Author Topic: Is there a mod for the ridiculous light limitations?  (Read 11974 times)

All this talk about a new engine.  How much does it cost?  We crowd-funded Forgettable Dungeon.  If the devs would be willing to port it, what if we crowd-funded Torque 3D?

All this talk about a new engine.  How much does it cost?  We crowd-funded Forgettable Dungeon.  If the devs would be willing to port it, what if we crowd-funded Torque 3D?
Holy stuff

We crowd-funded Forgettable Dungeon.
WE didn't
people in general did. it is unlikely that the general population would have any interest in funding a remake of a marginally popular ten year old building game, and there is absolutely no way that the blockland community alone could do that
but more importantly, badspot would have no interest in doing that

All this talk about a new engine.  How much does it cost?  We crowd-funded Forgettable Dungeon.  If the devs would be willing to port it, what if we crowd-funded Torque 3D?
I wonder, just how broken would add-ons be? I mean, Torque 3D is pretty different, yeah, but like, is it different enough that it would break a ton of add-ons or make it difficult to port them over?

I would think that scripting-wise, Garage Games would have made it as easy as possible for someone to port or re-create their game so that people who already used their original engine would be more likely to upgrade to their newer one

but more importantly, badspot would have no interest in doing that
If only though...


That's the amount of lights that can exist. Not the amount of lights that are visible at once.



Lights are in advanced.
There's a physical limit and a render limit. This thread is to raise the rendering one.

That's the amount of lights that can exist. Not the amount of lights that are visible at once.

Oh man that's going to be stress on the computer if you max out everything.
« Last Edit: January 10, 2016, 02:05:24 AM by Lord Tony® »

I wonder, just how broken would add-ons be? I mean, Torque 3D is pretty different, yeah

It's actually not that different. It mostly has more stuff. Torkscript and most of the engine apis that add-ons use work just fine.
Porting add-ons (if they even have to be) would be the smallest problem here.

The real problem is porting all the custom systems. For example:
- Authentication
- Brick/Octree system
- Cache.db system, fast downloads
- Shaders (probably needs complete re-write)
- Tons of small changes all over the place - every single one would have to be checked
« Last Edit: January 10, 2016, 12:23:35 PM by Zeblote »

Can't baddy have someone else who is willing to do it, do it?
So he doesn't have to?

Why don't you ask him?

Lets you render thousands of lights with almost no performace impact, unreal engine uses it for example
We could ask Badspot what he thinks, he did talked about other possible implementations in the core game before.

If you do ask him, he'll probably just ignore the message.

I so wish Badspot would make a successor game to Blockland.

I so wish Badspot would make a successor game to Blockland.

Only if builds could be converted to the new game otherwise it doesn't give people incentive to switch over.