Have These Engine Issues Been Fixed?

Post » Wed Dec 02, 2015 9:19 am

Ladders are just teleport,fade to black screen since Morrowind.

User avatar
lucile
 
Posts: 3371
Joined: Thu Mar 22, 2007 4:37 pm

Post » Wed Dec 02, 2015 5:34 pm

Pretty sure BGS said they abandoned the idea of proper ladders because in TES they had the added complication of the PC races being of different heights. However, in FO4 there are no loading areas so they either implement the ladders or just use lifts and staircases.

User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Wed Dec 02, 2015 1:29 pm

Actually it is irrelevant how long the ladder climbing animation has to run to compensate for different character heights.

User avatar
Daramis McGee
 
Posts: 3378
Joined: Mon Sep 03, 2007 10:47 am

Post » Wed Dec 02, 2015 5:52 am

The difficulty is in getting the hands and feet to sync with the ladder rungs.

User avatar
Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Wed Dec 02, 2015 12:04 pm

Only a question of how the animation is done. There are nice solutions outthere where you won't recognize it at all if they are a bit off. Still it's no limitation for FO3 or NV. There the player has a fixed height.

User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Wed Dec 02, 2015 4:23 pm

Why don't they just make the characters magically shrink when they use a ladder, the same way they do when they use beds in SKyrim? :P

User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Wed Dec 02, 2015 11:03 am

As long as I can still place buckets on NPC heads to carry out my own brand of insanity, then I don't care about any potential engine issues.

Although, I suppose I would also support it if when a behemoth brings down their hamma it causes NPC ragdolls to fly high into the stratosphere while flailing like they're having a seizure while breakdancing.

User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Wed Dec 02, 2015 1:18 pm

:lmao: :lol:

https://www.youtube.com/watch?v=PP6OLbaz5GU

https://www.youtube.com/watch?v=BCXNRn9beI8

But you know what?

We probably going have some freaky facial teeth expose expresion bug in the game now,mark my words!! :ahhh:

http://s23.postimg.org/oio22gpsb/wmplayer_2015_10_31_09_41_53_74.png

User avatar
Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm

Post » Wed Dec 02, 2015 9:32 am

https://www.youtube.com/watch?v=P3ALwKeSEYs

User avatar
Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Wed Dec 02, 2015 5:39 pm

This again... (sigh)

Creation Engine IS a new engine. Bethesda bought Gamebryo when Emergent went bankrupt. They have rewritten the entire code. It is the same as if they had written an entire engine from scratch except that they had a basis to work with, nothing more. As for issues, the original code was the NetImmerse Engine, not Gamebryo (thus where the .NIF format acronym comes from).

Does the Creation Engine have issues? Sure, but those issues are related to the games BGS makes and limitations of technology to do said games. No other engine can do what they need for their games, period. Pete has said as much when asked in interviews. Obviously they have looked into the matter as top tier developers. They are not willing to sacrifice the various things that make their games unique (e.g., thousands of objects that can be physically interacted with throughout the world rather than painted on objects that cannot actually be touched/moved and thus don't really exist in the gameworld, rather more of an optical illusion, such as Unreal Engine based games have).

Did Gamebryo have issues? Sure. See above.

Did NetImmerse have issues? Yep, see above.

It really is cut and dried, just like how Unreal Engine has horrible problems with pop-in textures, for example, or how idTech cannot have thousands of objects in the world which can be freely interacted with by the player character (or NPCs, for that matter).

Physics issues are a Havok issue, not an engine issue. Havok was owned by Intel and is now owned by Microsoft. It's their problem, not Bethesda's, assuming there are any problems. I certainly have not had the problem stated here.

Playing games at such a high frame rate is pointless. To each their own, but there is no point to it aside perhaps from bragging rights.

User avatar
Laura Ellaby
 
Posts: 3355
Joined: Sun Jul 02, 2006 9:59 am

Post » Wed Dec 02, 2015 10:10 am


Zenimax has one of the best 3d game engine developers working for them now. That excuse doesn't fly anymore :hehe:

And give me 60 frames per second, or give me death!
...Well, maybe a bit over dramatic, but everything below it svcks so hard :cry:
User avatar
Theodore Walling
 
Posts: 3420
Joined: Sat Jun 02, 2007 12:48 pm

Post » Wed Dec 02, 2015 3:53 pm

You mean Id? Sorry their latest itteration of their engine was going in the complete wrong direction imo. Megatextures... wrong way and also these games are unmodable because of this.

User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Wed Dec 02, 2015 12:57 pm

Yeah, that idea didn't work out so well (though a good idea in principle), but didn't they ditch that for Doom 4?

And besides, Carmack is now busy with the Oculus :tongue:
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Wed Dec 02, 2015 6:39 am

https://en.wikipedia.org/wiki/Gamebryo

Also any 5 minute examination of the engine bugs in Skyrim compared to the 4 previous games would immediately tell you that Bethesda did not rewrite the entire engine. They simply continued to build on top of the same old house of cards we've been on since Morrowind. Right down to the internal structure of the 3D model format the engine uses.

Skyrim is a much better looking Gamebryo than Morrowind was, no doubt, but it's still the same engine. You can stick a new name on it all you want, that changes nothing.

User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Wed Dec 02, 2015 3:14 am

You know what middleware is?

User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Wed Dec 02, 2015 5:30 pm

Well aware of what it is. They still didn't replace it with an entirely new one.

User avatar
Patrick Gordon
 
Posts: 3366
Joined: Thu May 31, 2007 5:38 am

Post » Wed Dec 02, 2015 2:20 pm

In Skyrim the actual renderer isn't gamebryo anymore, the character animation system (previously fully gamebryo) also was replaced (legacy system still there I know). What actually is left from gamebryo is the netimmerse fileformat.

Calling Bethesda's engine gamebryo is wrong since Morrowind. Most of the suff that makes it a openworld game (and also bugs that you rightfully criticize) is made by Bethesda with support from several middlewares (which are all named in the credits).

Skyrim was one of the biggest updates Bethesda has done for a while to their engine and yes it deserved the term new because of that.

User avatar
Keeley Stevens
 
Posts: 3398
Joined: Wed Sep 06, 2006 6:04 pm

Post » Wed Dec 02, 2015 6:35 am

I don't deny that they made a ton of improvements to the engine, but it's still wrong to call it anything other than what it factually is: A modified version of Gamebryo.

Too many of the things attributable to how Gamebryo works are still present in Skyrim, and from the look of some pics floating around out there now, possibly much of it still exists in Fallout 4 too.

User avatar
~Amy~
 
Posts: 3478
Joined: Sat Aug 12, 2006 5:38 am

Post » Wed Dec 02, 2015 7:22 pm

I think we're arguing over how many parts need to be replaced on a machine before you consider it a new machine?

I.e. If I bought a computer, and then slowly, over time, replaced the RAM, power supply, CPU, graphics card, and harddrive - and at this point, years later, the only thing original was the motherboard and case - would you still consider it the original computer?

Exactly. I'm not sure why some people are so resistant to the engine name change. It isn't the same engine as Gamebryo! It's an evolution. A grandchild. :facepalm:

User avatar
Lucy
 
Posts: 3362
Joined: Sun Sep 10, 2006 4:55 am

Post » Wed Dec 02, 2015 4:15 am

The mother board is the game engine.

They havent change the Motherboard only upgraded the other stuff while still having the same motherboard to run the system.

User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Wed Dec 02, 2015 3:19 pm


Download the Cube mod for Fallout 3 and play it. It has working ladders.

Granted, it's probably a jury-rigged thing from jumping, but it's convincing. A few tweaks here and there from the dev side is probably all that's needed to properly implement ladders.
User avatar
Tracey Duncan
 
Posts: 3299
Joined: Wed Apr 18, 2007 9:32 am

Post » Wed Dec 02, 2015 5:13 am

I believe Arthmoor said from the beginning of his discussions that it was a modified engine and not necessarily the same engine in terms of having all of the exact bells and whistles as Gamebryo. From my point of view, a true engine done "from the ground up", is an engine that possesses very little or no inheritance whatsoever from any other engine. Having middle ware is another story. There's an indy game on Steam called Miasmata which was created by two brothers and they created their own little engine from scratch called Milo - since they are programmers after all. Games like these is what I call engines done from the ground up without having it's core mechanics being dictated by previous engine idiosyncrasies.

The Dunia engine of Far Cry 2-4 is similar to the Creation Engine in that it was born from another engine(Cryengine) When I played Far Cry 3 for the first time, I couldn't believe how in certain places it looks exactly like Crysis 1 all the way to its animations, physics, scripting, and lighting. The Dunia engine despite being heavily modified - more so than the Creation engine - still without a doubt possesses the quirks of the Cryengine 1.
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Wed Dec 02, 2015 5:42 pm

For the most part, yes, because that motherboard is the core of your system and limits how many upgrades you can even do. It will still ultimately be the same computer at heart.

Then it's an inbred grandchild with a family tree that doesn't fork and suffers from all of the same genetic maladies.

This guy gets it.

User avatar
Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Wed Dec 02, 2015 11:19 am

any potential issues with windows 10?

User avatar
brenden casey
 
Posts: 3400
Joined: Mon Sep 17, 2007 9:58 pm

Post » Wed Dec 02, 2015 6:43 pm

u knoe sumthing? kreeayshun iz a pretty kool gui. eh kills fizzix and doen't afrayd of framerait.

/obvious troll is obvious

User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

PreviousNext

Return to Fallout 4