Author Topic: Engine upgrade *read please*  (Read 3024 times)

Ive decided to stop playing blockland after the 8 years ive been playing it. It pisses me off that we have to use a god damn game engine from the 1990s that can be easily up gradable and extremely beneficial for the community. What really ruins it for me is the sound over lap problem. If a sound is too long for a gun I.E, when the gun shoots, the sounds will overlap each other and then cut out, making the gun silent. Which is why we need the ability to add sound regions to gun sounds, or have the engine detect a good region for the sound. Something else that im sick and tired of is the Physics.....  I host a decently popular TDM and i would love to use helicopters and other vehicles but guess what ground vehicles clip through EVERYTHING, and helicopters crash the server when they hit something because they spaz out so hard!, and what about the max projectile velocity? 200 TU? thats about the Muzzle velocity of an Arrow! Im just scratching the surface of problems. Theres probably others out there that the community has noticed and i haven't

There is just so much more we can do with a better engine.

Thats my rant, now we need some way to get Kompressor or Badspot or who ever runs this game to see this and convince them to upgrade, because its loving time.



that can be easily up gradable

I humbly request that you refrain from posting until you know what you're talking about

I humbly request that you refrain from posting until you know what you're talking about
How hard can it be?

How hard can it be?

Yeah, it shouldn't be hard for one person to completely reprogram the entire loving game.

well maybe that one person needs a team, maybe some People from the community or he can just hire a team, and if he needs money to do so ill pitch in some money, maybe make a fund raiser.

Blockland basically runs off torquescript. Removing torque would require badspot to reprogram literally all of the high level scripts.

Not only that, but kompressor programmed very technical features in the engine itself (octrees, raytracing, etc.)

Torque may be old as forget, but its stable and stirty.

Alright, can we add features then? Instead of Reprogramming and upgrading? such as the ability to add Sound regions and such?

200 TU? thats about the Muzzle velocity of an Arrow!

Code: [Select]
datablock ProjectileData(arrowProjectile)
{
   ...
   muzzleVelocity      = 65;
   ...
};

Code: [Select]
datablock ProjectileData(arrowProjectile)
{
   ...
   muzzleVelocity      = 65;
   ...
};
I was making an exaggeration towards a real arrow, but im glad you have a sense of humor.

real
it's a lego game, not some realistic bullstuff like call of duty or battlefield. if you want things to be real, then you might as well leave right now.

well maybe that one person needs a team, maybe some People from the community or he can just hire a team, and if he needs money to do so ill pitch in some money, maybe make a fund raiser.
Well okay, first all the members of that team need a thorough understanding of an outdated version of Torque, the new engine, and Blockland itself. Then you go through all the game's code and find ways to implement all of it into a new system of classes and procedures. Anything created for Blockland has to be recreated in the new engine, and modifications to torque for Blockland's sake have to be discarded while hammering the new engine into shape to support all the same features that the old one did. Next, the script files. All of them have to be rewritten completely in a new scripting language. Probably have to re-export all the models to a new format, too. Oh, and maybe triple the time it takes to do that because contrary to popular belief of people who don't know anything, working as a team on projects doesn't always make things go faster and can often make things go slower. Finally, there's the mountain of add-ons the community has created. All of them have to be ported.

What would be the payoff of all this? Well first of all the community would be torn in half when the new version still needs months of bug fixes to work as well, the newer engine would probably require better specifications rendering many people unable to play the newer one. The old one would draw a large percentage of the playerbase with tons of add-ons while simultaneously decaying due to lack of support and no promise of future content, driving many people away from the game entirely. The remains of the modding community would be further reduced by the need to learn a new scripting language. The new engine would also probably have its share of limitations, too, so I doubt even the decline in people whining about the engine would last long. Of course, the community could be rebuilt over time. Thus, as far as I can speculate, the costs and effects of porting Blockland to a new engine are roughly equivalent to if not worse than just making a completely separate game.

tl;dr: If you don't like the engine, go make your own game.

realistically i feel making some kind of a "blockland 2" with new features in a new engine (think of black mesa) would be pretty sweet. if badspot's not gonna do it someone else is bound to do it.

Well i see your guy's point of view on this, i had no idea it was really that hard.