But isn't that... wasteful? I mean, it surely isn't elegant, but isn't letting a bunch of useless thing around bad for the coding process? Honest question, I have no idea what I'm talking about
Depends. Dead code (the technical term for having a bunch of stuff in the code that's not being used anywhere) is usually something you want to avoid, but if the structure of the project is such that in one source code file you have Fallout 4 relevant stuff, and in a completely different file there's the Oblivion stuff, then it doesn't matter a whole lot because the programmers won't see it, so they won't have to slog through it to find the code that's relevant to Fallout 4.
That being said, letting that dead code linger does (technically) increase the size of the exe and create more work for the compiler. Although in this day and moderately high-end technology is pretty cheap so the extra bloat, increased RAM usage, and additional CPU cycles are negligible at the worst.
Well yeah, the game is built on top of the skyrim engine.
What did you want them to do, waste time cutting large swathes of code in the engine just so a few strings wont pop up in the binary?
Look at it this way, by having such a large portion of the game code built on top of the skyrim engine that means people with experience in the skyrim modding scene wont have to learn and figure out as much stuff to adopt development of fallout 4 mods. Using a familiar engine is the next best thing to having a development platform right out the box for modders.
Thing is, they didn't even bother writing new code for Fallout 4 apart from settlement menus and powerarmor wich is coded as horse — they just took what was left from Fallout 3. So this is not at all a "four year long" amount of work. And it is absolutely not a "GOTY 10\10" amount of work.
Also, yes, I expect them to clean up the code, at east from strings that are TEN YEARS old.
As does Boris Vorontsov, creator of ENB, who's baffled by "awesomeness" of render in Fallout 4: enbdev.com/index_en.html
Yeah thats basically how an engine works dude. Unless you are making one from scratch its basically just a development platform anyways.
Its not gunna make the game worse just because the code they use for power armor was titled horse because its original intent was just implement horses or anything.
So what if some parts of a code base are ten years old? There are hundreds of standard libraries out there for any mature language you can name that are a decade old if not older simply because it works. New code doesnt equal better code.
Criticizing the use of the skyrim engine because you dont like the features of the skyrim engine is one thing, but criticizing them because of their use of an engine is silly and shows a severe lack of knowledge of the developmental process. Its not the end of the world if bethesda doesn't create a fresh engine for every new game they make.
Who knows, that class select code could be overloaded to be re-purposed for some other game functionality.
And why should they care if some non-critical development strings pop up in the binary? How does that effect any player in any way ever?
Cool, the render is subpar, valid point, skyrim engine doesnt allow easily for the familiar fallout skill point system, cool thatd be also valid. Merely pointing out and raving that they used established code as the basis of making their game is silly. Its not like they are trying to hide the fact that they are using the skyrim engine or anything.
Guess people better stop using Unity to make games because that has old code. While we are at, lets not use web browsers because they use the same socket library that has been around since the dawn of time.
And if I recall correctly, Creation Engine was called "comepletely new game engine". So, in the case of Skyrim and class select strings, they indeed tried to hide the fact that the engine is the same.
I could find no sources that said they claimed it would be a completely new engine. Only that it was upgraded a little bit for the development of fallout.
Forgive me if I was a bit too harsh, but is' just because Fallout 4 turned out to be a complete disappointment for me. If you say "Ha! You're just butthurt!" you won't be far from truth.
Essentially this post was a joke. Since you can see "proof" in the game's code. So chill, bruh — site's called "FunnyJunk" for a reason.
I guess I just didnt find it as a very good joke. My feelings on fallout 4 is the definition of a mixed bag, I just found that of all the possible things to pick on, even out of things to nitpick, choosing the strings in a binary is a really bizarre choice. They've said plenty of times it was gunna be built on the skyrim engine so it was no great secret.
Then the really odd part was your argument turned not from 'the skyrim engine is garbage and has no place in a fallout game' to 'they are using an engine and thats bad!!!!' which is far more bizarre.
they dont pretend otherwise, they admitted the development of fallout 4 actually began with porting skyrim to xbox one as a practice run for developing for next gen. The game is literally just built ontop of skyrim, that vault tech guy from the beginning? the clipboard becomes a shield as he walks off. the reason they havnt deleted anything from 10 years ago is that its probably all built deep into the engine and it would take a **** ton of work to remove, when since its not being used its probably not affecting anything.
Secondly, it's the matter of optimisation of working process -- if they'd write a band new engine for Skyrim, it would be much better and probably cause less bugs in development, so they could spend less time catching them.
Is that really surprising? Bethesda wrote their own game engine, it works well, the programmers know it inside and out, so they keep making their games with it. There's no sense in re-inventing the wheel every time they release a game. That would just waste inordinate amounts of time, money, and man hours.
Also if you listen closely when picking up random clutter it uses the same sound effects that Skyrim does when looting clutter.
Oh nooooooo. This is almost as bad as how Valve has used old bits of code from Quake to make their Source engine.
Do you want to know how hard it is to make an engine? Right now, it seems easy peasy. But that's only because AAA games have hundreds of programmers, each trying to optimize one single part of the code, for years. I mean there was one guy working on Batman's cape in the batman series for an entire month. Just the cape! Who cares if they reuse some parts of the code. If it works, it works. If it doesn't, they can spend manpower trying to fix it, instead of making a new engine. I mean, think about it like this. You have an essay due tomorrow. It's kinda okay. You have a few spelling mistakes here and there. Do you either A) Start over from scratch because of the spelling mistakes. Or do you B) fix the mistakes and improve the quality of the essay?
Why have we turned on this game now? After all that ******* hype? I don't give a flying **** what anyone says, 16 hours in and it's by far the best fallout game I've played. So what they didn't cut some lines of code? The game plays fine, who cares?
As a programming student, I recognise that when you make a program that is going to need to be in multiple languages, it's best to store all of your string (words and text) in a separate file so that it can be changed by language. What this likely is, as has been said in comment #1, is an example of one of these files, and by the looks of it, they left some in there from Skyrim.
TL ; DR, it's beyond minimal. It isn't copied code from skyrim, it's just recycled display text
Congrats, you shared this pointless information. Did you expect people to see this and think "OH HOW HORRIBLE, NOW I CANT PLAY MY GAME KNOWING IT HAD REPURPOSED CODE!".