Product Chat (Alpha builds) / backwards compatible

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smaas
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Joined: 29th Oct 2008
Location: Edam, Netherlands
Posted: 11th Nov 2021 08:26
Will max be backwards compatible as promised? Weapons, characters, terrain?
synchromesh
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Posted: 11th Nov 2021 09:53
Quote: "Will max be backwards compatible as promised? Weapons, characters, terrain?"

We have not been told anything to the contrary.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Wolf
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 11th Nov 2021 12:30
Well, its a big selling point as many of us have larger GG projects with models and media for it ready to go.
Sure, I expect there will be some touching up that needs to be done but I doubt it would be a crowd pleaser if they announce that we'd have to remake it all because of some needless change in the entity system. For all of GG's faults, the .fpe entity system is solid and easy to use.
synchromesh
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Posted: 11th Nov 2021 14:13 Edited at: 11th Nov 2021 14:14
It should all be fine for the most part and all assets I have tried simply by copying them across work without issue.
So far anyway
However my Custom Scripts that Amen created for me no longer work in Max.
( But they are Unique and written for purpose )
All the Stock scripts for Classic still seem to work fine.
Not quite sure how the old AI will work yet but personally i would rip all that out before import and use Max's
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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DVader
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Joined: 28th Jan 2004
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Posted: 11th Nov 2021 16:20
From experience so far, old maps do not have a good success rate. I have not managed to get any of the old maps I have tried to import in at all. It just sits there forever saying loading. Individual media works a lot better, but actual map importing at this point is not even close.

This may change for release, were still missing some key stuff like grass for the terrain, but I wouldn't bet on it.
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.

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