Raising the pitch forks at the devs might be too much. There is a lot of challenges that come with this kind of remasters and ultimately it might just have been a bad decision in the first place or at least poor project planning and management.
I think, all this just demonstrates that the engine or the way they get access to the engine is pretty much a pandoras box. I can imagine well that they either still don't have complete source code and documentation thereof or that the base code is a total nested mess and that therefore it is impossible to change any base components of the engine in isolation. Changing to server based MP in itself is a change that is huge and could affect pathing in so many ways. I just guess that pathing is calculated on the server in DE? There should be enough things to trip over with pathing just by making that change (btw, are the pathing issues the same in single player, this could somewhat shed light on this thesis?)
Not having full access and control over the code also results in using workarounds (like changing pathing by changing hitboxes which may affect clipping) or by building things on top of the engine which will improve some things in certain situations, but break them in others. Performance is usually also not optimised by building on top or using ram heavy workarounds such as for the destruction animations.
If my view is somewhat true, they will keep having a very bad time. And honestly, issues like these would have to be expected after seeing the mess of HD etc., so ultimately it might not even the devs to blame, if the whole enterprise was doomed to fail in the first place, but the guy who sold it as a great idea and totally underestimated the amount of work it would need without a new engine.
I think, all this just demonstrates that the engine or the way they get access to the engine is pretty much a pandoras box. I can imagine well that they either still don't have complete source code and documentation thereof or that the base code is a total nested mess and that therefore it is impossible to change any base components of the engine in isolation. Changing to server based MP in itself is a change that is huge and could affect pathing in so many ways. I just guess that pathing is calculated on the server in DE? There should be enough things to trip over with pathing just by making that change (btw, are the pathing issues the same in single player, this could somewhat shed light on this thesis?)
Not having full access and control over the code also results in using workarounds (like changing pathing by changing hitboxes which may affect clipping) or by building things on top of the engine which will improve some things in certain situations, but break them in others. Performance is usually also not optimised by building on top or using ram heavy workarounds such as for the destruction animations.
If my view is somewhat true, they will keep having a very bad time. And honestly, issues like these would have to be expected after seeing the mess of HD etc., so ultimately it might not even the devs to blame, if the whole enterprise was doomed to fail in the first place, but the guy who sold it as a great idea and totally underestimated the amount of work it would need without a new engine.