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Old 20th May 2012, 07:29 PM   #61
Arnox
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they need to make them more fun now instead...
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Old 20th May 2012, 10:12 PM   #62
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Chances are, if next gen consoles stay underpowered, greater focus will be put on PC to push the envelope.
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Old 21st May 2012, 12:21 AM   #63
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I wanna see it running too *_*

Doesn't seem like we need new consoles just for this though, the games have looked awesome for a long time, they need to make them more fun now instead...
UE4 is not just visual candy. One thing I hate about this generation is it takes so much effort and cost just to make the visual, because the graphic tools and the game editors are not efficient enough. So hopefully UE4 will bring some changes to the industry and save money for developers so they can invest more to create fun gameplay.
And visually only several games of this generation are truely awesome, the rest of the world are just abusing normal maps, post process, bulky random details...
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Old 21st May 2012, 03:05 PM   #64
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And visually only several games of this generation are truely awesome, the rest of the world are just abusing normal maps, post process, bulky random details...
Indeed, I'll take something like Rage or Starcraft 2 over any Crysis game -- visually speaking.
People seem to be getting so worked up about the latest bokeh depth of field filter, ssao or skin shader. But the games that really do it for me are the ones where you can see the artists hands in every pixel, rather than a tiled photograph ran trough crazybump and called it a day.

Not to say those effects are all bad, I just think drooling over rendering tech while the artwork is the same old recycled hollywood pseudo-militairy junk is kind of misguided. And in the end I strongly believe the artwork should be there to serve the gameplay rather than to immerse the player in some film like experience, sadly that school of thought isn't very populair these days.

Niklas Jansson writes a lot about videogame art and design on his webpage, he has a distinct oldskool attitude, I happen to agree with most of his points. Worth reading if you have some time to kill.

http://androidarts.com/spaceships/spaceship_design.htm
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Old 21st May 2012, 03:35 PM   #65
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Quote:
Originally Posted by Spiney View Post
Niklas Jansson writes a lot about videogame art and design on his webpage, he has a distinct oldskool attitude, I happen to agree with most of his points. Worth reading if you have some time to kill.

http://androidarts.com/spaceships/spaceship_design.htm
A giant post about space and spaceships and not a single mention of Freespace OR Freespace 2?

For shame.
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Old 21st May 2012, 04:46 PM   #66
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Linked article says UnrealScript gets shelved starting with UE4.

Modding is done in C++ or UE4 Kismet.

"For those wishing to customize further, programmers can click on a property and edit the C++ code directly, with no rebuild time required."
Oookay.

Source via @iFlak:
http://gameindustry.about.com/od/tre...First-Look.htm
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Old 21st May 2012, 05:55 PM   #67
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I have looked at the news and i have pee on my pants.
Unreal Script is removed. Code directly on C++.!!! (teh book i just bought on amazon has been launched to the trash ). I think this deserves its own new. OMFG, i am like, OMFGDDDD!!, this is going to change all the way for all the udk makers does its works....Im like...It iz good, nao we dont have to learn one more scripting lanmguaje, and just focus on a well known languaje, and lots of programmers will be able to use what they have learned for yeasrs,, but in the other hand....OMG EPIC BETRAYED US, and also....i cannot stop thinking, "WHAT IS EL MUERTE GOING TO SAAAAY"... please, someone bring me some tea...
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Old 21st May 2012, 11:26 PM   #68
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Now that's THE engine we need to make mods/maps for another Unreal/UT!
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Old 4th Jun 2012, 12:03 PM   #69
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It's coming, very soon...
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In environments that stun.
Against A.I. that kills.
For those willing to stake their lives
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Old 8th Jun 2012, 08:45 AM   #70
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it's out on the net !
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Old 8th Jun 2012, 09:38 AM   #71
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Old 8th Jun 2012, 09:59 AM   #72
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The year 2014 was thrown out there, but not with much context. It was a pretty ****ty interview on SpikeTV last night.
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Old 8th Jun 2012, 10:28 AM   #73
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Unreal Engine 4 Tech demo

http://www.gametrailers.com/video/ex...-engine/731875

WOW!
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Old 8th Jun 2012, 10:53 AM   #74
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Hi everyone! long time without cheking some stuff around here but im glad to be back hehe im so happy for the news of the new unreal engine! This is could be a possibility of a new Unreal Tournament game or an adventure game of it?
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Old 8th Jun 2012, 11:01 AM   #75
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It doesn't matter if you like music. It doesn't matter if you like demolitions. It doesn't matter if you like games. Doesn't matter if you like sports or swearing or drugs or even pirating. This forum has what you need.
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Old 8th Jun 2012, 12:08 PM   #76
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Compiling stuff realtime while ingame? Besides that sure wasn't THAT fast, the compile time especially becasue he just changed a jump value.

But I can imagine funny **** happening if the script was changed much more (but let's hope not). I don't think this is a good idea at all.
And the Kismet looks as ****ty as I predicted, when he showed how many lines are crossing in the solar system room, ugh...the HORROR

The actual presentation looks cool but not sure about the editor/technicality of it...

Last edited by Leo(T.C.K.); 8th Jun 2012 at 12:15 PM.
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Old 8th Jun 2012, 12:18 PM   #77
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What if we could change all those values in-game in the console, no restart required?
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It doesn't matter if you like music. It doesn't matter if you like demolitions. It doesn't matter if you like games. Doesn't matter if you like sports or swearing or drugs or even pirating. This forum has what you need.
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Old 8th Jun 2012, 12:23 PM   #78
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What if we could change all those values in-game in the console, no restart required?
You can change values/variables runtime in unreal too, but not hardcoded values like he showed (but jumping height wasn't hardcoded before so wtf).

But he was able to recompile script ingame. If it would not just be simple value, I would really like to see if it would transform so smooth and dynamicaly too, I have my doubt. Then again maybe not. But still, I don't see the time improvement over uscript. And C++ only is still a bad choice on itself imo.

Maybe faster execution, but faster compile time? This seems unlikely. Maybe someone twisted someone words again before, about the compile ****.

But don't mind me, I seem to be in minority with this...

Last edited by Leo(T.C.K.); 8th Jun 2012 at 12:36 PM.
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Old 8th Jun 2012, 12:37 PM   #79
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Why does that even surprise you?

Depending on how the engine is built, compiling C++ is lightning fast. Unlike Java/UScript, you don't have to pass it to any kind of byte code translator at compile time, or run time. It can be natively compiled and loaded/run on the fly.

I would love to see this on Linux for once
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Old 8th Jun 2012, 12:50 PM   #80
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Why does that even surprise you?

Depending on how the engine is built, compiling C++ is lightning fast. Unlike Java/UScript, you don't have to pass it to any kind of byte code translator at compile time, or run time. It can be natively compiled and loaded/run on the fly.

I would love to see this on Linux for once
Well I am gonna quote someone who understands this far more than me, while he welcomes realtime ingame compiling, he says this:

Quote:
[16:44]<zeurkous> and of course one has to pass it through a `byte code
translator' -- the assembler!
[16:45]<zeurkous> worse, one isn't assembling -- presumably -- relatively
elegant ubyte code
[16:45]<zeurkous> but instead i86 crap code
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