Remaking Empires on UDK

Discussion in 'General' started by -MoA- Shaun, Nov 28, 2009.

  1. Demented

    Demented Member

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    The only things I think we're really killing it with are the physically simulated vehicles (the HL2 vehicle code was designed for the buggy, not an army of tanks) and the map sizes.

    Everything else is either fine or something that Source always will and always has sucked at. (Netcode and hitboxes.)
     
  2. Empty

    Empty Member

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    Yeah and large maps and vehicles are the worst 2 things you can do on the source engine.
     
  3. Zeke

    Zeke Banned

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    there is no such thing as large maps on source.
     
  4. Chris0132'

    Chris0132' Developer

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    Hitscan = a trace, you shoot a line along a vector until it its something.

    Ray traced weapons is a perfectly accurate description of the system.
     
    Last edited: Nov 29, 2009
  5. Zealoth

    Zealoth Member

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    Seriously people, you keep whining all the time :headshot:
    Tanks are way more "heavypieceofsteel-ish" than even before.
    Unreal physics are meh and any Unreal vehicles i saw ingame are like made of cardboard (Mass Effect, Frontlines, Borderlands, Gears of War)
    For god sake, stop fapping over Unreal Engine :pathetic:
     
  6. Fooshi

    Fooshi For fuck's sake Fooshi

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    Port Empires into something so old?!

    Seriously?
     
  7. -MoA- Shaun

    -MoA- Shaun Member

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    They were made of cardboard because the developers wanted them to be.
     
  8. Ikalx

    Ikalx Member

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    Dude, there's no way in hell this can happen. We don't even have the manpower to develop this mod even 1/10th of the speed it should be. I can't see how switching would be better.

    If you can do it, then i'd suggest getting Krenzo sign off on it, and doing it (like teh ham said) solo, or with your own team. That's the only way you'll get it done.

    Btw if you didn't notice, even our current devs asked for help, so if you can help with ours, it'd be much more worth it. We're like one version away from steamworks, which will hopefully bring in some people who can take Empires into the next decade. And who knows, you might get some people to help you with your Unreal version.
     
  9. SirSnipes

    SirSnipes Member

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    when did they ask for help? them continuously turning down offers to help is why im making my own mod
     
  10. Omneh

    Omneh Member

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    Even relatively inactive/otherwise engaged developers have standards, ya know ;)
     
  11. Ikalx

    Ikalx Member

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    Obviously, I'm not talking about everyone whose had their help turned down. Or standards.
     
  12. McGyver

    McGyver Experimental Pedagogue

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    Come on devs, one last big puuuuuuuush and the baby is live on Steam!
     
  13. Omneh

    Omneh Member

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    You actually think this mod in its current state wouldn't fail horribly were it to be released on steam?!
     
  14. Demented

    Demented Member

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  15. McGyver

    McGyver Experimental Pedagogue

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    Well it would fail like every other mod that was released. :P
    2.24 is as good as 2.0 and that was good enough to attract up to 1000 concurrent players. Of course 98% of the people trying Empires via Steam would hate it, but that's a normal quota for a mod.

    I would surely prefer a more polished version to be released on Steam, but since that would be waiting for Godot, i will go with what is realistic.
     
  16. ScardyBob

    ScardyBob Member

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    lol! I forgot to include [sarcasm][/sarcasm]
     
  17. Metal Smith

    Metal Smith Member

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    I think the NS 2 engine is far better than the UT3 Engine.
     
  18. MajorTom

    MajorTom Member

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    All and all I think we need to expand the dev team, mostly recruiting modelers so the coding devs have something to code off of
     
  19. SirSnipes

    SirSnipes Member

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  20. Emp_Recruit

    Emp_Recruit Member

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    You've never posted polly counts or shown anything ingame.

    Also 50,000 visits to the moddb page for a mod based on a hugely popular theme != 50,000 fans
     

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