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question - why can\'t improve waw engine

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Created 11 years ago
by jm-390
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I think it is possible to make map very huge like tranzit on waw because the waw engine can't support all stuff that will be in this map

waw engine support :

2400 images
400 fx
1600 sounds
 
my question is does anybody can develop waw engine (from zm or ugx it is really not important) is it impossible ?    :derp:

I'm not very good on scripting and I can't make file that's make programs work on pc     :troll:

but  does anybody can develop the waw engin to make the engine specifications can support :

5000 images
1000 fx
2500 sound

I don't know it just a example

if it  is impossible why ?

sorry for my bad English    :-[

Double Post Merge: July 05, 2015, 11:19:31 pm
I think it is possible to make map very huge like tranzit on waw because the waw engine can't support all stuff that will be in this map

waw engine support :

2400 images
400 fx
1600 sounds
 
my question is does anybody can develop waw engine ? (from zm or ugx it is really not important) is it impossible ?   :please:

I'm not very good on scripting and I can't make file that's make programs work on pc     :troll:

but  does anybody can develop the waw engin to make the engine specifications can support :

5000 images
1000 fx
2500 sound

I don't know it just a example

if it  is impossible why ?

sorry for my bad English    :-[
Last Edit: July 05, 2015, 11:20:19 pm by jm-390
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OnionmanVere Bo21
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Doubt it's possible, we'd need access to source, not to mention even if we could do it without source, those limits are there for a reason.
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if someone could do it, wouldnt they by now :P
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first of all you need the source code of the waw.exe, i ask to somebody for it and he tell me the source dont exist anymore, so its impossible :'(
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first of all you need the source code of the waw.exe, i ask to somebody for it and he tell me the source dont exist anymore, so its impossible :'(

Not necessarily.

What you need realistically is to figure why the limits are there in the first place.
The locations for the asset pools have been discovered and can be modified through a modded exe or a(n) injected/loaded dll but that goes to the point of modifying the game's source which people may or may not like.

It is entirely possible to do look at IW4M (modded MW2 by NTAuthority back in FourDeltaOne). A variety of limits were pushed but a lot of things had to be sacrificed in order to get it to work i.e. rewriting a bunch of engine-built functions from scratch or for another example rewriting an entire weapon loading system to add support for a variety of weapon variants (this method was supposed to take after BO2's Attachment system).
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Not necessarily.

What you need realistically is to figure why the limits are there in the first place.
The locations for the asset pools have been discovered and can be modified through a modded exe or a(n) injected/loaded dll but that goes to the point of modifying the game's source which people may or may not like.

It is entirely possible to do look at IW4M (modded MW2 by NTAuthority back in FourDeltaOne). A variety of limits were pushed but a lot of things had to be sacrificed in order to get it to work i.e. rewriting a bunch of engine-built functions from scratch or for another example rewriting an entire weapon loading system to add support for a variety of weapon variants (this method was supposed to take after BO2's Attachment system).
yeah i play a lot of AlterIWnet :D also there are a new one called IW4PLAY they re-made the .exe from what i see maybe we can ask them of a little of help, also i have the source code of the REV18 of 4D1
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the other worry is i think this falls under "reverse engineering" which is a copyright breach, so any online access would be detected and stopped

thats also the reason i was told Tom abandoned his idea of making a BO1 map compiler, he said it would just get server blocked anyway
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the other worry is i think this falls under "reverse engineering" which is a copyright breach, so any online access would be detected and stopped

thats also the reason i was told Tom abandoned his idea of making a BO1 map compiler, he said it would just get server blocked anyway
so we can do nothing, we have to stay with thoose errors...

 
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