Remaking Empires on UDK

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

  1. Empty

    Empty Member

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  2. ScardyBob

    ScardyBob Member

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    Thats true. If Empires is ever ported to another engine, it should be one designed to handle FPS/RTS gameplay (i.e. NS2).
     
  3. Empty

    Empty Member

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    Does NS2 have physics?
    (not ragdolls, stuff we can modify for our tanks)
     
  4. MOOtant

    MOOtant Member

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    NS2 is indoor. :P

    Switching engines is like -1M points from the start. Potentially bigger maps are +1k points. POM in UT3 is another +1k points. You need quite a lot to make the switch worth doing.

    All the trolls in the topic are talking about engines because they think they know something about them. I wouldn't get too excited about the switch, especially if it won't happen.
     
  5. Emp_Recruit

    Emp_Recruit Member

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    Dude I know so much about engines. There is like the piston n shit and it goes up n down. Then like spark plugs make the gasoline go BOOOM.
     
  6. McGyver

    McGyver Experimental Pedagogue

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    Switching engines is for noobs, real man write their own engine in Java.
     
  7. Brutos

    Brutos Administrator Staff Member Moderator

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    rofl java
     
  8. Emp_Recruit

    Emp_Recruit Member

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    I could make a GUI interface in VB.
     
  9. Omneh

    Omneh Member

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    Actually Demented, that was exactly what I was thinking. Releasing Empires over steam could be a massive opportunity, but it would be a wasted one if it was released in its current form.

    You misspelled "Death".

    Also, what simon (emp_recruit) said.
     
  10. McGyver

    McGyver Experimental Pedagogue

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    All hail our new lead dev!
     
  11. SirSnipes

    SirSnipes Member

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    no its deth not death, its a name not refering to death
     
  12. Omneh

    Omneh Member

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    Uh, no.
     
  13. vlamnire

    vlamnire Member

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    Yeah I agree with a lot of other people on this one. After coming this far on the Source engine moving to the Unreal engine really would sound like a pain. But it sounds like your really into this Unreal engine so yeah making your own mod would be cool to. Maybe some of us can play it and there will be lots of :headshot:
     
  14. SirSnipes

    SirSnipes Member

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    well i was wrong then, thankyou for correcting me, i always thought it was deth, well thats what you get for being a ork :P

    and polygon wise

    the megadread is 10,000 polygons
    the guardsman is 6000
     
  15. =PVCS) Cpatton

    =PVCS) Cpatton Member

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    Shaun, why don't you help us with a FPS<>RTS spiritual successor, in UDK, which is *worth* making?

    http://www.battlezone3.com

    See you soon :D
     
  16. -MoA- Shaun

    -MoA- Shaun Member

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    link doesn't work

    And natural selection 2 is still source and the problems that come with it.
     
    Last edited: Dec 1, 2009
  17. Metal Smith

    Metal Smith Member

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    NS 2 is still a WIP. Also, it's designed to work on very low end machines, which would help keep 90% of the current community XD.

    as for the indoors only, the engine is still partially in the development, and the devs are VERY actively working on it. With a please and thank you you might be able to ahve a chat with them directly to see how the engine might handle a mod like empires, or if they would put some effort towards making the engine work with out doors with some sort of clever adjustment to sight range and draw distance and low poly models etc.


    http://www.unknownworlds.com/ns2/engine

    lastly but not least, Natural Selection is NOT on the source engine. They wrote their own engine.

    a nice little pic that compares what a map normally renders as to how their engine will render:

    http://www.unknownworlds.com/ns2/news/2009/03/occlusion_culling
     
    Last edited: Dec 1, 2009
  18. recon

    recon SM Support Dev

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    QFT
    <filter>
     
  19. bokan

    bokan Member

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    I'm downloading the NS2 editor right now. I'll see if it has good functionality for outdoor environments. Also, the U3 engine is not that hard to run, depending on its implementation. In my experience it's not a much bigger deal than source to run.
     
  20. -MoA- Shaun

    -MoA- Shaun Member

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    I stand corrected
     

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