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September 4, 2024 at 19:06 #4796
Hi Just George,
Thanks for your question.
It took about 3 years to arrive to the release of AW2.
In the 1st year we released AW1.
All what we learned (good and bad) from the previous release, we rebooted, rewrote and respawned into the release of AW2, that is one of the most optimized and extensive releases ever made.In terms of capacity, AW2 is completely filled up to the limit of what the engine is capable of in terms how many assets that you can put in the game – while still being compatible with maps from Joint Operations:Typhoon Rising, Escalation and DFX.
If you put more assets into the game, you will start to see that some JO, JOE and DFX maps will simply not load due to memory overloading issues.
You will also start to see flickering of objects, falling through objects and weird behavious of AI.
This is because if a map is filled with objects, AI, foliage, vehicles etc. then all that, increases the memory limit of what the game engine can handle when it is loading a map.
Overpassing that will cause it to fail.
This is a limitation of the original engine that you can’t change, which dates back to 2004, with the original release of Joint Operations Typhoon Rising.
So as a mod team we were very careful not to overpass that threadhold so we would ensure compatability with as many type of maps as possible.
Therefore is no planned further development of AW2.
AW2 exists as it is, and it’s up to the creative mind of the mappers to use all the assets available in creating what’s on their mind.
I’ve seen some incredible use of existing assets that turned a map into a completely different universe.
All the tools are there – it’s just a matter of using them in the best way possible.
As a mapper, you have many tools available outside the DFX med – like for example the Mapbuilding Kit too (can be found in the download section) to assist you in finding the right assets for your map creation.I hope that answers you question 🙂
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