Hi guys, glad to see some life on the modacity IRC, lets see some life here!
Anyways, here's the link to the current loader, use f2-f7 to load maps.
http://kiwidog.me/EldoradoEnginev0.1.zip
Hi guys, glad to see some life on the modacity IRC, lets see some life here!
Anyways, here's the link to the current loader, use f2-f7 to load maps.
http://kiwidog.me/EldoradoEnginev0.1.zip
The fact that we've bypassed the login screen makes me excited.
It leaves me wondering just how much of this engine is hard coded, and how much is tag driven? If we find it's mostly driven by tags and scripts, that could mean that we've basically got a Halo engine to muck about with. In theory, we could strip out a lot of the stuff that makes this into a glorified Facebook game and bring it down another path with the proper research and effort.
I don't expect answers any time soon, of course. Just pipedreaming...
I'm No programmer, but the game seems very tag oriented. The fact that the game will try to load any map file you throw at it is interesting, and it's also interesting that the majority of the source files are stored in compressed .dat files. I was shocked that when I first loaded up the game that it was indeed the halo 3 engine, considering it was only 2 gigs of content and the game required no installation.
Tags were just bungie's way of isolating nullptr exceptions. Basically, if you wind up with one, you've got a tag field you can instantly find and fix.. The neat thing I find about this is that the sbsps are readable through existing tools. With scaleform as a middleware, you've got the UI calls externalized in a .gfx file somewhere and have an in to do anything in the game.
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