SR2 was port by CD Projekt Blue, I remember seeing it at the PC launch trailer and credits. CD Projekt is pretty bad at optimizing PC games, Witcher 1 automatically crash every 4 hours on my PC.
Volition did a good job on porting SR3 on their own.
There are quite some interessting Games besides SR4 this Month: Splinter Cell Black List, The Bureau: XCOM declassified, Castlevenia Lords of Shadows for PC, Payday 2 and Lost Planet 3 (well LP3 seems only okayish but is still somewhat tempting).Oh lord,
Splinter Cell: Blacklist gets released the same day as SRIV.
There are quite some interessting Games besides SR4 this Month: Splinter Cell Black List, The Bureau: XCOM declassified, Castlevenia Lords of Shadows for PC, Payday 2 and Lost Planet 3 (well LP3 seems only okayish but is still somewhat tempting).
That what I thought, because when looking at the The Third's and 2's game files, they looked remarkably similar in different areas.Um, all your discussion is cool and all but the SRTT engine is based on SR2's engine, with some improvements from their other games and some brand new things for SRTT too. This is quite obvious if you start digging into the game files at all.
It's not written from scratch for SR:TT, it's just a major upgrade.
Not to mention Skullgirls' PC port is supposed to be released between late August and early September, and it's going to be fully optimized for the PC with mod support. I believe pre-orders are going to start on the 1st, just a few days from now. That's another one I'm pre-ordering.
That what I thought, because when looking at the The Third's and 2's game files, they looked remarkably similar in different areas.
Saints Row 1 through 4 are all technically on what would be called the same engine. The larger gap that occurred between 2 & 3 was because we revamped our in-house tools and pipelines for creating content. There were some large-ish changes to gameside stuff (one of the biggest being a new renderer), SR3 is a lot closer to SR2 than you think.Nope. Saints Row 3 has a different engine.
We are not licensing an engine from a group called CTG, we have an internal group that we call the "Core Technology Group" (or CTG) that are responsible for creating/maintaining code that is able to be used across multiple game projects. This is to share both some level of code (like our wrapper around Havok) as well as tools and pipelines. We had tried to make a tools group work for a while but it didn't really work out until SR3 and the changes that I mentioned above happened. Also it's worth noting that SR3 & 4 are not using a CTG engine in the usual sense of the word, just a bunch of common libraries and tools that we've developed internally over the years. But it would take a lot to start a game from scratch with them as compared to an engine like Unreal or whatever. We are trying to "fix" that for our Next-Gen games that we work on and make it easier on ourselves.CTG apparently stands for "Core Technology Group", which brings up several other companies on an internet search. If this engine was created by other people, they are still probably paying a license either way. However, there isn't a lot of info on the CTG engine, or who even created it.
Which is exactly what happened.I forgot about that, but yeah, if VTOL's can work in San Andreas, why would it be difficult to add one in Saints Row 2?