twesterm said:
Have you ever made a completed mod? No? Ok then, I have made several. When they are optimizinf framerate, they do it for the machine they are working on, be that PC or PS3. In four years from now, they are going to be working their hardest to make whatever particular level as good as possible optimized for that machine. When they test their framerate they are going to run the level and make sure everything runs smoothly there, they're not going to say well (think Gomer Pile voice here) I guess since the minimum specs are this this game could run well on that, they are going to say x mod or level was developed on or for this machine and those are the minimum specs. And as for the easy porting and modding, we will see. I still have serious trouble believing that the coding side will be as easy as they say it is. The art and level design sides I don't have any problem with, but the programming have to muck around in the code and make their own code unique to the UT platform that I don't think it's going to work well at all. I could be completely wrong about this, but I don't think I am. -edit- |
I work with the Battlefield 2: Apocolypse mod team to make that mod.. its the same specs as BF2 requires.
Theres been hoverboards in FPS games before? that allows you to do minor tricks?










