| AdrienTD | Yes, he normally still has the source code, so he can just recompile the game engine without that DRM. |
| NoTeefy | he probably doesn't |
| NoTeefy | because the source code belongs to ELB itself |
| NoTeefy | like with every other company that you're working at as a programmer |
| AdrienTD | Well he did get the source code of XXL2 to make the remaster. |
| AdrienTD | Maybe even the source code of a beta/release candidate of the game. |
| AdrienTD | The remaster still uses the Kal engine |
| NoTeefy | you sure about that? |
| NoTeefy | and the remaster doesn't use the kal engine |
| NoTeefy | just the kal objects / structures |
| AdrienTD | I'm pretty sure it uses the Kal engine, but modified |
| AdrienTD | The code for game logic, AI, pathfinding and collision should be the same as the original game. |
| AdrienTD | But for the graphics and sounds, the original used Renderware. |
| AdrienTD | But obviously Renderware doesn't exist anymore, so they had to replace it with OEngine. |
| NoTeefy | well that could be |
| NoTeefy | but I'm still not sure if they actually had the whole source code from ELB |
| AdrienTD | I think it was said that they got the source code from archives. |
| NoTeefy | Oh, I didn't know about that |
| PegPeregoGaucho | Im 90% sure adrien is right since the enemy ai and collision system feels exactly like xxl2 |
| PegPeregoGaucho | also the game does use the K .KWN files for collision since there is no trace of any other collision file in the files |