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stranger
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OP
stranger
Joined: Jul 2012
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NWN was an outstanding game on several levels when it shipped. The multiplayer was especially well received, and there are PW active to this day. NWN 2 flopped (mostly because the game was an absolute resource hog with poor graphics and more bugs than pond in Georgia).
I think the largest part of its success was the ability to host persistent worlds with 40 - 60 players and (eventually) database and .dll support for custom tools.
Is D:OS going to be similar to this? I understand it will be multiplayer, but most games now only allow 4 - 8 players and don't allow separate, server-side character files (opting instead for embedding them in the save file).
I think the world is waiting for another open and highly editable RPG to ship.
EDIT: After spending more time looking at the screen shots, it looks like you're using a version of the Electron engine. Is this true? Or are there just similar features that make it appear that way?
Last edited by twopounder; 20/07/12 03:40 PM.
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Support
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Support
Joined: Mar 2003
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The co-op multiplayer mode in D:OS supports up to 4 players; Steamworks is used for online multiplayer, but not required for local games. Larian has not mentioned any details yet about the game engine for D:OS and DC. Welcome to the forum.
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enthusiast
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enthusiast
Joined: Jul 2012
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Really?
I could swear I heard somewhere that they created a new game engine just for D:OS. Not too sure about DC though.
Then again, I could be completely wrong.
Look it stands to reason...You can't eat 'cos you don't have a stomach!
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Support
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Support
Joined: Mar 2003
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Yes, I recall reading that not too long ago, as well, but didn't mention it, since I couldn't find it again (didn't look that hard, though).
DC was originally build on an updated version of the modified Gamebryo engine used for DKS, and then moved over to the same engine used for D:OS.
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member
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member
Joined: Sep 2011
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DC was originally build on an updated version of the modified Gamebryo engine used for DKS, and then moved over to the same engine used for D:OS.
Haven't heard/read about Gamebryo before (which reveals how out of touch I am with these things these days). Thanks for the info, another game engine added to my watchlist beside Unity.
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stranger
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OP
stranger
Joined: Jul 2012
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DC was originally build on an updated version of the modified Gamebryo engine used for DKS, and then moved over to the same engine used for D:OS.
Haven't heard/read about Gamebryo before (which reveals how out of touch I am with these things these days). Thanks for the info, another game engine added to my watchlist beside Unity. Gambryo is used for the Elder Scroll series. Really?
I could swear I heard somewhere that they created a new game engine just for D:OS. Not too sure about DC though.
Then again, I could be completely wrong. Interesting. It looks a lot like the electron engine without 20 levels of shading. The toolset looks almost exactly the same (even the fire place in it!).
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veteran
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veteran
Joined: Aug 2009
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The toolset looks almost exactly the same (even the fire place in it!). Huh?
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stranger
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OP
stranger
Joined: Jul 2012
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The toolset looks almost exactly the same (even the fire place in it!). Huh? This is a rough comparison. I might reinstall NWN 2 to show a better example of the two toolsets: NWN 2 D:OS
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veteran
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veteran
Joined: Aug 2009
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Yeah, but this part kind of confused me: Interesting. It looks a lot like the electron engine without 20 levels of shading. I thought NWN uses Aurora engine?
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member
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Joined: Sep 2011
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Aurora = NWN 1 Electron = NWN 2
BTW in my case, the right hand column on the D:OS was what reminded me of the electron toolset.
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old hand
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old hand
Joined: Dec 2006
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No, it's not the electron engine so any similarity is probably some of the same things need to be done in both engines. DOS and DC for that matter are running in our own new engine (so not Gamebryo either)
As far as multiplayer is concerned, right now it's 4 players, but the server architecture is such that that can be extended. We'l see how the editor gets picked up by players and if there's demand for more players.
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member
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member
Joined: Sep 2011
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We'l see how the editor gets picked up by players and if there's demand for more players. All the best for the success of the editor. Of course, the community has to be more tolerant and lenient. I was actually afraid at one point with everyone here being critical and the debates and so forth. I hope that when the mods and custom campaigns come out, everyone will be more relaxed and tolerant. People here will encounter mods that are outstanding, or mods that are a terrible waste of time. Of course the community has to grow and take into account that people who made terrible campaigns/mods have the potential to improve. just my eh... 2 cents
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veteran
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veteran
Joined: Aug 2009
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DOS and DC for that matter are running in our own new engine Is this your own, original engine or rather modification of existing (like you did with gamebryo)
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enthusiast
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enthusiast
Joined: Jan 2012
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I read in an article: "(Swen Vincke) We began developping our own engine in 2010, we are limitting the additional middleware tot the absolute minimum, and we replaced Nvidia PhysX by Bullet." So yes, it should be completely new. I wonder what it's called: 'Dragon Engine', 'Divine Engine', 'GameFoetus', 'E-engine', ...?
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member
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member
Joined: Aug 2008
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[...]I wonder what it's called: 'Dragon Engine', 'Divine Engine', 'GameFoetus', 'E-engine', ...? We had a thread on our internal forum about that. Unfortunately we didn't reach consensus. So for now it's just 'the engine'. You can always suggest a name
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veteran
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veteran
Joined: Jan 2009
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We had a thread on our internal forum about that. Unfortunately we didn't reach consensus. So for now it's just 'the engine'. You can always suggest a name How about "Maxos Engine" or "Maxos Power Engine"?
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veteran
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veteran
Joined: Apr 2005
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Or what about "Jetpack Egine" Is the egine fast ? Then it's worth this name, right ? ;-) Side note : As fast as a Dragon can fly With a Jetpack on his back So fast .... ... is Bradley Wiggings in "Tour de France 2012" Born in Belgium, In the city of the Larians, Gent ! Conclusion : The 'Wiggo' egine
On 7th of february 2015 : I start a new adventure in the Divinity world of Original Sin, it's a Fantastic Freaking Fabulous Funny ... it's my All Time Favorite One !
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veteran
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veteran
Joined: Aug 2009
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This child definitely needs a name.
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member
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member
Joined: Sep 2011
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bad, horrible, despicable, pathetic, jokes /on
"The ENGINEer"
bad, horrible, despicable, pathetic, jokes /off
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stranger
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OP
stranger
Joined: Jul 2012
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You know, the two screenshots made me realize that the issue of interiors in NWN could have been so easily solved by static mesh walls and a floor board texture. Any time you entered a building in both games, it required an area transition, which was very wasteful (especially in NWN 2, where you could suffer transition crashes as the buffer didn't release fast enough). Sorry, just some musing on a ~10 year old question that should have been so easy to answer. Anyway, It's good that you're making your own engine. I'm really looking forward to seeing what the toolset can do, especially code wise. Do you have a custom scripting language, or are you using a full programming language like C#, C++ etc? Hopefully we get more than just a trigger assortment to work with
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old hand
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old hand
Joined: Mar 2003
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Enginly engine (as in divdiv ;))
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member
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member
Joined: Sep 2011
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Enginly engine (as in divdiv ;)) lol I like this one
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stranger
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OP
stranger
Joined: Jul 2012
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Aura Engine Divinity Engine JackYouInTheFaceEngine CromEngine NotAnEngine Anyway, I might get down on my knees and beg for ~64 player dedicated servers. I know it's limited for the main campaign, but for the toolset and world building, I think this has such great potential to become a huge multiplayer game. All it needs is some dev love and community support
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veteran
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veteran
Joined: Aug 2009
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If you want to stick to "x Engine" formula so badly then why not "Larian Engine" or even "LarEngine", haha.
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Moderated by ForkTong, gbnf, Issh, Kurnster, Larian_QA, LarSeb, Lar_q, Lynn, Monodon, Raze, Stephen_Larian
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