What do you think the new engine should be? [Poll]

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What do you think would be the next best engine?

  • Far Cry - Crytech engine

    Votes: 14 14.3%
  • Half-Life 2

    Votes: 21 21.4%
  • Doom 3

    Votes: 5 5.1%
  • Unreal 2004

    Votes: 59 60.2%

  • Total voters
    98

Logan6

TC Vet
Dec 23, 2003
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Well to those who don't like me. You act like *******s, you'll get treated like *******s. If you came in my post to troll, please leave. This post was meant for some good discussion on what people think the next engine should be. If you don't like my opinions, tough ****. Your welcome to leave your own, as long as you do so in a somewhat civil manor.

And if you came here to flame, your just making yourself look stupid.
 

mat69

just fooling around
Dec 9, 2001
848
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So tell me, what's your opinion?
Ah, forgot it, you are changing your opinion everytime you post. And you are posting bull****! Knowing nothing about engines and then posting nays ...
You can port mods from UT2k3 to UT2k4 pretty fast, but not from UT99. That was pretty actual after SAS-mod team decided to stop developing on the old engine.
That way you could also avoid mistakes you did before.
I think fist summed it up pretty well. A good netcode is very important, especially if you are going to transfer so much information like INF does and considering that SS plans an arcade mode, so fast gameplay and still much transfared information, taking an engine with a good netcode is a must imo.
Yes Unreal3 looks amazing so far, but it is much work the level designers have to do. I mean all those details, map making is taking longer and longer, that's the backdraw for good graphics.
One of the most important things for the engine would be that you can do what you want. In Quake3 everything is complicated. There aren't mutators. The mutators for UT would be considered as own mods for Q3 - like Instagib. RS showed how you can use a scroll mouse pretty intuitive, I hope that this will find it's way into INF as well. :)

You may agree with me that having three threads, or even more, on the same topic is not constructive. So what would be constructive, but much work, would be a thread where someone posts all the arguments which have been posted before.
Funny, you are one of the few people, where the "***" contain more information than the rest of your posts.
 

fist_mlrs

that other guy
Jan 4, 2001
1,496
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www.fistmlrs.com
on a little sidenote: workflow has drasticly changes since ut'99, i need at lees five times as long for a simplbe building without interrior for the simple reason that the textures and geometry have to be quite a bit more detailed, the last thing i need is a slow and complicated editor with complicated importing of models from 3dsmax.

unreal3 is ment to autamize a lot of the workflow, reducing the amount of wor spend on tiny details like terrain textures, decolayers and complex surfaces like brickwalls, but i don't expect a game using it in the next three years.

porting ut to ut2004 is next to impossible, as most of the old classes do not exist anymore.

oh, and im pretty shure there will be a ralease some time before everybody and his grandma got an 64bit cpu...
 
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Logan6

TC Vet
Dec 23, 2003
601
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16
Well, fine. I've said my opinion. If your going to put it out quick, I hope SS goes with 2004. If they're going to take their time with it, I hope its Far Cry. And yeah, in about 2 years, I think 64 bit will be pretty common. And no Matt, I haven't changed my opinion in every post, but yes after hearing info from others on things, I have changed opinions on some things. Thats what debate is meant for.

I think Jayhova had a pretty good post on 64 bit coming out, I believe it was in the Far Cry SDK post.
 

AlmostAlive

Active Member
Jun 12, 2001
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The next version of Infiltration will certainly not be a cut&paste job. The team has already stated that. Like Crowze said, some code will be useful, some will take longer to "port" than doing from scratch.

If we're getting a new and better engine than UT99, wouldn't it make sense to actually upgrade the game too, instead of giving the community something that has been seen before? Besides, how fun is that "developing".
 

Derelan

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Jul 29, 2002
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Logan6 said:
Well to those who don't like me. You act like *******s, you'll get treated like *******s. If you came in my post to troll, please leave. This post was meant for some good discussion on what people think the next engine should be. If you don't like my opinions, tough ****. Your welcome to leave your own, as long as you do so in a somewhat civil manor.

And if you came here to flame, your just making yourself look stupid.

I don't like you. Nor did I come to this thread with the intention of an OT flame. But with that, I just couldn't resist :lol:
 

Logan6

TC Vet
Dec 23, 2003
601
0
16
Thats ok Derelan, I don't like you much either. And you guys wonder why you have no community. This has got to be the most hostile, viscious community I have ever seen. People who come on here to make suggestions are instantly attacked by a core group who don't like their suggestions. Instead of attacks, you guys need to learn to debate.
 

Derelan

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Jul 29, 2002
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Logan6 said:
And you guys wonder why you have no community.

Logan6 said:
This has got to be the most hostile, viscious community I have ever seen. People who come on here to make suggestions are instantly attacked by a core group who don't like their suggestions. Instead of attacks, you guys need to learn to debate.

I don't understand, which is it?

The hostile, the vile, the evil kitten killing, puppy murdering, cute hating community, thats what makes the community so very loveable. Without people like you, and people like that Cthulu guy, and some other people i won't mention, this community would fking suck.


Back on topic, is it really possible to have a long-range situation in UT2004? So far, nobody's tried it without using distance fog.
 

yurch

Swinging the clue-by-four
May 21, 2001
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Logan6 said:
Thats ok Derelan, I don't like you much either. And you guys wonder why you have no community. This has got to be the most hostile, viscious community I have ever seen. People who come on here to make suggestions are instantly attacked by a core group who don't like their suggestions. Instead of attacks, you guys need to learn to debate.
You don't debate. I don't think you know how to. No, a bunch of offhand dismissals is not what a debate is, sorry. Niether is a bunch of sweeping statements.
Given the emphasis placed on general credibility by this community, you have to come out swinging with something more than a few supposed personal accounts for people to take you seriously. And when people DO poke holes in your posts, dismissing these people as unworthy and not bothering to clarify is your biggest mistake. These holes are what makes the difference between us considering what you say and laughing at it. The damage is already done, most people here consider you a fool with a working keyboard and a broken common sense.

Shape up or ship out.
 

MP_Duke

Banned
May 23, 2002
711
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You're a closet DNF fan aren't you :p
fist_mlrs said:
duke nukem forever.


doom
+ nice texturing
+ nice lightning
- medicore mod support
- radiant excuse of a level editor
- no open landscapes
- poor netcode

farcry
+ large outdoor maps
+ nice looks
- if you got the übersystem with a dx8 graphic card
- from what i've seen rather restrictive modding
- poor netcode
- support situation unclear

ut2004
+ netcode
+ easy modding
+ voicetransfer
+ unrealed
- quite restrictive in some areas
- annoying hardwired limits
- poor occlusion control, no terrain lod

halflife
-we don't know **** about it
*throws Derelan*
Oh, and UT2004, I just got it and I think it's pretty neat.
 
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fist_mlrs

that other guy
Jan 4, 2001
1,496
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Zittau, Germany
www.fistmlrs.com
Derelan said:
Back on topic, is it really possible to have a long-range situation in UT2004? So far, nobody's tried it without using distance fog.

it is possible to some extent, the ut terrain is very high resoluted, its detail can be reduces to save performance... just as a fence post static mesh doesn't need 5000 polys. i wouldn't expect flashpoint like view ranges though.
 

jayhova

Don't hate me because I'm pretty
Feb 19, 2002
335
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My opinion is that Farcry will be supported because they are trying to establish themselves as a major player in the engine market. The advantage they have now is that they have come in on the scene before HL2 which will undoubtedly be a big player in the mod scene.

As for developement time, I don't see the next version of INF taking any less time than 2.9 did. It is IMHO wishful thinking to believe otherwise. We might see a rough beta in 6 months, but a full version? That's more than a year down the road I feel certain.

Now, as to my reasons for recomending that the team investigate the possiblity for doing the mod based on the FC engine are these: There is already an existing base of realistic military style maps available for testing purposes, FC is much closer in look and feel to INF, FC already has many of the features that exist in INF, FC has an AI that understands cover and concealment, the map sizes in FC allow for much greater flexability, etc. It is my opinion that it is quite possible that the steepness of the learning curve of a new engine may be offset by the fact that the team will not have to recreate all the features currently in INF.
 

Arethusa

We will not walk in fear.
Jan 15, 2004
1,081
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I'm going to have to fatly disagree about FC being the closest in look and feel. Half-Life 2, hands down, has the most realistic urban settings around, and that much is definitely verifiable from watching videos. Far Cry has some nice rolling terrain and jungle (though I personally feel it's worth pointing out that these tend to be artifically constricting, even if they manage to impressively do this without feeling too oppressive), but it sure doesn't have any urban/indoor stuff worth caring about in terms of premade testing stuff. But all that said, I do think that's a fairly insignificant metric to go by and not, for the most part, worth taking into consideration when picking an engine— not, at least, when there are much bigger things to worry about.
 
Apr 21, 2003
2,274
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Europe
I don´t care what engine, BUT GOD DAMN! I WANT INF IN BETTER QUALITY... AS FAST AS MY ASS!!!

About Doom3:
Played it, pretty impressive Engine. Playing it I always thought abouzt how amazing an Alien Versus Predator game with this engine would be.
But I think Doom3 has nothing, that an Unreal engine couldn´t do. So I don´t think a Doom3 Engine would give THAT much, than the UT2004.

Bysides, I hate Doom3, it was so boring, so I could end this game just by using cheats and blow up the stupid monsters with this ****ing BFG9000.


FarCry:
Saidly I can´t judge, never played it... and never will (reason? Ubi!)

But my Opinion: Dear SS Team, you know what "Ubi" means (hope it´s not against the Boardrules, to say), so plz decide wisely.
As for me, an Ubi supported game, No, JUST NO!

UT2004:
I like the RO mod, but the Fog really brought me to hate the Maps. But AA:O has some good maps with no fog, with a very nice and photorealistic distance texture. The Fog maps in AA:O have real fog, or sandstorms, so it is realistic.
Sure AA:O is not perfect, looking at the fake smokenades, or a not by smoke covered weapon inside a smoke area, but just look at AA:O, it is absoltutely satisfactional, and it looks damn realistic.

I would vote for UT..., but generally I don´t care, I just know I want that DAMN NEW INF VERSION!!
 

NoFate

BAD TAQUE'S ROBAR..BAD ROBAR!
A note about S.T.A.L.K.E.R. .....

I've been watching the development of the game for some time now. The X-Ray engine was created for S.T.A.L.K.E.R. and has some really innovative AI; there is no scripting. From what I've gathered, they are releasing editor and mod tools. However, it's uncertain as of yet whether they will release a SDK. Two release dates show Sept. 14, 2004 and Jan. 17, 2005, both from reliable sources....but we all know about reliable sources :p

It supports large maps, not as big as FC but still possibly too big for INF. They have decided to implement iron sights (appearently from so many ppl asking for it on their forums) and there are vehicles for use in-game. The min req for running it is 450MHz w/ GeForce2 MX, which is not bad considering the req's most games have now. And all I can say about the graphics is breathtaking.

But in the end, only SS knows what they really need in an engine for the next generation of Infiltration. And also what timeframe they have for it's development.

- NF