Mechanized Assault & eXploration Reloaded



#1 Aug 10, 2009 5:53 am
AlphaRebel Offline
Mitglied
Registered since: Aug 10, 2009
Posts: 32


Subject: M.a.x.r / M.a.x.g.
I must confess I havn't played max gold but had a few games on marxr and am really likeing it so far (although I still have to "unlearn" some max gameplay eliments that are not in maxr yet causing oddness) from a big max fan,
What I don't understand is why you guys don't roll into one big project as you already seem to be sharing most of the work you find,,,
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#2 Aug 10, 2009 3:32 pm
Artlav Artlav Offline
Approved Member
Registered since: Jul 16, 2008
Posts: 22


Subject: Re: M.a.x.r / M.a.x.g.
Simple - too much difference.
The two have different coding approaches, different priorities and goals, different origins and philosophies, and entirely different code and coding languages. The only common thing is the game they imitate.
So, any attempt at a merge will mean one or both of the two dozens of man-years of work lost.
Artyom Litvinovich
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#3 Aug 10, 2009 10:41 pm
AlphaRebel Offline
Mitglied
Registered since: Aug 10, 2009
Posts: 32


Subject: Re: M.a.x.r / M.a.x.g.
Thats a shame that there is no common ground, as it means there is a lot of work being duplicated (but in the different approaches) to get the same desired results.
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#4 Aug 11, 2009 12:56 am
Sal Sal Offline
, G-Mod
Registered since: Jun 07, 2004
Posts: 1,525


Subject: Re: M.a.x.r / M.a.x.g.
Hi,
well as I understand it its not the same desired result. Sure its about playing "M.A.X." in the end, but thats it. Playing online/realtime, add new units - that are only two things that are handled completly differently by both projects. ...
well, that has been said already. hm.
A.H.
- easy logic -
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#5 Aug 11, 2009 1:21 pm
beko beko Offline
Developer, Administrator
Registered since: Jun 04, 2004
Posts: 2,279


Subject: Re: M.a.x.r / M.a.x.g.
There *are* common grounds and we do share those. We use the same map format. We use the same animation format. We share (or can share) most of the gfx and sounds. There is some work on a save game converter going on. And there is even code or at least some tool sharing going on as well. Not to mention a lot of informations about how the original works or how stuff was realized in the original. While MAXR goes for multiplayer only leaving the game mechanism as close as possible how we know it the goal of MAXG is about more realism (e.g. fuel plane, huge and small units, stuff like that). All that stuff isn't writen down and we don't exchange stuff on regular meetings but we do. We are also very happy about MAXG and hopefully the projects can merge in many more places in the future as well - e.g. community. It's your decision what you play in the end or what you prefer but the posibility to choose is there and that's more than Interpl*y ever could offer Sad
Bernd Kosmahl
"Sir, we are surrounded!" - "Great - we can attack in any direction."
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