New engine database (Full Version)

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varangy -> New engine database (9/18/2020 4:20:05 PM)

Is the database construction going to change with the - supposedly - upcoming new engine?




nikolas93TS -> RE: New engine database (9/19/2020 4:08:39 PM)

Some parts will, for example existing formation and aircraft/flight tabs will see some drastic alterations and overall there will be more parameters.

I don’t think we will change the xml format because it is practical and the overall looks of the editor. Old databases won’t be compatible, but at least some bits will be reusable, albeit that will require some manual inputs.




varangy -> RE: New engine database (9/20/2020 5:23:14 AM)

Thanks Nikolas!




22sec -> RE: New engine database (9/20/2020 1:36:57 PM)

I am curious if the new engine will keep the sprites and images in-game or might it move to something more like CMO?




nikolas93TS -> RE: New engine database (9/22/2020 3:09:38 PM)

I am not familiar with system CMO uses, but I don’t think it will be altered. There has been a suggestion to use some sort of sprite sheet so save up on visual memory usage, but I was not in favour of that idea because I think it makes adding new units more complex.




nikolas93TS -> RE: New engine database (9/22/2020 3:15:10 PM)

I also prefer to call this a new engine version rather than just new engine, because that might imply we are moving away from existing system. Although it is indeed a drastic re-work of many core features.




22sec -> RE: New engine database (9/22/2020 5:05:18 PM)


quote:

ORIGINAL: nikolas93TS

I also prefer to call this a new engine version rather than just new engine, because that might imply we are moving away from existing system. Although it is indeed a drastic re-work of many core features.


That is exciting to hear regardless, especially when taken with other thoughts and plans that have been shared. Speeding up the data entry of new units is welcomed. I am interested in the core features on that list. I also am very keen on the implementations to allow for current battlefield tech. You know y’all have a huge fan here still, of not just the game but the men behind it. Any way I can support you please know I will.




PanzerCro -> RE: New engine database (9/25/2020 5:32:15 PM)


quote:

ORIGINAL: nikolas93TS

I also prefer to call this a new engine version rather than just new engine, because that might imply we are moving away from existing system. Although it is indeed a drastic re-work of many core features.


Speaking of sequel, what war(s) will it cover ? Fictional Cold war goes hot or some real life conflicts after WW2 ?[:)]




nikolas93TS -> RE: New engine database (9/26/2020 12:28:43 PM)

We have not been cleared yet to disclose the actual theatre(s?), but historical battles will be given a greater leeway compared to the original. However, hypothetical sand-box tools are there to stay, and share of features planned has the purpose to increase the flexibility of the system to accurately simulate a greater number of conflicts, even beyond the current time-span.

While the current game has some impressive mods, they are few in number, and the reason might be that the current game lacked modding tools when it was under spotlights (with an exception of database editor) but we addressed that issue over the last two years.




PanzerCro -> RE: New engine database (9/26/2020 5:19:38 PM)


quote:

ORIGINAL: nikolas93TS

We have not been cleared yet to disclose the actual theatre(s?), but historical battles will be given a greater leeway compared to the original. However, hypothetical sand-box tools are there to stay, and share of features planned has the purpose to increase the flexibility of the system to accurately simulate a greater number of conflicts, even beyond the current time-span.

While the current game has some impressive mods, they are few in number, and the reason might be that the current game lacked modding tools when it was under spotlights (with an exception of database editor) but we addressed that issue over the last two years.


Thank You ! Sounds promising :)




22sec -> RE: New engine database (10/2/2020 8:02:55 PM)


quote:

ORIGINAL: nikolas93TS

We have not been cleared yet to disclose the actual theatre(s?), but historical battles will be given a greater leeway compared to the original. However, hypothetical sand-box tools are there to stay, and share of features planned has the purpose to increase the flexibility of the system to accurately simulate a greater number of conflicts, even beyond the current time-span.

While the current game has some impressive mods, they are few in number, and the reason might be that the current game lacked modding tools when it was under spotlights (with an exception of database editor) but we addressed that issue over the last two years.


A big hurdle for me, and has always been, the sprites for units.




Af1352pasha -> RE: New engine database (10/4/2020 12:21:57 PM)

Hi

Is it possible to see in new game engine and data base , possibility for mounting more than one team in any vehicles?
That is very necessary to make a real order of battle.





Mr_Luxury_Yacht -> RE: New engine database (10/4/2020 5:47:27 PM)

quote:

ORIGINAL: 22sec


quote:

ORIGINAL: nikolas93TS

We have not been cleared yet to disclose the actual theatre(s?), but historical battles will be given a greater leeway compared to the original. However, hypothetical sand-box tools are there to stay, and share of features planned has the purpose to increase the flexibility of the system to accurately simulate a greater number of conflicts, even beyond the current time-span.

While the current game has some impressive mods, they are few in number, and the reason might be that the current game lacked modding tools when it was under spotlights (with an exception of database editor) but we addressed that issue over the last two years.


A big hurdle for me, and has always been, the sprites for units.


Yeah same here. The database editor is real easy to use and you can rapidly make new units and weapons with it. Making sprites though, is probably something like 70% of the workload when making a mod (especially with planes and helicopters, those are a real pain compared to tanks unless you can find a good open source blueprint).

I guess if the sprite format isn't changing much in the next version, it shouldn't be too hard to port over what I've got to the next game though and get something out there in the first few months rather than a couple years down the line.




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