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B5IFH: Status update
Alpha-1
Elite RangerGermany
[b]Introduction[/b]
I think this update should have happened sooner: But still, we've only got what we've got, and I am going to try to make this update as complete and detailed as humanly possible. Let's get started.
[b]Situation[/b]
As I have mentioned a few times on the forums, the engine is going through a [b]MAJOR[/b] upgrade in areas of architecture, graphics, physics and script languages, just to name a few. That is why there has been so little to say and even less to show in the recent months. I will explain this in more detail later in this document. Now, I want all of you to understand the grandeur of this kind of work. We are not making "just another campaign" using the same engine, we are improving our engine as well as models, scripts, gameplay, etc: There was some good excuse for us to release the Skirmish Pack using the old engine, because this was essentially the same game, although with some features added. For the next campaign, there is no such excuse. We have to keep up with the current level of technology or spend quite a lot of time explaining to fans why this new game looks like we are still 5 years in the past.
[b]The engine[/b]
The main area of work is the engine. First and most important: we are getting a brand new and advanced rendering system that gives us everything the modern game should have in the area of graphics. Right now we are embedding it into the new game core prototype (most if it came from our old proven game code, of course). We are done with most of the 3D stuff, including, models, explosions, bolts, particle systems etc: However, the 2D system differs signifincantly from our old one, so the engine requires a serious redesign in this part. This work is still in progress. Currently, we are close to releasing our first public screenshots from the new engine. When that happens, we will also anounce the rendering system itself.
Also, we are going to get rid of our "structure-based" scripts in favor of standard XML. The idea remains the same, but it becomes standard code, easily readable, and much more flexible. Our lame console pseudo-interpreter will also be replaced with new C-style script with much more functonality.
I can't say anything yet about physics, as we're still experimenting with a few physics engines. Let's just say that collisions will never be the same again: :)
[b]Modeling[/b]
Perhaps you heard, perhaps you didn't, but we're remaking all our ingame models from scratch to reach a new visual level. Our goal is to achieve something close to the actual show in terms of model detail and rendering quality.
It is good to realize that our long tradition lives on. In this case, it's about our candidate modellers mysteriously vanishing after a few days/weeks without any explanation, so we're still in need of modellers who can afford spending at least a few hours per week (but the more, the better, of course) without disappearing into the void. We will provide very detailed references of what we need and offer any help needed to make our ships as canon as possible, and that means that we don't necessarily need some super-designers (although that won't hurt at all); it is enough just to follow the reference precisely. If you are SERIOUSLY willing to help - you are welcome to send me PMs.
[b]Do not spread rumors of our death[/b]
Yeah, that's right. As always, it takes a long time, but I am hoping that our faithful community will believe us when we say that something's definitely cookin': You might have no idea what's going on: But this project will be dead only when we announce it. Not until.
[b]Next thing to happen[/b]
Like I said, we are preparing to release a few public screenshots featuring the new rendering system and new models. Please maintain permanent vigilance!
[b]Oleg Petrov, IFH Project Lead[/b]
I think this update should have happened sooner: But still, we've only got what we've got, and I am going to try to make this update as complete and detailed as humanly possible. Let's get started.
[b]Situation[/b]
As I have mentioned a few times on the forums, the engine is going through a [b]MAJOR[/b] upgrade in areas of architecture, graphics, physics and script languages, just to name a few. That is why there has been so little to say and even less to show in the recent months. I will explain this in more detail later in this document. Now, I want all of you to understand the grandeur of this kind of work. We are not making "just another campaign" using the same engine, we are improving our engine as well as models, scripts, gameplay, etc: There was some good excuse for us to release the Skirmish Pack using the old engine, because this was essentially the same game, although with some features added. For the next campaign, there is no such excuse. We have to keep up with the current level of technology or spend quite a lot of time explaining to fans why this new game looks like we are still 5 years in the past.
[b]The engine[/b]
The main area of work is the engine. First and most important: we are getting a brand new and advanced rendering system that gives us everything the modern game should have in the area of graphics. Right now we are embedding it into the new game core prototype (most if it came from our old proven game code, of course). We are done with most of the 3D stuff, including, models, explosions, bolts, particle systems etc: However, the 2D system differs signifincantly from our old one, so the engine requires a serious redesign in this part. This work is still in progress. Currently, we are close to releasing our first public screenshots from the new engine. When that happens, we will also anounce the rendering system itself.
Also, we are going to get rid of our "structure-based" scripts in favor of standard XML. The idea remains the same, but it becomes standard code, easily readable, and much more flexible. Our lame console pseudo-interpreter will also be replaced with new C-style script with much more functonality.
I can't say anything yet about physics, as we're still experimenting with a few physics engines. Let's just say that collisions will never be the same again: :)
[b]Modeling[/b]
Perhaps you heard, perhaps you didn't, but we're remaking all our ingame models from scratch to reach a new visual level. Our goal is to achieve something close to the actual show in terms of model detail and rendering quality.
It is good to realize that our long tradition lives on. In this case, it's about our candidate modellers mysteriously vanishing after a few days/weeks without any explanation, so we're still in need of modellers who can afford spending at least a few hours per week (but the more, the better, of course) without disappearing into the void. We will provide very detailed references of what we need and offer any help needed to make our ships as canon as possible, and that means that we don't necessarily need some super-designers (although that won't hurt at all); it is enough just to follow the reference precisely. If you are SERIOUSLY willing to help - you are welcome to send me PMs.
[b]Do not spread rumors of our death[/b]
Yeah, that's right. As always, it takes a long time, but I am hoping that our faithful community will believe us when we say that something's definitely cookin': You might have no idea what's going on: But this project will be dead only when we announce it. Not until.
[b]Next thing to happen[/b]
Like I said, we are preparing to release a few public screenshots featuring the new rendering system and new models. Please maintain permanent vigilance!
[b]Oleg Petrov, IFH Project Lead[/b]
Comments
:alndance:
Waiting in anticipation for the next update! But can you tell me if there will be a muti player/MMorpg section (pleeeeease).
I would love to be able to join other B5 (IFH) fans and immerse myself in the game.
I think a method of recording the multi player game on our PC's would be great (an in game record button?), as we could create our own mini movies (machinema) which might inspire WB to get off there fat asses and give us what we want eh!
[QUOTE][i]Originally posted by Alpha-1 [/i]
[B][b]Introduction[/b]
I think this update should have happened sooner: But still, we've only got what we've got, and I am going to try to make this update as complete and detailed as humanly possible. Let's get started.
[b]Situation[/b]
[b]Next thing to happen[/b]
Like I said, we are preparing to release a few public screenshots featuring the new rendering system and new models. Please maintain permanent vigilance!
[b]Oleg Petrov, IFH Project Lead[/b] [/B][/QUOTE] [COLOR=red]multiplayer/MMorpg[/COLOR]:alndance: :alndance:
IFH does have multiplayer