MechWarrior: Living Legends

Public Discussion => General Discussion => Topic started by: fueler17 on June 19, 2008, 01:34:01 PM



Title: MWLL
Post by: fueler17 on June 19, 2008, 01:34:01 PM
Is MWLL desinged to be a web browser game?  A stand alone RPG/table top? Or a consoule game ie playstaion 3/xbox 360?


Title: Re: MWLL
Post by: PanzerBoxb on June 19, 2008, 01:40:19 PM
Link (http://www.mechlivinglegends.net/content/view/49/73/#1.1)

Quote
I.1 Mission statement - what are the intentions behind this mod?

MechWarrior: Living Legends (MWLL) is a total conversion modification for Crysis.


Title: Re: MWLL
Post by: MWLLKeeper on June 19, 2008, 02:04:34 PM
Heh, hi new guy, about as off the mark as you can get ;).


Title: Re: MWLL
Post by: ToeBall on June 19, 2008, 02:19:48 PM
Oh come on, we could port crysis to run on managed directx, so what if you give up 20% of the performance?


Title: Re: MWLL
Post by: Defender on June 19, 2008, 03:03:46 PM
Oh come on, we could port crysis to run on managed directx, so what if you give up 20% of the performance?

On my machine, 20% of 15% total performance is -5%...
My frames would be so bad I'd be rendering in reverse!

Thankfully we optimize our game better than Crysis.


Title: Re: MWLL
Post by: PanzerBoxb on June 19, 2008, 03:09:21 PM
Thankfully we optimize our game better than Crysis unlike Crytek.

FTFY  ;)


Title: Re: MWLL
Post by: ToeBall on June 20, 2008, 01:59:14 AM
Actually Crytek did a good job with alot of stuff. The network code, for example, is excelent. Other things, like game logic just make me shake my head...


Title: Re: MWLL
Post by: KorJax on June 20, 2008, 08:57:31 AM
Game logic as in single player level design or how the various parts of the game were coded with the engine?


Title: Re: MWLL
Post by: MWLLKeeper on June 20, 2008, 09:16:31 AM
Game logic as in single player level design or how the various parts of the game were coded with the engine?

The second bit :p


Title: Re: MWLL
Post by: KitLightning on June 20, 2008, 09:19:16 AM
On my machine, 20% of 15% total performance is -5%...
My frames would be so bad I'd be rendering in reverse!
argh! LOL so your actually de-polyfying? your 3D models!  ::)
[/quote]



Title: Re: MWLL
Post by: Seiko on June 23, 2008, 05:18:11 AM
The problem I have with Crytek code is exactly what they teach in most Computer Science schools these days... "By the time your program is done, the processing power in existence will be much greater than what we have now... so who cares how optimized your code is - it will run fine regardless. Welcome to JAVA 101!" That is why it is so damn hard to find good embedded programmers who understand optimization.

Other than that they did an awesome job. I just wish the documentation existed.


Title: Re: MWLL
Post by: (TLL)Redwolf on June 23, 2008, 10:50:49 AM
Thankfully we optimize our game better than Crysis.
So, are you saying that I will be able to run MWLL on a machine under the specifications for Crysis?  My current rig has only about 2/3rds the basics of Crysis' minimum requirements.  I need to know how far I'll have to upgrade, if that green stuff I haven't seen in a long time comes about?


Title: Re: MWLL
Post by: ToeBall on June 23, 2008, 11:49:19 AM
No, actually what we're saying is that we'll be able to make a better playing game without raising the requirements too much. Basically forget about running on a 9800 Pro video card. Sorry. Honestly can't say what it'll take as we're still going down the production pipline, but an 8600GT is down to $100 now and will probably be $50-75 by Christmas and that will definately work. I'm currently stuck doing most of the work on my laptop as I've had 3 bad eVGA motherboards in a row now and my desktop machine isn't usable. My laptop can definately handle medium settings at 10-15 fps and that's on unoptimized levels.


Title: Re: MWLL
Post by: Landros Radick on June 23, 2008, 12:32:39 PM
And if anything you can now get a ATI 4850 for about $150... Cards that can run Crysis in more than playable resolutions are cheap. We're keeping right along with Crysis requirements and people here shouldn't expect them to get that much higher and more than likely only lower (but not by much).


Title: Re: MWLL
Post by: ToeBall on June 23, 2008, 02:21:39 PM
Actually Landros, they will be higher. Levels like Cold Steel and Extremity while very good looking, also require quite a bit of GPU to run, even in low settings. Add to that the tuning we had to do to keep stuff from poping in front of the aerospace and our requirements are definately up. I can't say how much yet since we're not close to optimized yet. I'd have to say 256 mb video min, 512 recommended. For best results, ss fast of a GPU as you can afford and as much cpu as it takes to feed it. But that's true of any game.


Title: Re: MWLL
Post by: Landros Radick on June 23, 2008, 02:35:12 PM
Actually Landros, they will be higher. Levels like Cold Steel and Extremity while very good looking, also require quite a bit of GPU to run, even in low settings. Add to that the tuning we had to do to keep stuff from poping in front of the aerospace and our requirements are definately up. I can't say how much yet since we're not close to optimized yet. I'd have to say 256 mb video min, 512 recommended. For best results, ss fast of a GPU as you can afford and as much cpu as it takes to feed it. But that's true of any game.

Hmm... I keep thinking that with everything keeping at a longer range, the tessellation and LOD's for vegetation would keep the poly's down. Where as in Crysis, you're much closer to everything that would affect HDR, shadows and a F-ton of Vegetation at the same time drawing things that are farther out.. I don't think our maps will be nearly as dense with the same amount of poly's being drawn...

All that aside.. if people need to upgrade one or two things in your computers, I would make it the GPU or CPU and with the rate of which we're going at, you can get both that will run Crysis pretty well for a ball park figure of $250.