Hah, man, if I was an optimist for DA2, I'd be all down your throat, but it seems to me that you are likely correct in your guess that they've already been reassigned to new tasks and that their "free time" was right before it went gold if anything.DarthParametric wrote...
There's no money in having devs sitting around with free time. They will likely already working on expansion/DLC content and ramping up for DA3. So don't hold your breath.
Dear Bioware: We can make better mods with DA2
#51
Posté 02 mars 2011 - 02:49
#52
Posté 02 mars 2011 - 03:22
ladydesire wrote...
If that were true, Darth, why did Bioware bother with DirectX 11 support
A half-assed, tacked on DX11 implementation hardly qualifies as specifically tailored to PCs in my books, but to each their own.
ladydesire wrote...
Bioware isn't doing anything different that what they've told us all along; they told us up front when DA2 was announced that the toolset would not be worked on until the game was released, which I believe is scheduled to be next week.
Indeed. All I've ever said is that is the best case scenario (which if we get will probably be a miracle), so for people to not get all excited expecting anything more than that.
#53
Posté 02 mars 2011 - 04:34
DarthParametric wrote...
ladydesire wrote...
If that were true, Darth, why did Bioware bother with DirectX 11 support
A half-assed, tacked on DX11 implementation hardly qualifies as specifically tailored to PCs in my books, but to each their own.
this. it's funny how all the folks are totally crazy about dx11 where in the same time all the features that are available only through dx11 mode (despite tesselation) are easily doable within a dx9 client. they just slapped them to dx11 to start a big mouth about supporting the newest technology
btw the pc port of da2 is clearly not serving an ace for the pc
Modifié par -Semper-, 02 mars 2011 - 04:37 .
#54
Posté 02 mars 2011 - 11:39
-Semper- wrote...
btw the pc port of da2 is clearly not serving an ace for the pc
Jut because the UI is the same in the PC and Console versions doesn't mean that Bioware ported the console version to PC; they already had working engines on all platforms and made changes to each to bring them in line with one another. As I recall from my lurking, there were numerous complaints about how inefficient the console interface was compared to the PC one, so I assume that Bioware adapted that to the consoles.
#55
Posté 03 mars 2011 - 12:10
From our outside view, that's not something we can know. All we can do is argue for the value we could bring the PC third of the DA2 product, and hope that stacks up against Bioware's resource calculations.
#56
Posté 03 mars 2011 - 12:11
daywalker03 wrote...
-Semper- wrote...
btw the pc port of da2 is clearly not serving an ace for the pc
Jut because the UI is the same in the PC and Console versions doesn't mean that Bioware ported the console version to PC; they already had working engines on all platforms and made changes to each to bring them in line with one another. As I recall from my lurking, there were numerous complaints about how inefficient the console interface was compared to the PC one, so I assume that Bioware adapted that to the consoles.
Well, for whatever it indicates, the DA2 PC demo UI files' movieclip symbols, variables, and functions are full of references to gamepads and the Xbox and PS3. While in DA:O, there was nary a trace of them beyond the vestigial. Maybe it doesn't mean the UI was "ported" from the consoles - maybe just made for the lowest common denominator from the outset with a few PC-only things bolted on...
Modifié par FollowTheGourd, 03 mars 2011 - 03:24 .
#57
Posté 03 mars 2011 - 12:28
Mengtzu wrote...
The only reason we'd worry about a console focus is if console DLC is so profitable that spending developer time on anything else becomes an unacceptable opportunity cost.
From our outside view, that's not something we can know. All we can do is argue for the value we could bring the PC third of the DA2 product, and hope that stacks up against Bioware's resource calculations.
Don't you mean PC/Mac half (granted that Mac gamers aren't as common as PC gamers are, but they do exist)? I do believe that the game, at least the retail disc version, is available with both on the same media.
@FollowTheGourd: I imaging that's more or less intentional, since the game is intended for multiple platforms; why strip that stuff out if it doesn't take up extra space.
Modifié par daywalker03, 03 mars 2011 - 12:30 .
#58
Posté 03 mars 2011 - 02:50
DarthParametric wrote...
Indeed. All I've ever said is that is the best case scenario (which if we get will probably be a miracle), so for people to not get all excited expecting anything more than that.
And based on what Thought Process has been doing in the past week, I'm going to hazard a guess that most of the major changes to the toolset itself are in the level lightmapper and dialog system; once you have the area layout generated from lightmapping, the toolset functionality you're used to kicks in. I've extracted areas from the demo erfs with one of the recent pyGFF releases and opened them in the current toolset's GFF editor, which means those are GFF 4 format; I've also extracted gda files and edited them in GDApp, as well as viewing them as GFF 4 format, so those haven't changed. I'll be looking into DAE (DA2) meshes next, to see what those are like.
#59
Posté 03 mars 2011 - 04:09
#60
Posté 03 mars 2011 - 04:09
And based on what Thought Process has been doing in the past week, I'm going to hazard a guess that most of the major changes to the toolset itself are in the level lightmapper and dialog system; once you have the area layout generated from lightmapping, the toolset functionality you're used to kicks in. I've extracted areas from the demo erfs with one of the recent pyGFF releases and opened them in the current toolset's GFF editor, which means those are GFF 4 format; I've also extracted gda files and edited them in GDApp, as well as viewing them as GFF 4 format, so those haven't changed. I'll be looking into DAE (DA2) meshes next, to see what those are like.
Music to my ears at last
#61
Posté 03 mars 2011 - 07:00
daywalker03 wrote...
And based on what Thought Process has been doing in the past week, I'm going to hazard a guess that most of the major changes to the toolset itself are in the level lightmapper and dialog system; once you have the area layout generated from lightmapping, the toolset functionality you're used to kicks in. I've extracted areas from the demo erfs with one of the recent pyGFF releases and opened them in the current toolset's GFF editor, which means those are GFF 4 format; I've also extracted gda files and edited them in GDApp, as well as viewing them as GFF 4 format, so those haven't changed.
Which is all nice, but has nothing to do with the likelihood of Bioware actually providing a toolset/update, which is what this thread is about.
daywalker03 wrote...
I'll be looking into DAE (DA2) meshes next, to see what those are like.
Models are in the same basic format, but the MSH data is arranged differently which will necessitate an update of Eshme's script. The MAOs now also appear to be GFF instead of XML. Not sure what the advantage to that would be exactly - the only logical reason would be a reduction in the parsing time by the engine, as there's no real gain in file size.
#62
Posté 03 mars 2011 - 06:14
DarthParametric wrote...
Which is all nice, but has nothing to do with the likelihood of Bioware actually providing a toolset/update, which is what this thread is about.
We have a toolset that will work for a lot of things in DA2, since those are essentially unchanged from DAO; we need the update to take advantage of the new features in DA2. Will we get it? Only the Maker and Bioware know for sure.
#63
Posté 04 mars 2011 - 12:55
daywalker03 wrote...
DarthParametric wrote...
Which is all nice, but has nothing to do with the likelihood of Bioware actually providing a toolset/update, which is what this thread is about.
We have a toolset that will work for a lot of things in DA2, since those are essentially unchanged from DAO; we need the update to take advantage of the new features in DA2. Will we get it? Only the Maker and Bioware know for sure.
The more I poke through the DA2 Demo files, the more I understand just how similar DA2 is to DAO; the engine may have been overhauled in some ways, but the critical parts seem to be done the same way as in DAO. Given a few days, I will probably have the Tevinter Warden class working in DA2 in much the same way it works in DAO and Awakening.
#64
Posté 04 mars 2011 - 08:23
Maybe i try around with demo files too, but a toolset would be far more comfortable





Retour en haut






