Infiltration for UT2k4

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yurch

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Demosthanese said:
Net code is not set in stone. Most mods have a modified netcode, including, IIRC, Infiltration.
No sir. Most of the stuff you would want to change in the netcode department is in untouchable native code. For UT engines anyway.
The only thing the mod determines is how it handles it's own replication, and that's in observance of the groundwork that is already set in stone.
Save for a radical shift for much more client-side elements, the only thing a mod can really do to netcode performance is slow it down.
 

crazyjohn

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I think an engine that would last longer time wise would be a better solution. Doom3 or the unreal 3 game engine would be a better choice, keep a longer holding in the fps community compared to ut2003 or half life 2. Better graphics, better players, more room to breathe creation wise, whats so bad about that considering the game won't be completley done for another 2-4 years.
 

fist_mlrs

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games using the unreal3 engine aren't to be expected for the next two or three years, so this is no choise. doom3 is an indoor engine and hasn't yet shown much but some stunning lightning and texture effects. nobody knows whats realy up with halflife2, nobody knows when it might be released or what the engine can do, as acording to quite a few sources a majority of the features seen in videos and previews were faked and not truely ingame. i'd preffer not to wait for an engine whose popularity is almost only based on a five years old game and weird pr actions :/
 

AlmostAlive

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crazyjohn said:
I think an engine that would last longer time wise would be a better solution. Doom3 or the unreal 3 game engine would be a better choice, keep a longer holding in the fps community compared to ut2003 or half life 2. Better graphics, better players, more room to breathe creation wise, whats so bad about that considering the game won't be completley done for another 2-4 years.


There will ALWAYS be something "new and better" on the horizon. If you think like that, you'll never get beyond the design doc's. Also, it's impossible to forsee the future. How do we know it will even be released? A lot of things can happen from now and up to a potential release. Besides, do we really want to sit on our hands, waiting for something that might be "better"? When you are making modifications for games, it's close to impossible to get any work done before the game is actually released, with the exception of the planning and making a few models. How long would it be sensible to wait? 6 months? A year? 2 years? 5 years?

I vote for making something for a game that's already released and evaluate other options as they get released.

And no, this is not meant as an attack on you. I'm just venting my general opinion :)
 

Turin_Turambar

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fist_mlrs said:
. doom3 is an indoor engine...

Quake 3 also seemed an "indoor engine" in the beginning, but look at the Call of Duty levels, with the same "indoor engine".

The same engine of Doom³ is being utilized in Quake IV, and is known that Quake IV will have driveable vehicles. We can suppose that the vehicles will run in exteriors, not in a room!!!
 

fist_mlrs

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call of duty uses a quite heavy modified build of the q3 engine. the way call of duty handles terrain is obsolute compared to ut2003's terrain tools, and i don't expect any usefull terrain tools for doom3 either. what have we seen of doom3 so far that suggests that its even cappable to render terrain with vegetations? does it support decoration layers so you can add grass? i have seen nothing of this so far, so i for shure wouldn't consider a game i know absolutely nothing about, be it performence, render options, development capabilites, native vehicles and physics support or netcode, an valid option.
 

-Penfold-

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As for Doom3, I've read it's stunning graphics with concern to each creature/player is under the premise that a usual max of 3-5 creatures will should be on the screen at once. Hardly what you'd want for a game like this. And yes, you could dumb down the detail, but then what would be the point in waiting so long for the Doom3 engine, anyway? Besides, isn't this game primarily single player? So who's to say the netcode won't be crap? How refined will the code need to be if they only (I think I read this somewhere) will support multiplayer with a max of 4 players?




Turin_Turambar said:
Quake 3 also seemed an "indoor engine" in the beginning, but look at the Call of Duty levels, with the same "indoor engine".

You are forgetting something. Call of duty was released 4 years after Quake 3. That means that it had CPU and graphics power at its disposal 4 years more powerful than Q3. So, if you're going to make that particular arguement, know that you might want to say, "Hey, lets wait to make Infiltration however long it takes for Doom3 to come out, and then wait another few years for graphics hardware to enable the Doom3 engine to become a viable outdoor engine!" By that time, for all we know, Unreal Tournament 2007 may be a better candidate, or Unreal Warfare, or whatever Unreal title might be out at the time.

If you suggest such a correlation without the 4 year delay, let me know how well Call of Duty plays on a PIII 700Mhz (the minumum required CoD CPU) with a 32MB GeForce 256 DDR system (well below DX9 capable, though it does have 32MB: the minimum CoD video ram requirement for GPU)--a top-notch system when Q3 shipped ;). And whether you'd enjoy Infilitration 3.0 at that framerate on your current system with the added cost of the fastest CPU out as well as a GeForce 6800 Ultra (sure to be out by D3's release) Just so it can use Doom3's nice lighting. (sure there are some innacuracies I'm bringing up, but they're all based on your basing Q3 as a viable outdoor engine with CoD being it's evidenced proof).

All things considered, though I am no expert, I think that the 2 best choices for the team are indeed the ones they currently appear to be taking mostly into consideration: UT 2004 and FC.




(SDS)benmcl said:
The choice is simple. Use the Speedpad and play or don't use the Speedpad and don't play.

Dude. Seriously. Listen to yourself. What, are you a Belkin salesman?
 
Last edited:

geogob

Koohii o nomimasu ka?
After reading a few technical articles and playing around in UT2004 and in Far Cry, I have to change my position. As of now, the Crytek engine (far cry) has my vote and is FAR beyond what the UT2004 engine could deliver for Infiltration. The only thing where i'm not so sure is how the Crytek engine would render an urban area. But from what I've seen up to now I'm rather optimistic about this too.

Of course porting INF to a totally new engine wouldn't be as "easy" as porting to UT2004 (that was one of the major reason my vote went to UT until now). But little problem is totally irrelevent when all the rest is considered. In the end, it might even be less work doing something totally amazing with INF in the Cryengine than doing it in the latest UT engine (because of mapping and environnemental considerations... as many pointed out, on major "problem" with INF is the evironnement).
 

Domino

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No offense, but I couldn't disagree more Geobob :D Abandoning the Unreal engine is probably the worst move INF could make... Switching to Farcry would be the equivalent of throwing your life savings into a startup company, yeah UT2k4 isn't on the bleeding edge of graphics, but I can guarantee that it will still be kicking strong a year from now... and in this age of flop games and new FPS shooters for each day of the week, I think that kind of stability has to count for something.
 

MP_Lord_Kee

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When I first time played Farcry and got out to the open outdoor area I immidiatedly thought the engine would be amazingly great for Infiltration. I didn't get the same "feeling" when I played UT2k4 for the first time.

I wouldn't mind if next installment of infiltration came out on Crytek engine. Anyway, I have all the confidence in SS that whatever they do, when ever it is ready, it'll be great.

//Kee
 

-Penfold-

New Member
So, there is clearly only one thing to do...
Allow those with either preference to be happy!
Recreate Infiltration for both UT2004 and FC...
Coding for network compatability between the two,
and make each make the most of each engine.
So that way, no one gets angry and everyone wins!
More engines means more players after all!
 

yurch

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You realize, that in choosing an engine for it's advantages, it's pretty normal to want to use those advantages.

Having a cross-platform game (barring the absurd technical difficulty) would mean a game that is unable to utilize the unique advantages of each engine.
 

{GD}Ghost

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Having a cross-platform game (barring the absurd technical difficulty) would mean a game that is unable to utilize the unique advantages of each engine.


That's just a very nice and diplomatic way of saying: That is not only one of the dumbest ideas ever posted seriously on these boards, it is also technically impossible. :stick: :p

I think one of the questions to ask would be if the current players could handle large scale environments w/o hearing cries of "camper" and the ever infamous "zzzzzzzzz" if you've run off and gotten yourself prematurely whacked. For crying out loud, TDM on EP (Extreme Prejudice) was bad enough when the last two players ended up playing ring around the rosey for god knows how long. I suppose that a gametype rich in objectives that utilized a good amout of map area would cut down on the aimless wander factor a bit. However, mappers would have to get out of the habit of making large beautiful maps where only see one or two route of because it has one single objective.

......but I just got up and may still be a bit drowsy so much of this may not make much sense yet.