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New UT3 thread
Forums > UT3 Forum
UT3 engine "free" (96 comments)
( Forum: UT3)
Posted by cyan @ 16:45 CST, 5 November 2009 - iMsg
http://www.moddb.com/engines/unreal-engine-3/...-to-indies

http://www.udk.com

Someone make me a kickass FPS.

Cheers.
22549 Hits

<< prev UT3 thread || next UT3 thread >>


<< Comment #1 @ 01:01 CST, 6 November 2009 >>
(Link, Reply)
By Protossicon Adel 
:)
<< Comment #2 @ 06:09 CST, 6 November 2009 >>
(Link, Reply)
By clawo Liam 
Cool.

The engine isn't great but it looks nice and more companies doing this is good.
<< Comment #3 @ 06:26 CST, 6 November 2009 >>
(Link, Reply)
By acoolstfu cyan  - Reply to #2
The engine is good. Its the different studios thats been using it that didn't create decent games with it.

I'm hoping some people will pickup the engine and create maybe a decent wolfenstein game? a new CS? a new tribes? Maybe a new quake game with best from all quake games?

The possibilities would be endless.
<< Comment #4 @ 06:31 CST, 6 November 2009 >>
(Link, Reply)
By Beer! becks  - Reply to #3
a wolfenstein without strafe jumping?

no thanks.
<< Comment #5 @ 06:45 CST, 6 November 2009 >>
(Link, Reply)
By acoolstfu cyan  - Reply to #4
wut? You can change whatever the fuck you want. If that means you want strafejumping, you make it happen.

UT3 engine = Not the UT3 game.
Edited by cyan at 06:45 CST, 6 November 2009
<< Comment #6 @ 06:54 CST, 6 November 2009 >>
(Link, Reply)
By Beer! becks  - Reply to #5
it it were so easy to put good strafejumping into every engine why did id fail with their own?
<< Comment #7 @ 06:58 CST, 6 November 2009 >>
(Link, Reply)
By acoolstfu cyan  - Reply to #6
I have no idea. Because they didn't want it? Because they wanted to change the movement from previous releases?

Once u got an engine, you can change ANYTHING you want when it comes to movement. Only limitation is the limits set by the engine (polygons, megatextures(lol), etc...
Edited by cyan at 06:59 CST, 6 November 2009
<< Comment #8 @ 07:01 CST, 6 November 2009 >>
(Link, Reply)
By Beer! becks  - Reply to #7
well, me neither.

but seeing that not one of the idtech4 games had comparable movement (well maybe q4 later on) to idtech3, despite being made by different teams tells me it's highly likely that there were some internal restrictions.

Maybe it could be done with ut3 engine, maybe not. But tbh after initial ET, ET:QW and the new Wolfenstein I'd rather not risk rtcw being butchered again :(

Someone make rtcwlive instead \o/
<< Comment #10 @ 07:12 CST, 6 November 2009 >>
(Link, Reply)
By Austria noctis  - Reply to #8
q4 had the exact same movement q3 had when it was released + the sliding
(the reason it felt/looked slower/different was only because of viewheight and general height differences compared to q3)
<< Comment #12 @ 08:00 CST, 6 November 2009 >>
(Link, Reply)
By Beer! becks  - Reply to #10
didn't feel like that to me :/
<< Comment #13 @ 08:07 CST, 6 November 2009 >>
(Link, Reply)
By Austria noctis  - Reply to #12
it did in the mod (don't remember who made it) which lowered the viewheight to how it was in q3, the levels obviously looked over sized then but the movement felt like in q3
<< Comment #36 @ 14:25 CST, 6 November 2009 >>
(Link, Reply)
By United Kingdom AnthonyJ  - Reply to #13
Na, the viewheight isn't the main reason (although it has a small part to play). IMO the main reason is that Q4 implicitly fixed the same FPS dependence bug in Q3 that makes people like OSP more than CPMA. Q4 ofc didnt have the FPS dependence, and neither did they adjust the accelleration values to make it feel more like Q3. That is why the tweaked accelleration in 1.3 and later that makes Q4 feel more "right".
Edited by AnthonyJ at 14:28 CST, 6 November 2009
<< Comment #38 @ 15:25 CST, 6 November 2009 >>
(Link, Reply)
By Austria noctis  - Reply to #36
When i said q3, i was talking about cpma vq3, so that pretty much had no influence at all. The main difference for why the movement felt different / slow was the viewheight and the whole games scaling.

I also hated q4 after 1.2 cause the strafejump speed just didn't feel right to me anymore.
Edited by noctis at 15:26 CST, 6 November 2009
<< Comment #55 @ 16:35 CST, 7 November 2009 >>
(Link, Reply)
By Hasu No Ue Keroppi wata  - Reply to #36
so they ended up with similar q3's 85fps physics ?
<< Comment #70 @ 03:41 CST, 8 November 2009 >>
(Link, Reply)
By United Kingdom AnthonyJ  - Reply to #55
Yep.

They just copied the physics code pretty much directly from Q3 on the assumption that Q3 was what people wanted, but they don't round the velocity to an integer every frame, hence no accumulating rounding error (and if they had done that, the 62.5fps framerate cap would probably have made it feel bad anyway).
Edited by AnthonyJ at 03:42 CST, 8 November 2009