General Engine Suitability and Mapping Questions



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Joined: Thu Jan 19, 2012
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Country: United States (us)
PostPosted: Thu Jan 19, 2012 3:55 pm Post subject: General Engine Suitability and Mapping Questions
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I'm looking to make a class based multiplayer WW2 inspired FPS, along the lines of Return to Castle Wolfenstein or Enemy Territory. I have been messing around in UDK, Doom3 (iodoom3) and some other engines but after trying Neoaxis I really liked the workflow and the easiness of the editor (plus I'd like to get away from using BSP and become a decent modeler). That said I'm about ready to purchase a license but I need to know if a few things are doable before I make the plunge. I'm kind of poor so I'd be going with the Indie license rather than the commercial one. I just had a couple of questions that can't be answered without looking at the source code.

1) Is there any anti-lag support in the base network code between the server and the client? This is important for long distance matches, etc.

2) How hard would it be to implement a basic anti-cheat system? I would need to write a utility that checks MD5 sums of game components at the least, and I'd need to be able to ban people's accounts permanently from the game. This is really important if you want anyone who is a serious gamer to play your game.

3) I'd like to have a system to record and playback demos, is this possible?

Also there was one editing question I had from trying to use the editor on a test map. One of my levels involves spawning in a cave and appearing from a tunnel onto the surface. Is there any way to tunnel into the heightmap into a cave chamber mesh under it?

Thanks.

 
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Indie License
Indie License

Joined: Tue Jul 10, 2007
Posts: 389
PostPosted: Fri Jan 20, 2012 1:08 pm 
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my try to answer your need :
1 - I cant answer , I dont know. From the top of my head, I didnt remember having seen such a feature out-of-the-box in NA. Doable, it is yet => coding required
2 - You can to this in NA, because of code access. Yet, it will require coding, and you didn't mention to be a coder.
3 - Some people played with playback and recording (search for time rewinding on this forum), but nothing is implemented in official NA SDK. It's definitely doable, yet... but coding is required.

For height map : you can make hole in the hieghtmap, in order to make caves and such. You only have to provide some custom static meshes to shape your cave or tunnel underground.

Regards,

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Indie License
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Joined: Fri Dec 22, 2006
Posts: 66
PostPosted: Fri Jan 20, 2012 1:54 pm 
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Hi Dashiva

Quote:
Also there was one editing question I had from trying to use the editor on a test map. One of my levels involves spawning in a cave and appearing from a tunnel onto the surface. Is there any way to tunnel into the heightmap into a cave chamber mesh under it?


I put aunderground bunker into the terrain it was very simple to do.

Image

Image

Dave

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