77outlaw77

Member
Feb 16, 2018
191
266
Maybe I'm asking for something ridiculous here, but I think that if they're really smart, they'll develop a mission builder utility for the game BEFORE getting into heavy development of the main story and let you export missions you make and publish them for download elsewhere.
That would let the community solve their content problems in a hurry and buy them plenty of time for developing their lengthy RPG story.
 
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Krosos

Engaged Member
Dec 1, 2018
2,169
2,089
Maybe I'm asking for something ridiculous here, but I think that if they're really smart, they'll develop a mission builder utility for the game BEFORE getting into heavy development of the main story and let you export missions you make and publish them for download elsewhere.
That would let the community solve their content problems in a hurry and buy them plenty of time for developing their lengthy RPG story.
You aren't dumb but that's neither a trivial task you would need to abstract a good portion of the current quest system into something user friendlier than writing some blueprints and try to get just that part of the blueprint functions out to the user in form of some external editor.

Do you know any Unreal project that ever released a Mod Editor ;) ?

In terms of Unreal you have also some Licensing Hurdles in front of you Epic wouldn't like that ;)

You can rewrite Unreal but in General you aren't allowed to distribute the modifications of Core Engine Parts or UI except they running in the Engine Itself.

It's quiete a complex Lawyer Minefield with Unreal.
 
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Jun 22, 2018
308
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Arthur Curry
They went over this
And then answered a lot of random questions about it, also story, gameplay, personal stuff, production, game releases, patreon, and so on.
Saying you will do something is great and all, but what really matters is if they will or not. Ideas don't really get you far in life if you don't put them into practice.
 

Krosos

Engaged Member
Dec 1, 2018
2,169
2,089
I wanted to recapture Steves Presentation on my ~2x Limited Hardware space without any Reshade whatsoever pure output
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joethebeast

Member
Sep 17, 2017
270
469
Maybe I'm asking for something ridiculous here, but I think that if they're really smart, they'll develop a mission builder utility for the game BEFORE getting into heavy development of the main story and let you export missions you make and publish them for download elsewhere.
That would let the community solve their content problems in a hurry and buy them plenty of time for developing their lengthy RPG story.
Not ridiculous at all. But I don't really think the community would be that engaged. Specially if the tools are overly complex. Skyrim, TheSims, etc. had great amount of mods because there are millions of people playing these games. Now, for AO games, there are considerably fewer people playing.

For me, these guys have great skills in animations and models. But they can't integrate game and sex very well. Asking them to integrate gameplay, sex AND mods would make it an even bigger weakness in their product.
 

77outlaw77

Member
Feb 16, 2018
191
266
You aren't dumb but that's neither a trivial task you would need to abstract a good portion of the current quest system into something user friendlier than writing some blueprints and try to get just that part of the blueprint functions out to the user in form of some external editor.

Do you know any Unreal project that ever released a Mod Editor ;) ?

In terms of Unreal you have also some Licensing Hurdles in front of you Epic wouldn't like that ;)

You can rewrite Unreal but in General you aren't allowed to distribute the modifications of Core Engine Parts or UI except they running in the Engine Itself.

It's quiete a complex Lawyer Minefield with Unreal.
I suppose I was thinking of something you would arrange inside the game rather than in an actual external utility that would modify the engine. Like a GM mode where you could instruct the game in-engine to place NPCs with specific behaviors, spawn enemies, use locations in game, write dialogues using a pre-set bunch of animations or camera cinematic options and some very basic switch and variable quest-tracking behavior. Then once you've finalized your mission and play-tested it, you just export it into a save file that the engine could read and share it online.
I've seen similar things done in Unreal before, but I've never gotten into unreal myself so I don't actually know what I'm asking for; it just seems plausible in my head.
 

SukebeDude

Member
Jul 27, 2017
354
271
I wanted to recapture Steves Presentation on my ~2x Limited Hardware space without any Reshade whatsoever pure output
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Nice, i wonder how hard it would be for them to make a dedicated button for super sampled screenshots, that way lower end systems could make high res screenshots without killing their systems, i'm guessing it's relatively easy compared to what they have already achieved but it might be an unnecessary distraction, then again it's basically (slightly misleading) promotional material so it might be worth it.
 

Dark_Templar

Member
Aug 16, 2017
309
826
How much gpu do need? With this game
There are no minimum requirements listed as yet, but roughly for medium/high 1080p you will need at least a GTX 1650S. Your CPU is also quite old and may also struggle but your biggest weakness is the GPU. Might be best to save up some money and get a new system.
 

AirAir017

Member
Jan 22, 2018
349
77
There are no minimum requirements listed as yet, but roughly for medium/high 1080p you will need at least a GTX 1650S. Your CPU is also quite old and may also struggle but your biggest weakness is the GPU. Might be best to save up some money and get a new system.
thx
 

Krosos

Engaged Member
Dec 1, 2018
2,169
2,089
Nice, i wonder how hard it would be for them to make a dedicated button for super sampled screenshots, that way lower end systems could make high res screenshots without killing their systems, i'm guessing it's relatively easy compared to what they have already achieved but it might be an unnecessary distraction, then again it's basically (slightly misleading) promotional material so it might be worth it.
CD Projekt Red has integrated a Amazing Photo Mode

 
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nech

Newbie
Jan 29, 2018
45
35
There are no minimum requirements listed as yet, but roughly for medium/high 1080p you will need at least a GTX 1650S. Your CPU is also quite old and may also struggle but your biggest weakness is the GPU. Might be best to save up some money and get a new system.
i would say you would need a 1650 for the higher end of the settings but i run it on a 1080 and everything on med and it runs largely fine (couple small hitches here and there when loading up a new LOD like coming in from high up to the village at high speed for instance)


i7-6700k @ 4.2ghz
EVGA gtx1080 FTW+ (no oc)
24gb ram
 

Dark_Templar

Member
Aug 16, 2017
309
826
but i run it on a 1080 and everything on med and it runs largely fine
Yeah and the 1080 is much faster than a 1650S, again the minimum would be about the 1650S for 1080p with half decent settings and fps.

The game is also terribly optimized so that definitely doesn't help matters, even my 3070 at 1440p cannot run the fisher village without dropping to unplayable frames.
 

Krosos

Engaged Member
Dec 1, 2018
2,169
2,089
Many things need to be specifically adapted in terms of final mostly invisible quality differences, especially on the post process side of things.
Though a lot of things aren't pre baked but Realtime this makes everything overall more complex.
But it is part of this unique look that Steves talking about which BTW partly isn't so much different in terms of lighting end result than Paralogue for example (Logic same base math).
And also not mega surprisingly comes very close in both cases to what is visible in Fortnite.

But there is a very interesting change of overall direction less pre bake more realtime for Unreal visible, which moves straight into CryEngine Direction.
Unreal 5 will start to become a Real CryEngine contender
 
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