The reuse of the creation engine.

Post » Fri Nov 27, 2015 11:15 am

Haven't you guys noticed that we might come across another bugfest with bethesda's updated version of the creation engine?

It makes me a little worried especially with the modding community growing and being able to create mods for consoles aswell.

Ofcourse I can understand bethesda's point of view when using something you are familiar with but something like a total new engine could bring many more possibilities in my opinion. I remember many modders having so many issues with the creation kit because it was full of glitches bugs and whatever ruining the modding experience. This has been a real downside and because of this modders quit their project because of time issues and having difficulties making their creation kit work propely.

With this I'm not saying bethesda's will make the same mistake again but it is clearly that a few mistakes will be repeated. So all I'm hoping for now is that bethesda will be able release everything on time without unfinished work and gaps the community has to fill because bethesda didn't spend enough time fixing the issues they could have easily fixed.

I would like to hear your opinions guys about this but don't start a flame war since I'm not having bad intention towards bethesda or the game itself. After all, I'm a great fan myself!

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Nichola Haynes
 
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Post » Fri Nov 27, 2015 12:48 am

I'm not worried in the slightest. Look at the difference between Oblivion and Fallout 3. That's a difference between two games using the same hardware and the same engine. Now, they're not only using an updated Creation Engine, but they're working with far more powerful hardware.
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Sophie Morrell
 
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Post » Fri Nov 27, 2015 10:42 am

I don't know. Sykrim was stable for me when it was launched. It only became buggy with me after the patches. Patches are suppose to fix problems not cause them. Hopefully their QA department, if they have one, has had a long time to fix any problems before launch.

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Andrew Tarango
 
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Post » Fri Nov 27, 2015 1:16 am

It's an evolutionary process with the engine. A responsible mod user will have no issues with bugs. Now that all of the platforms will be open to accept mods, the console users will benefit from fixes within the modding community.

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Daniel Lozano
 
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Post » Fri Nov 27, 2015 8:22 am

Any game or engine has bugs of various kinds. It is not the fault of the engine, and this engine is the only one that meets the needs of BGS.

Aside from that, this engine is one that both BGS and the community knows fairly well. If a different engine were used, it would be a whole new learning curve for both them and us.

Notice how many mods are made for BGS games compared to others such as Bioware or id Software. Quite a big difference.

Also, many bugs are not necessarily BGS' software, either game or engine. Note how various people claim that FO3 doesn't work on Windows 7 or is extremely difficult to get to work, yet the vast majority of us have no problem and only had to change one line in the .ini file (well, add one line, anyway). It isn't BGS' software that is a problem in such cases so much as other stuff on someone's individual system. No company can troubleshoot every single hardware and software config out there.

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Cool Man Sam
 
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Post » Fri Nov 27, 2015 8:06 am

Well, they were well aware of the issues in the skyrim engine. Which THEY introduced with the 1.9 patch..... One would think they would have fixed the lip-sync bug at least..... But, I fully expect an engine that has its.... quirks..... that may or may not get ironed out with subsequent patches.... that will introduce new bugs/quirks..... This is standard behavior for Beth.

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Milad Hajipour
 
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Post » Fri Nov 27, 2015 4:35 pm

It is a Bethesda Game. One thing we are sure of Bugs, Bugs never changes.

With a new engine we likely would not be playing FO4 until 2017 since it takes quite a bit of time to get used to a new engine and then fine tuning that engine to make it work with what you are trying to do. Remember Bethesda's game have allowed the user to interact with a lot of objects in the game most engines do not do that. Most of them barely allow to interact with any objects. By interacting I mean move them to another location.

I think this engine and the further upgrades to it will stay for a long time.

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Astargoth Rockin' Design
 
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Post » Fri Nov 27, 2015 3:24 am

Now imagine them using parts of the gamebryo engine (which is oblivion etc) and having that in a game that was announced in 2015. in all that time they are still reusing part from a outdated engine.

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marie breen
 
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Post » Fri Nov 27, 2015 12:57 am

It's not about graphics guys, don't even go there, this is about stability and features that people usually ignore.

I for one am ambivalent, I want better save handling, first and foremost, the terror of having 30mb saves makes me very wary.
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Hilm Music
 
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Post » Fri Nov 27, 2015 1:02 pm

ever heard of a corrupt savegame and having to start all over again because a few mods were incompatible or made your game crash frequently?

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Micah Judaeah
 
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Post » Fri Nov 27, 2015 7:31 am

(sigh)

To repeat myself and others... no, they are not using Gamebryo, not even parts, really, because they have pretty much recoded the entire source code after buying the source after Emergent went bankrupt/out of business. It is theirs, they own it, no one else, and they can code it to do whatever they want on whatever hardware is needed/available at any time. And that is what they do, of course.

BGS is not responsible for any problems created by mods. Such issues are solely on the end user.

I have never had save games corrupted despite using many mods and many thousands of hours playing.

Funny thing, by the way... no one has mentioned that BGS had to not only upgrade to new consoles, but also upgrade for Windows 10. That is, I am sure they are testing with Windows 10 as well as other OSes since Windows 10 is scheduled for release next month long before FO4's release (and Bethesda has a very long-standing and good relationship working with Microsoft, of course).

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Matt Fletcher
 
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Post » Fri Nov 27, 2015 10:44 am

Beth has no obligation to support windows 10. We saw the same with Windows 8..... The game is pretty much finalized at this point, and making changes to be compatible with Win 10 really isn't a high priority.

That said, Win 10 is still running on basically an updated version of the original Vista kernel. (it's version 6.4, Win 7 was 6.1, etc.) So, pretty good chance that it will natively support it in any event.

I am not going to get into the whole "not gamebryo" thing again. Suffice to say that I do not agree with you.

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Stace
 
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Post » Fri Nov 27, 2015 9:50 am

ofcourse there are other way to prevent the savegame corruption but that doesn't change the fact it will get corrupted at some point. And I'm aware they are not using gamebryo itself but I'm certain they are using part which are heavily modified over the years. But even with this there are issues that will arise with bethesda obviously not wanting to waste their time fixing issues they can't fix.

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Kayleigh Williams
 
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Post » Fri Nov 27, 2015 6:42 am

I assume you sit on an computer with windows 7 or 8, the core of windows dates back to WIndows NT 3.1 in 93, Windows 10 is basically an upgrade of this.

its twice as old as Morrowind. I say that the engine rater is perfectly tuned for large open world games.

Most other engines has other limitations in addition to learning them and then adjusting them will take years, and it will still be major changes, like them being far harder to mod, how many other game has the flora of high quality mods TES and fallout have?

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pinar
 
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Post » Fri Nov 27, 2015 12:24 am

But then we are talking about windows, now we are talking about a game engine from a company that has microsofts support, and I agree not many other games have the potential of modding that bethesda games have but it doesn't change the fact that bethesda can make these changes in less then a week while the modding community has to work months on it because they are forced to work with a buggy creationkit, and limitations to the use of whatever the game has to offer.

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Bonnie Clyde
 
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Post » Fri Nov 27, 2015 11:20 am

Savegame corruption can happen in any game, one way is an corruption of the database structure in the save but this is rare, an more common problem is game crashing during saving, this is simple to solve by first saving to an temp file, then deleting the old save and rename the temp file. This was done in Skyrim.

Savegame corruption don't depend so much of engine you use, TES and Fallout games might be more vulnerable because all the data who has to be saved, you save is basically an mod with all the changes you have done in the world.

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Star Dunkels Macmillan
 
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Post » Fri Nov 27, 2015 4:12 am

Would the other engine even have an free construction set? Note that this feature is not high on Bethesda list of features if changing engine.

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Eve(G)
 
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Post » Fri Nov 27, 2015 6:56 am

Yeah, and you used to be able to simply change the extension on the savegame, load it up into the CS, and fix whatever issues you were having...... That changed with Oblivion, when the savegame got a structure all its own. I don't think anyone has completely decoded it yet.

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Roisan Sweeney
 
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Post » Fri Nov 27, 2015 1:28 am

At this point I don't see Bethesda Game Studios switching to CryEngine, Unreal Engine 4, Unity 4 or Unity 5 to develop their video games on. All of the names of the video game engines I mentioned you can develop video games like the ones Bethesda Game Studios develops on the Gamebryo, Creation Engine, but it would take a lot of time to code and make flexible modding tools.

This new version of the Creation Engine that Bethesda Games Studio developed for Fallout 4 has Physically Based Rendering (PBR) and dynamic volumetric lighting, it most likely will support a 64-bit .exe and DirectX 11 and possibly sometime in 2016 support DirectX 12.

This video game engine of Creation Engine that Bethesda Games Studios is using has everything Bethesda Games Studios needs or wants when they are developing their video games.

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Naomi Ward
 
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Post » Fri Nov 27, 2015 6:41 am

Wonder if some creative modder will port it back to earlier games. :) (though I suspect that would violate some legal stuff.....)

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Alexis Estrada
 
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Post » Fri Nov 27, 2015 4:09 am

Big no no I'm afraid, free to totally recreate using own assets though.
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John N
 
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Post » Fri Nov 27, 2015 4:41 am

See, the problem with this argument is that every engine is an iteration on an older engine, and reuses code. Unreal Engine, idTech, any operating system, whatever.

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Guy Pearce
 
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Post » Fri Nov 27, 2015 8:07 am

i'm certainly not a coder, so somebody pls correct me should i be talking bs, but:

i think you got a totally wrong picture of what a game engine is. that's not "a thing" you fix parts on, but a system consisting of tons of subsystems, it's not a building, it's a f**ing village. and you can _bet_ on _not_one_ of these subsystems has remained unchanged since the engine's first incarnation, and that any recent edition of creation engine is just as much identic with the original gamebryo like a 2015 toyota corolla is with a 1972 toyota corolla...

i've been modding since fallout nv, and quite a lot. and i can assure you that 1) creation kit's bugs, in numbers, don't exceed, say, any given photoshop version's, and that 2) limitations i've encountered to what i can do to the game sum up to about zero (in some cases, it just takes a bit more thinking about how to do it, that's it), quite the opposite, the respective kits let me access parts of the game that root so deep in it's innards that i'm, after years of modding, still afraid to even touch them. i mean, all in all, what on earth do you think HOW easy they should make modding? i mean, they let mods plug into their game just like nothing, they give us the ck, access to all their assets, to all game systems, we got a big fat wiki and forums to gain knowledge about pretty much whatever it may be, they made an official mod distribution platform, hell they even tried to get us PAID if the community had let them, so what ELSE really do you think they should do to make modding easier? send us flowers, a limo and a manicure? :-)

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Miranda Taylor
 
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Post » Fri Nov 27, 2015 1:27 am

But the Corolla is still a Corolla. Some basics still exist. Creation engine is the creation engine, which originally started as the NetImmerse engine. Probably very little of the original code is still there, but, in the end, It is still considered the "same" engine. You are arguing semantics, and it is pointless.

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Lily Something
 
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Post » Fri Nov 27, 2015 2:27 am

You mean both being bugfests? What was their game after Fallout 3? Because that game was a celebration of bugs.

Precisely one of the problems here, obviously.

Though many are gamebreaking, a Bethesda game wouldn't be a Bethesda game without bugs. Many can be hysterical and offer funny memories.

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Leilene Nessel
 
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