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  #181  
03-18-2012, 03:19 AM
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And that one change i tried to make, just adding a few extra polygons? Innocent enough, but it ended up making all the actors in the level dissapear. Genius.
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  #182  
03-18-2012, 01:19 PM
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Oh the good old Netimmerse engine... Believe it or not, Skyrim uses this. I have an unbridled hatred for that damn game engine, and it means that I can't play Skyrim and enjoy it.
Note to game engine vendors: Changing the name of something does not actually make it new. EG 'Netimmerse' -> 'GameBryo' -> 'Creation Engine'. Not that I like most game engines, I find them damn annoying. For instance, UDK has a backwards UI, while Valve's Hammer makes sense, but then you get the endless compiling and fiddling with BSP and... *shakes head* Okay, rant over.
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  #183  
03-18-2012, 05:21 PM
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With the levels, you have no idea how hard we have tried to change the level geometry. At one point I had a virtual machine running windows xp, which in turn was running 3Ds max 3.1 and 3Ds max 4.0 (DOS version) in a futile attempt to get the original tools working. In the end it just wouldn't work.
Aw man, you must've felt gutted to go to those lengths only for it not to work. You have my sympathy.

Although the game was made in 1999/2000. I wonder why the tools they were using were that dated even for back then.
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  #184  
03-19-2012, 02:14 AM
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Aw man, you must've felt gutted to go to those lengths only for it not to work. You have my sympathy.

Although the game was made in 1999/2000. I wonder why the tools they were using were that dated even for back then.
Couldn't tell you. All I know is that I found a folder with the Munch tools in an old PC backup and there was a version for Max3.1 and Max4. Felt really lucky when I found them too.

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Oh the good old Netimmerse engine... Believe it or not, Skyrim uses this. I have an unbridled hatred for that damn game engine, and it means that I can't play Skyrim and enjoy it.
Note to game engine vendors: Changing the name of something does not actually make it new. EG 'Netimmerse' -> 'GameBryo' -> 'Creation Engine'. Not that I like most game engines, I find them damn annoying. For instance, UDK has a backwards UI, while Valve's Hammer makes sense, but then you get the endless compiling and fiddling with BSP and... *shakes head* Okay, rant over.
I agree with pretty much all of this, although I must say that my experience of engines that aren't open to public mods and such seem to be much better, and much simpler to work with. Even the SW engine was fairly pain free.
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  #185  
03-19-2012, 02:40 AM
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With the levels, you have no idea how hard we have tried to change the level geometry. At one point I had a virtual machine running windows xp, which in turn was running 3Ds max 3.1 and 3Ds max 4.0 (DOS version) in a futile attempt to get the original tools working. In the end it just wouldn't work.
Ouch that must have hurt... well we can't realy blame you guys, looks like you have done all you could.

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  #186  
04-07-2012, 03:48 PM
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I have question. Do you have access to engine source code? Adding stuff like grass or a few shaders in some places could significantly increase visuals without having to modify many assets. Also some post process effects would be great

But unfortunately it reqiuires having in team somebody who have some experience with writing shaders and game engines.

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  #187  
04-08-2012, 10:15 AM
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[Totally unconstructive, off-topic and questionably witty comment here - ignore at all costs!]

If there's a physical release you could ship it with no disc in the case? Just a small tweak that I think could benefit the game a lot.
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  #188  
04-09-2012, 10:35 AM
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Why not create a new engine altogether? Or perhaps use unreal engine or unity?
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  #189  
04-09-2012, 10:39 AM
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Because then it would be a remake and not a HD remaster.
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  #190  
04-09-2012, 10:47 AM
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Yeah, Wil! Y U NO MAIK NEW ODDWORLD GAME?

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  #191  
04-09-2012, 01:46 PM
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Because then it would be a remake and not a HD remaster.
What's wrong with a remake? It might appeal to a wider audience.
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  #192  
04-09-2012, 01:49 PM
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What's wrong with a remake? It might appeal to a wider audience.
There’s a major difference in the development time and financial cost between tweaking an existing game and building an entirely new one.
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  #193  
04-10-2012, 02:58 AM
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What's wrong with a remake? It might appeal to a wider audience.
Nothing wrong with it, it's just not what they are doing now.

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  #194  
04-10-2012, 04:40 AM
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Why not create a new engine altogether? Or perhaps use unreal engine or unity?
I believe MO actually did use the Unreal Engine. Certainly they were talking about licensing it early on in the dev process.
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  #195  
04-10-2012, 07:22 AM
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No, it was built entirely in-studio.
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  #196  
04-10-2012, 07:36 AM
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Nate got schooled. I bet he's crying into his boyfriend's hairy barrel chest right now.

Your boyfriend is a bear, right?
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  #197  
04-10-2012, 08:09 AM
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... Is it bad that I thought you were making a Jew joke until the bottom line?

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  #198  
04-10-2012, 08:09 AM
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Yes. Yes, it is.
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  #199  
04-10-2012, 08:48 AM
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Well, they can jam it up their giant, hairy Israelite noses.

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  #200  
04-10-2012, 09:57 AM
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Delightful as antisemitism is, let's keep it out of Oddworld Discussion.
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  #201  
04-10-2012, 11:21 AM
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I believe MO actually did use the Unreal Engine.
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  #202  
04-12-2012, 02:11 AM
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Sorry. couldn't resist.
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  #203  
04-12-2012, 03:53 AM
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It is based upon NetImmerse from what I know (looking at the models, which use NetImmerse File Format, Version 3.3.0.13). Strangely a lot of the scripts in the game are easy to read or in XML, and I guess someone could go in and edit the AI scripts and make the Sligs shoot each other when they hear the player. Good for a laugh.

Oh, and there are UI images for a coop mode (something that really should have been in the game, but I'm willing to bet isn't possible).

Also the sound folder is called 'oddio'. Harharhar.
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  #204  
04-12-2012, 04:12 AM
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Not just the folder's name. The whole audio engine is called Oddio.
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  #205  
04-12-2012, 04:44 AM
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Oh, really? Thats pretty neat. Maybe thats why it doesn't work properly on the 360, its just too damn odd.
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  #206  
05-11-2012, 05:24 AM
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I agree with a lot of points made on this thread, i agree that the "boings" should be removed and the original scrab and paramite sounds should be restored. I also think that Abe's original fart sound should be included too, that is one of the main things which gives Abe his unique character. The storyline for munch's oddysee still expresses a dark industrial atmosphere, but the sound effects in-game marked it down just a bit. I dont think that Munch's Oddysee was a downfall for the Oddworld series, as it has become a part of their history. Just a few modifications can restore the darker atmosphere first explored in Abe's Oddysee and Abe's Exoddus.
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