Revamp Expansion Mod (RVE) A Supreme Commander 2 Complete Overhaul / Total Conversion Mod
No the mods not dead but this could be were we go with it in the future leaving the SC2 moho engine behind.
Link to none GIF version
Whats the status of the mod ik you said its on hold but it is 2019 and there hasn't been anything said about the mod,
Is it still on hold or are you guy's currently working on it with a new engine or have you still not decided?
This is your own engine then?
Its the Unreal engine 4 which is a free use engine last I knew.
So this means you guys would need to port it all to UE4 engine and then rebuild Sup Coms systems but with you guys preferences I would assume.
Yeah pretty much but without limtions, if the engine stress tests come back fine this is probably what we will do.
It does look really nice, but porting it to UE4 seems a lot of work to me. The decision is yours to make.
If we do end up rebuild RVE on unreal the unit cap sizes would be a lot smaller, without lockstep which large scale RTS games depend on, you wouldn't be able to have huge cap sizes, also it mite be a lot of work but the end product would only contain our own work so we would release it on steam as its own game.
UE is not really suited for an RTS game, it was built over ages around FPS genre. I believe it's the reason to consider another engine, probably a commercial one like Nitrous Engine built by Oxide Games. It reportedly handles complex units and large armies like a boss. To release the game on Steam, legal issues should also be considered, ones like faction styles or maps inherited from SupCom. From my side, I can pretty much guarantee that I'll buy your game or even support it as $100-level backer.
Yeah that is the sad thing about unreal its doesn't support lock step which large scale RTS games need, i don't believe the Nitrous Engine isn't free to use, if we did build it on the unreal engine a lot of performance hacks would be used to reduce network bandwidth.
same advice as MasterKane (who seems to know a thing or two) (and btw a quick word to say I support what you're doing 100% no matter how crazy it is and even if you don't yet realize how crazy it is) but yeah. going forward unit cap will be the least of your issues porting supcom to unreal. I'm not saying unreal engine is bad : it's fantastic!!! but as you well put there's the lock step, netcode will probably be a nightmare, there's the poor support for wide and zoomed out FOV which strat zoom is all about. there's poor optimization of rendering a model 50+ times god forbid you want hundreds. And I'm guessing in all of this the plan would be to forfeit simulated projectiles entirely?
Nitrous engine is a new gen (dx12/vulkan) engine FOR simulated projectile rts. granted it has it's own issues. (as of yet no support for naval, bad terrain editor, only slip-n-slide and bumper-car hover units) but it'll get you so much closer to sup com than Unreal will.
I'm probably not teaching you much here but if you can borrow Ashes of the singularity : Escalation from someone on steam (me if you can't find anyone), check out what it can do. make up your mind.
you guys should make money off this. this is truly Supreme Commander 3
am i the only one who sees it as really dark? the grass is barely visible. id guess that this was intended to be at night but the trees and rock are too bright.
OMFG The image isn't to demo the landscape or props it was made just for the tank, does it really look like i put any work into the map? FML its also dark to show off the units glow.
OMFG you couldve just said "its dark to show off the glow, and i didnt really spend much work on the map"
no need to blow up in my face.
also, IM NOT TRYING TO **** YOU OFF HERE BUT IM USING CAPS TO MAKE SURE YOU READ IT CLEARLY
WHAT IS THE STATUS ON THE MOD?
Status is on-hold not dead just on-hold for now.
Personally I think I'd prefer it to stay with the SupCom2 Engine. Never been impressed with Unreal Engine performance, and I think the SupCom2 engine runs real nice, despite the issues y'all have with coding for it. Its your mod obviously, just my thoughts.
Sorry to say we will be moving to a new engine in the future no map support kills any dreams for us on this engine.
But will it be still Supreme Commander without several hundred+ units per side?
It depends what engine we use when the time comes.
Personally I don't think it'd be proper supcom without high unit caps
Thats why we will look at engine that can support these types of unit caps.
Since you are already looking at fancy stuff like the UE4, does that mean the Spring Engine is too primitive for your purposes?
Most likely if the engine looks worse than SC2 then its probably not going to be looked at.
what it looks like can be made better. tinkering with the engine itself is a possibility since it's open source and a quick shader will do wonders for looks. but I can concur that spring (in it's existing implementations) looks dated.
I guess they were never too interested in that aspect and stopped at correct gameplay.
but don't overlook it. it's incredibly well coded (TA and supcom devs participated on the work on it) and incredibly well optimized. credit where credit's due (even if my personal taste is sup com) it runs a heck of a lot better than supcom with higher unit counts. plus it's cross platform. it would be the cheapest and easiest to dev on. it would just require a lot of graphical work to make it look like a 2018 game.
If you had a best dream engine you could use regardless of cost what would it be? I will support with donations for that because you guys do awesome work and this mod/game should be the best it can be.
sorry for the late reply, most of the engines available for free or paid are not designed for RTS games, the engine used for SC2 if it was out there for people to use i would probably still use it, just because i know it well but i know Unreal Engine 4 isn't that good for RTS games but it would still be the engine we use.
Thanks for the support.
would be cool to see this in UE4 dunno how it would fair for an RTS though
It would be something we would have to test on a larger scale, but i really enjoy what the engine has to offer and its work space.
sorry to necro this, but the spring engine (springrts.com) might also be viable (open-source RTS engine -> 100% no engine-side license issues); it can support tons of units (I think 20k standard unit cap) and is made for physics simulating games. Many maps available, terraforming, configurable units, ...
The graphical side seems to be a bit dated shader-wise, but that might be fixable (still not too bad)
have you looked into Nitrous Engine? I dont know if it's available for use, but for what I saw of it it's the best engine to pull this off, it has been made for RTS, Ashes of the Singularity it's the prove, you can check their FAQ here Oxidegames.com . Maybe it's too late or something, but I wish you the best of lucks
If you do change over to a new engine do you have any plans for differing construction mechanics between factions? For some reason I find this feature extremely appealing.
Can you use FA Engine
It's to dated for these kind of units and the dev's have said they want good looking units and faf isn't really futuristic so that's a no go, and the fact that the faf engine is only a single core meaning the game runs very slow on any pc really the engine itself can barley even run late game and have you seen a match with this mod faf's engine would just die on the spot.
The tank looks absolutely gorgeous in UE4 if you guys do decide on another engine from UE4 will it be equal to UE4 in terms of graphics or are you guys gonna do quantity over quality as in more units over looks or something around there?
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RVE devastator in the unreal engine 4.