised.
[QUOTE=GameDev;43395826]Fuck, I really wanted to get under the hood. [editline]1[/editline] Maybe someone will still be able to make a bsp decompiler [img]http://www.facepunch.com/fp/ratings/rainbow.png[/img][/QUOTE] If this is as modified as it seems, the existing decompilers may not actually do a single thing to the maps. Might take a week or two for people to get working ones going.
"will have to evaluate after launch" always seems to mean no.
[QUOTE=Guided;43395594]theres a big stigma with source mainly it being old and not as advanced as other engines that i'm sure they are trying to avoid. you know how gamers are these days...[/QUOTE] because it is old and it's not as advanced as other engines that they actually did avoid the entire graphics and visual side of Titanfall? it's not source
[QUOTE=Lerlth;43396509]Modded Quake 3?[/QUOTE] Every engine every not made from scratch these days is a remnant of modded Quake 3. I would be copious amounts of money I don't have that unreal Engine 4 will still have Quake 3 code floating around in it somewhere.
At least there is going to be modding tools.
[QUOTE=Doctor Zedacon;43395530]Yes, though they don't like to refer to it at such it seems.[/QUOTE] That's because it's source but barely. It doesn't even use VRAD anymore. [QUOTE=Banned?;43398694]Every engine every not made from scratch these days is a remnant of modded Quake 3. I would be copious amounts of money I don't have that unreal Engine 4 will still have Quake 3 code floating around in it somewhere.[/QUOTE] UE was not spinned of IDtech
I'll take "reevaluating after launch" over just flat out refusing to even consider modding like most devs do. Also, considering how outdated most source modding tools already are and how modified this engine is supposed to be, can we even say with much certainty that any of them will actually work with Titanfall?
Mark Rubin said something similar about COD Ghosts so I wouldn't count on it.
They're just gonna drop some other excuse a month or two down the line after launch most likely.
Whoa I didn't realize it was on source, awesome! Source is great in how flexible and easy to mod it is, it definitely deserves a chance in more big games. I imagine it would be pretty good having the full support of Valve/Steam considering you are using their engine for a AAA game as well. I bet they'd be very accommodating.
[QUOTE=SteveUK;43401135]Mark Rubin said something similar about COD Ghosts so I wouldn't count on it.[/QUOTE] Except these are the OG IW guys, they legit did revamp Id Tech 3 for the COD games after 1.
We'll see what happens.
I would actually buy this if it had modding tools just too see the awesome Mech Warrior and Gundam mods.
Goddamn people, they took Source and modified it so much that it just isn't Source anymore. They have stated this multiple times and it's insane how many people still think it's Source. You will most likely not be able backport any maps to any currently-existing branch of Source as Titanfall doesn't even use the Source methods of rendering. They completely ripped out all of what Source uses to render levels, and replace it with a DX11 renderer that is capable of streaming multiple maps and data fields at once, instead of the single-streaming DX9 method that Source currently uses. The majority of the game also now acts like Unreal Engine 3 in which the majority of the mapping is done by modeling - so good luck with collision and prop lighting if you try to port the map. I'm sorry for the rant but you can't honestly believe that this is still, at its core, the Source Engine.
i dunno man still looks like source to me
[QUOTE=MaddaCheeb;43411098]Goddamn people, they took Source and modified it so much that it just isn't Source anymore. They have stated this multiple times and it's insane how many people still think it's Source. You will most likely not be able backport any maps to any currently-existing branch of Source as Titanfall doesn't even use the Source methods of rendering. They completely ripped out all of what Source uses to render levels, and replace it with a DX11 renderer that is capable of streaming multiple maps and data fields at once, instead of the single-streaming DX9 method that Source currently uses. The majority of the game also now acts like Unreal Engine 3 in which the majority of the mapping is done by modeling - so good luck with collision and prop lighting if you try to port the map. I'm sorry for the rant but you can't honestly believe that this is still, at its core, the Source Engine.[/QUOTE] That's like saying Bethesda's Creation engine isn't Gamebryo because it has larger maps. At it's base level, it's Source. Quake and Half-Life 1 assets can be ported back in forth, despite GoldSRC being very different from Quake.
[QUOTE=Durrsly;43417056]That's like saying Bethesda's Creation engine isn't Gamebryo because it has larger maps. At it's base level, it's Source. Quake and Half-Life 1 assets can be ported back in forth, despite GoldSRC being very different from Quake.[/QUOTE] it is absolutely not like that at all and that little evidence of 'well assets can be ported over...??' doesn't even work because a) they're not natively compatible and b) anything can be ported back and forth provided you know how the data is structured (it doesn't say anything about the engines) [editline]4th January 2014[/editline] not to mention [I]base engine[/I] doesn't mean shit when you don't know what they changed (not that it ever meant anything in the first place)
Original CODs had mod tools though idk why they wouldn't add them.
[QUOTE=avincent;43417257]Original CODs had mod tools though idk why they wouldn't add them.[/QUOTE] Because it still takes a lot of time and resources to develop? Modern game dev tools are cluttered with middleware nowadays, so there are plenty of licensing issues too. The lack of modding tools more often than not means some exec just isn't willing to spend money on letting users tinker with their product, even though there's plenty of evidence on how this increases the longevity of the game (though that isn't always what they want when they're planning on selling sequels). Also Titanfall's engine uses Source as its base but that's about it. This doesn't mean Source's modding tools magically remain working with their iteration. It uses a completely different rendering engine. And I wonder if they still use bsp maps.
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