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Macera
14 Jan 2007, 11:02
Hi

First of all sorry for not placing this in the right place, I'm in a real hurry, so I'm just putting it here where everyone can read it...

Me and my friend would like to make our own game, and I was wondering if it's possible for us to make the game using ut2k4's engine via UEdit??? Else do any of you know any decent free game enignes out there? Most of them present crappy resolutions, I am looking for something with World of Warcraft type of gfx quality, nothing major..

Thanks

Macera

Ciruis
14 Jan 2007, 11:31
sorry cant help man....but ProAsm (Grandfather of UT) should be able to help you out. Try PM him.

Shrimp
14 Jan 2007, 15:23
You can make a UT2004 mod, not a stand-alone game with the UT2004 engine, unless you have around half a million Dollars, then you can license it.

There are a load of free open-source and engines around, which can surpass UT2004's graphics quality. You'll need a very strong C/C++ knowlege to work with any of them though.

On occasion, I dabble with Ogre3D; however this is purely a graphics engine, and does not contain any sound, physics, networking or enhanced input, you'll have to either code those yourself or bolt on extra libraries.

99% of game engines you'll find are bloated and extremely hard to work with.

Another option I might suggest would be the Torque Game Engine, which will get you a proper license for only $150, and it's a fairly complete toolkit for game development, similar to the Unreal Engine.

Macera
14 Jan 2007, 16:12
Thanks a lot, I did have a look at torque, and it looks as if it will suffice, we intend to work with C++ so , that's not a problem, any examples of those "There are a load of free open-source and engines around, which can surpass UT2004's graphics quality. You'll need a very strong C/C++ knowlege to work with any of them though.
" engines? I checked Dark Basic, but their quality isn't so good

DJRob
14 Jan 2007, 23:11
Shrimp - where can i get a how to for a UT Mod - I wanna play around and see what one can do?

ProAsm
15 Jan 2007, 21:56
Beware of C++ and graphic engines.
C++ is a glorified Windows type platform visual language which is extremly slow and cumbersome.
Using it for header files is fine, but the engine likes straight C or Assembler thats if you want the game to get past the desktop :)

DJ, extract the code out of a small weapon mod, fiddle with it and re-compile.
You will learn much quicker that way than reading other peoples expertise :)
To extract code, either download GameMake3 off my site as it has a Code Extractor in one of the menus, or extract the code as follows:
Lets take my AltRedeemer2 for instance
Start - Run - browse to UCC.exe in the UT2004\System folder and type the following.
UCC.exe BatchExport AltRedeemer2.u Class uc ..\AltRedeemer2\Classes\
That will extract all the code out of the mod for you to fiddle with.
Now go look in you UT2004 folder and you will see this AltRedeemer2 folder.

Karnaugh
15 Jan 2007, 22:18
Object orientation has some big advantages in game engine design. Base graphics is always left up to faster lower level routines though.

If you're going to get anything useful done though, you better go learn some multidimensional calculus and applied maths...

ProAsm
15 Jan 2007, 23:05
If you're going to get anything useful done though, you better go learn some multidimensional calculus and applied maths...And this guys is not joking :)

Thallium
15 Jan 2007, 23:41
Object orientation has some big advantages in game engine design. Base graphics is always left up to faster lower level routines though.

If you're going to get anything useful done though, you better go learn some multidimensional calculus and applied maths...

fortunately, Microsoft Directx has come a long way, alot of math can be done for you at low level.. like for instance, changing the orientation of an array af matrices, and all base graphics are low level.

you can make some really cool stuff straight from some intelligent Object orientation.

but, clipping, processing of what vertices etc you want to be visible, not rendering vertices that are not visible, collision, trees etc etc, are all your baby, no help anywhere. no matter how or what you use to make something, you will still need extensive maths. so you can either pick an engine which could do most of this for you, or have the guts to try start one yourself if you have a hell of alot of experience and time.. :D

i have done it on and off for around 4 years, i had a basic world structure, basic movement and hardware key and mouse mapping, very basic collision that ran realtime, did not accomplish a "collision tree" yet, so that knocked performance. and was able to use a couple of hardware sound buffers for some sounds. extremely basic engine, but i don't have time anymore. :(

So if you guys are really keen, go for it yourself. it might turn out really cool.