kaelisebonrai wrote:Test the theory, then, Chloe. Lets see how long it lasts. =)
Speak up on the MO:UL Forums about Talcum.
Never mind that the MO:UL clients have very real issues that make it less attractive than UCC. (Even with widescreen support, the secure download is awful, the framerate limiter is awful, the physics are atrocious, etc, etc)
Why give up what we have achieved already?
but, hey, post it in the forums. Go ahead. If you don't... what the hell, I might as well. =)
I don't know enough about Talcum to do so or I would. Which is why I'm point out to others that do know enough about it to start speaking up.
This is going to sound harsh, and I'm sorry for that, but sometime harsh is the only way to go:
diafero wrote:The difference is we have a well-working toolchain for CC - tools to build ages, analyse ages, hack through each and every game file, and a well-tested server. We don't have that for MOUL. Maybe I'm too stubborn or put too much work into Alcugs, but MOUL changed a lot, not everything for the better, and just like CC it can't be fixed by us. I can't count how many work-arounds for small or little issues I put into server and client, but all that work would have to start from scratch for MOUL. And it would be about as pointless.
So...basically what you're saying is rather than take the information you have now, all the years of work, and put it towards the next evolutionary step in the program that is Uru. And MOUL is the next step, it's the updated version like it or not, you'd rather stick with the old version that you know how to work with ease...because you don't want to work? So what you're saying is you're lazy?
diafero wrote:So as long as MOUL is closed-source, there is *no* advantage whatsoever using MOUL, except for being able to talk about it on Cyan's forums. Oh, and there's that promise that we might one day get the source, but we are waiting for so long now, this is not an argument. On the minus, there's a lot of new uncertainties (let the protocol guessing start from scratch, hooray) and loosing a lot of content (almost all of the fan-ages and the integration we created for POTS, plus the converted ages). Another big issue for hacking is a missing single-player mode. Tools like UruStarter, which are necessary to get a reliable dataserver, have to be re-written (or the engine changed even more than I thought). So I really don't see a good reason to start hacking on MOUL. Sure, if we had the source, that'd beat everything, but until we have nothing but binaries (and for the server, not even them) - a promise is just not enough, not after how we got treated.
Like it or not MOUL has advantages over POTS that make it a better engine. It's got faster loading time for ages, support for integrated graphics chips for lower end computers, and updated shading support. As for the minuses, yes you'll have to start guessing at the protocals again. You won't lose all that much content cause A. Most of what was converted was in MOUL. That which wasn't would be easily portable to it, as MOUL, and Myst V/Crowthistle/Hex Isle all shared engine(s) that were much more similar to MOUL than to POTS. As far as the fan ages go, there's a plugin sitting out there, used by more than a few of us in this community with the ability to export to the MOUL engine and do stuff that PyPRP cannot at the present time. While work on PyPRP 2 stands at a standstill cause people aren't "inspired" enough to work on it. So the idea you're going to lose some "content" is bs. All of the fan ages can be converted using Cyan's plugin. I've offered to do this for a few people here in this community, non of them wanted to cause everyone seems to think that as long as they stick with CC we'll be okay. Well you won't. As long as you stay with the older engine, Uru will die. Eventually you have to stop reveling in the past and moving start moving forward. And the more you move forward towards MOUL and away from CC you may just be surprised at how cooperative Cyan is. Trust me on that. I know.