So Whats Wrong With Unreal Engine 2?

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  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    I don't really see how physics, materials and high-detail facial animation would make a multiplayer FPS/RTS better.
  • MalevolentMalevolent Join Date: 2003-08-03 Member: 18842Members
    <!--QuoteBegin-Supernorn+Jan 11 2005, 08:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Supernorn @ Jan 11 2005, 08:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd like the idea of NS2 on the U3 engine, however considering NS was created on the HL engine because of the huge community, I wouldnt be surprised if NS2 was on source. Most of the existing fanbase probably has Hl2, or at least a PC powerfull enough to run it. (Plus source is highly scalable for lower end machines, unlike U3) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well, the UT franchise has quite a large user base.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    edited January 2005
    <!--QuoteBegin-DOOManiac+Jan 9 2005, 09:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Jan 9 2005, 09:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The OTHER project, is Natural Selection 2. The game design has been started (hoo-boy, fun stuff), but this will be a full-fledged $50 (or so) retail game, not a mod. It will use a next-generation engine (like Source, Unreal Engine 3, etc.) and will take years and millions of dollars to create. This is what I'm now spending the majority of my time on. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Unreal Engine 3 is mentioned... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    i said unreal 2, not unreal 3...

    you know, the current engine, not the one thats coming out in 2-3 years... <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    I obviously can't speak for the NS team, but I would say that hands down the biggest plus to coding for Source is not the physics system, not the improved netcode, not the polycount, none of that. Its the familiarity of the code, and the familiarity of the tools.

    I was able to crank out a Source map by hopping into hammer with nothing beyond my HL1 knowledge base. I hear that creation of models is a near identical process too.

    The codebase, while vastly different in the details, is the same in general concepts as HL1. So going over from HL1 to Source is a lot easier step than something that is completely different such as Unreal or DOOM 3.

    But again, that's just my opinion.
  • RellixRellix Join Date: 2003-02-15 Member: 13572Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-DOOManiac+Jan 11 2005, 09:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Jan 11 2005, 09:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was able to crank out a Source map by hopping into hammer with nothing beyond my HL1 knowledge base. I hear that creation of models is a near identical process too.
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeh the new hammer was virtualy identical, I only noticed a few new tools and features like lights actualy poiting in the 3d display, where there going.

    But as for the physics not playing a huge part, well it depends what NS2 is all about now doesnt it?
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    The thing is - in a few years, the Unreal Engine would have evolved and need some more juice than current stuff to turn smoothly and at high resolution. Now if you compare encounter -> war, this means much more people and entities. Now compare vanilla HL and NS, which one's the most laggy?

    Eye candy is good, but I still want to be able to play correctly.
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