Make Something Unreal Gets Next Phase Winners 143
AskedRelic writes "The winners in Phase 3 of the previously mentioned 'Make Something Unreal' mod contest have been released. Big winners in this $1,000,000 prize pool Unreal modding contest include Red Orchestra for Best FPS Mod and Alien Swarm for Best Non-FPS Mod, as well as Clone Bandits for Best Vehicular Mod. Phase 4 entries close on August 20th, and the grand final entries, awarding $50,000 for the best overall mod, close October 1st." Do you think Unreal will continue to nurture the best/most modding talent, now that Doom 3 and Half-Life 2 mods are looming on the horizon?
Half-Life 2 (Score:1)
Re:Half-Life 2 (Score:1)
We made a Doom 3 mod already (Score:4, Interesting)
See here [fileplanet.com] for info and download kits.
It depends (Score:5, Insightful)
That said, I'd love to see Natural Selection on Half Life 2.
Re:It depends (Score:3, Interesting)
Re:It depends (Score:2, Informative)
Re:It depends (Score:2)
Re:It depends (Score:2)
Almost any mod is going to include new models/textures and therefore need a client-side install anyway. Why the focus on mutators?
Re:It depends (Score:2, Insightful)
As a side-note to those who're curious, UnrealScript is a bit of a cross between Java and c++. It also has replication
Re:It depends (Score:2)
Re:It depends (Score:2)
Anyways yea, most of it is in a scripting language. But no, it's not compiled into native code. It's compiled into bytecode in the same way as Java is.
What makes it fast is that the programmers are very aware of the limitations of UnrealScript (code executes apx 40x slower then native compiled c++ and assembly). The trick is to write event-driven code. Take a grenade explosion for example, how often does that happen? Compare it to something like rendering and you'll
Re:It depends (Score:2)
I don't care what platform is used for a mod as long as it is a good one.
I wouldn't mind Natural Selection on any platform, wether doom3 ut2 or even quake3, as long as it is well done.
If it ever gets released... (Score:4, Interesting)
Re:If it ever gets released... (Score:1)
At least, that's how I understand it, anyone have any definitive info?
Re:If it ever gets released... (Score:1)
How about best installer? (Score:2, Interesting)
I didn't even bother, not wanting to screw up my pristine ut2004 install for some mod.
Re:How about best installer? (Score:3, Interesting)
riiiight...
Re:How about best installer? (Score:5, Informative)
Re:How about best installer? (Score:2)
Re:How about best installer? (Score:2)
Re:How about best installer? (Score:1)
My own sys has UT classic (reinstalled from scratched CD's don't ask how) and many other things and *not* by the usual install. Mine has maps stolen from the DA mod and much other stuff simply because I thought it was a fun idea.
It works. It's written by people who don't like f*king with your registry or any
The new -mod switch (Score:1)
Small mods or maps, etc tend to clog up your directories as they're treated no differently from the retail content. That integration is nice in its own way but I probably still agree with you.
No (Score:5, Insightful)
Absolutely not. We have moved on to a new generation of engines, opening up vast new opportunities, and the UT2K4 engine is, for all intents and purposes, still back with the Q3 and original UT engines, IMO.
Re:No (Score:1)
Huh? For starters, Ut2004 is the first unreal game to have vehicles (land, air, space). Neither UT or Q3 had them.
Re:No (Score:2)
Re:No (Score:5, Informative)
Re:No (Score:4, Informative)
For example, some friends and I built some big walking mechs as UT2004 vehicles. The coding, while tricky and a little finicky, is actually pretty simple to understand. We're able to subclass an existing vehicle to get all the player/vehicle interactions. Over-ride one or two things and change the DefaultProperties (part of the UnrealScript language) to get rid of the few aspects that didn't work. Then we'd just set things up with karma so that the feet "repulsed" the ground (no floating feet on hills). The repulsors are attached to the animation's bones. Time the animation to the speed and add in the weapons and you've got something very new without too much work. And in this case, you don't even have to worry about networking; it just works.
I'm really just trying to say that there's a big difference between possible and practical. Vehicles are not in the least bit trivial. I think with all the modders currently working away at UT2004, the question to ask might be what will be the big new modding draw offered by Doom 3 or Half-Life 2? I know UnrealScript and UnrealED.. what can Doom 3 or Half-Life do that I can't do in UT2004?
I'm not sure what you're talking about as far as Doom 3 goes. For a start, it doesn't use DX9. It uses OpenGL. While I completely agree that the lighting is revolutionary, I don't think we're going to see a revival of Dark Match (remember in Unreal 1, all those years back, the dark levels with flashlights? Yes, in Unreal 1. It has been done again and again in the Unreal engine but has never taken off.) The gameplay wasn't there then and I'm not sure how it'll pan out now that proper lighting is truly available. In any case, Doom 3's modding is crippled by a 4-player multiplayer limit and lack of vehicles (afaik). I'm not sure how that will evolve or if it's not applicable to interested modders but it has me worried.
Half-life 2 looks promising for modding. Valve is a strong supporter of modding, the engine seems solid (nVidia issues asside) and sufficiently advanced, and there's an existing mod community that's thriving. But perhaps most importantly, people love realistic mods. Why does that make a difference? Well, when you're starting off you can pull content from the game. It helps tremendously when you can just use an existing explosion effect with your own grenade model. Existing content is a HUGE draw to modders and perhaps one of the most important considerations. The only downside to half-life 2 is that we really don't know how it'll run on older hardware. Counter-strike, for example, is insanely popular because it combines attractive gameplay and low system requirements. I don't know about you, but I've seen a whole lot of LAN parties degenerate to counter-strike because it's the only (popular...) game that EVERYONE can play.
Anyways, that's just how I feel about it
Re:No (Score:1)
and in D3 you can increase the number of players from 4 to 32 with a simple cfg hack...
seta si_maxPlayers "enter your favourite number here"
Re:No (Score:2)
Re:No (Score:2, Insightful)
Re:No (Score:2)
And the other thing is, if mod developers are so interested in new engine features, why has half life 1 modding been so popular? Halflife 1 is what, 6 years old now? People have been producing new mods for that long after that engine became dated (see natural selection). If mod developers were concer
mapping != modding, and ut is better for modding (Score:1, Insightful)
1) Unreals vehicles suck, but at least they exist. Where does doom stand here?
2) unreals outdoor environments are a pain to generate. But, where does doom stand?
3) Unreals scripting language is easy to use, but somewhat counter-intuitive/odd due to the way objects are passed/they do replication. I haven't coded with doomIII or source, but it would be hard to be more friendly to new modders. My
Re:No (Score:2)
Yet the maps still look better than Doom 3...
Re:No (Score:2)
ut2k4 (Score:3, Interesting)
Re:ut2k4 (Score:3, Informative)
Re:ut2k4 (Score:2)
Re:ut2k4 (Score:2)
as far as how well it runs? I don't know. My linux box is a pretty old P3 with a Radeon 8500 LE, so I don't bother putting games on it.
Re:ut2k4 (Score:1)
In Linux though I don't know.
I had to try Doom 3 on this box, and I was surprised I even got it started! The Radeon didn't understand much of vertex lighting and some of the other new features - they turned into black polygons. And the frame rate? 3-4 fps if there was no action, 0,5 fps if I moved around a bit and had other people in view.
That's with no adva
Re:ut2k4 (Score:2)
It should run great. With my poor little 2000+(ish) box, with 512ddr, and a Radeon 7500, I could run it one high graphics at highest resolution. You should be fine.
ut2k4 on Linux (Score:1, Informative)
Re:ut2k4 on Linux (Score:1)
Re:ut2k4 (Score:1)
Jaysyn
Re:ut2k4 (Score:2, Informative)
There's a
ut2k4/linux (Score:5, Informative)
UT2k4 works better on Linux. On identical hardware I get about 30% more FPS. If you have the CD version, run the shell script on CD1. Some caveats:
As long as you've got an Nvidia card... (Score:1)
UT2004 runs poorly on ATI hardware. No doubt due to their pitiful excuse for Linux drivers. Where you see a 30% increase in fps, I see a 30% slowdown at the very least with my 9600 Pro.
ATI are said to be rewriting their OpenGL ICD and not before time. I wish I held on to my Geforce 3.
Re:As long as you've got an Nvidia card... (Score:1)
If you knew you were going to play games under Linux, why the @#$% did you get an ATi?
Re:ut2k4/linux (Score:1, Informative)
Re:ut2k4/linux (Score:2)
Best Mod Ever: Make UT work as a Limited User (Score:4, Interesting)
My vote for Best Mod would be the one that lets me play UT without requiring Power User or Administrator access on XP or Win2K. That way I could set up an internet cafe / LAN party place without having to worry if the customers wreck the machines.
I mean come on. If I can fix Quake II [pan-am.ca], then the makers of UT can fix UT. Or a talented mod author can.
Re:Best Mod Ever: Make UT work as a Limited User (Score:2, Insightful)
Re:Best Mod Ever: Make UT work as a Limited User (Score:4, Interesting)
Install them into c:\games and away you go.
Re:Best Mod Ever: Make UT work as a Limited User (Score:2)
And hurrah for them, much better to copy the savegames from the application directory than having to dig them out of the my documents crap.
Re:Best Mod Ever: Make UT work as a Limited User (Score:2, Informative)
Re:Best Mod Ever: Make UT work as a Limited User (Score:1)
Sounds like someone has never heard of commercial liscensing. Most companies have some sort of liscensing agreements either from themselves (Like Blizzard) or through third party entities. The owners subscribe to these and can use the software ina commercial enviroment.
Re:Best Mod Ever: Make UT work as a Limited User (Score:2)
Re:Best Mod Ever: Make UT work as a Limited User (Score:2)
Or you could use some software like DeepFreeze to restore machines to a given configuration if they get hosed up somewhat.
Given that you're running Windows, commercial software is the official answer.
Re:Best Mod Ever: Make UT work as a Limited User (Score:2)
Perhaps they did that on purpose - remember they don't want you to play it on internet cafes without paying biiiiiig license fees.
Re:What about parents whose kids wreck the PC? (Score:2)
Then don't let her near the machine
Far Cry modding (Score:2, Interesting)
Mod Makers Moving on (Score:4, Interesting)
Re:Mod Makers Moving on (Score:2, Informative)
Insurgency Mod [insurgencymod.net]
HL2.net [halflife2.net] - Great coverage of HL2 mod news
Re:Mod Makers Moving on (Score:2)
How did they decide to start using HL2 when it hasn't been released yet?
Re:Mod Makers Moving on (Score:1)
Re:Mod Makers Moving on (Score:1)
Re:Mod Makers Moving on (Score:2)
But that doesn't help you decide what engine you want to write the mod for. I mean of all the FPS games out there to mod, I don't understand how they came to pick one that isn't released yet as what they want to build their mod on.
And those things are mostly portable among engines anyway.
I can't take it anymore! (Score:1, Troll)
Everytime I see it I stare at it, trying to work out what scale it is (2cm long? 2 miles long?) and what it could possible be.
It's a red thing, with a sort of pin and trigger type thing and a silver tube thing, with a thing stuck to it. Arghh!
Someone put me out of my misery!
Re:I can't take it anymore! (Score:1)
Re:I can't take it anymore! (Score:1)
Shees, someone called me a troll for asking a question that's been bugging me for ages. What's wrong with some people. I'll go and do a search for some Quake pics.
Cheers,
Paul.
Re:I can't take it anymore! (Score:1)
Re:I can't take it anymore! (Score:1)
(OT) Re:I can't take it anymore! (Score:1)
Re:(OT) Re:I can't take it anymore! (Score:1)
I thought someone thought that I was pretending I didn't know what it was because they expected everyone in the world to know what a Quake 3 rocket launcher looked like.
I've found some pics of it now. It's an odd looking thing
Re:I can't take it anymore! (Score:2)
Re:I can't take it anymore! (Score:1)
Re:I can't take it anymore! (Score:2, Funny)
The icon does in fact represent the perfect tool for this.
Mod mod mod (Score:4, Insightful)
Viva la Mod!
(posted with a ten-foot bamboo pole in a treehouse made from legos)
Re:Mod mod mod (Score:3, Interesting)
i teach at a school that used to exclusively teach unreal modding as a substitute for learning game design...i'm slowly trying to i
Red Orchestra?? (Score:3, Interesting)
Re:Red Orchestra?? (Score:1)
Why mod a single to 4 player game? (Score:1)
Re:Why mod a single to 4 player game? (Score:2, Interesting)
Of course.. (Score:5, Insightful)
However.. there is a certain modification [counter-strike.net] for HL1 which was so good, it was the first game mod to garner extreme commercial success. I have yet to see a mod for a game which has had the attention & the impact that CS did.
Gooseman & the CS dev team did this without the incentive of a million dollars, too. It was out of sheer enjoyment of one of the best PC games, in my opinion, that has ever been created. Perhaps Valve will learn from Epic, and decide to offer some cash prizes to mod developers. This would, in my mind, push the community even farther than it's already gone.
Re:Of course.. (Score:3, Interesting)
VALVe said that one feature of their Steam content delivery is that they will allow mod makers to put their stuff up there to be sold.
Some people might not justify, that in the future one might have to pay a (small) fee for a mod ; but this is all in the hands of those same mod makers, which will hopefully also be able to release thei
Re:Of course.. (Score:2)
What are your specs ? And what is your specific problem ?
Caching resources might have to do with not enough RAM ?
While Steam was very buggy in its beta days (hence it -was- beta) it had some hickups at official release, but barely heard any problems lately.
Q3A, BF1942, BF:V, UT2004, DOOM 3, & HL2 (Score:5, Insightful)
I bought BF1942 for its game mostly, but I was surprised to see mods coming out like Forgotten Hope [bf1942files.com], Battlefield Pirates [bfpirates.com], Desert Combat [desertcombat.com], Galactic Conquest [galactic-conquest.net], etc.
I hope the same is for DOOM 3 for mod support. I would love to see Aliens-type of game with DOOM 3 engine and with co-operative play. How about System Shock 2 type of game? I loved that game! It was scary.
I sold Quake 3 Arena a few days ago and uninstalled Half-Life a few months ago because it was time to leave their engines and their mods.
Re:Q3A, BF1942, BF:V, UT2004, DOOM 3, & HL2 (Score:3, Funny)
Oh, they already included that one in the box for you. They just renamed it.
Re:Q3A, BF1942, BF:V, UT2004, DOOM 3, & HL2 (Score:2)
Unreal engine physics. (Score:1, Interesting)
Game physics is what id has always excelled at, not only with movement but with the feel of the weapons. The Q2/3 railgun is a classic example, there has never been a UT single shot hitscan weapon weapon which, in the hands of a skilled player, can be consistantly used with dea
Re:Unreal engine physics. (Score:5, Insightful)
I mention air control as a plus for the Unreal camp. I say that because there's more air control for Unreal games. Unreal 1 had air control. I'm not entirely sure but I doubt that Q3 was the first id game to have air control. I thought Q2 and maybe even Q1 had air control. Maybe someone could clarify this for me. U1 came out (slightly) before Quake 2 though so Q3 was certainly not the first game with air control.
The feel of the weapons is more in the hands of the artists and designers than the engine coders. There's some interaction with the physics but if they say to add this much momentum in some direction, it doesn't really have anything to do with the physics engine. Maybe because you slide more in Quake you prefer that feel. Everyone loves the railgun though. It'd be hard not to
As for poor netcode. Sorry but it's just not true. There is a slightly different feel to the two games' netcode, eg I find leading more helpful in Quake though I might just be insane. But when you say the good UT players can't use a hit-trace weapon consistently, you're just wrong. Drop by Cached.net and download some recordings of pro players. I think you'll find that if they're playing Q3 or UT, they're making their shots with deadly accuracy.
And one last point about the mouse... UT seems just as configurable to me. Finding UT too sensitive for small movements would seem to imply mouse acceleration in Quake, not UT. But that aside, UT has a bunch of options for you too. Pitch, yaw, and master sensitivities, obviously those are there. There are a bunch of options to configure the mouse smoothing as well. You can set it to whatever level of sensitivity you want. There's also some mouse accel, separate menu-only settings, and force-feedback you can toy with if you're interested.
I really believe that these days it comes down to knowing your game, rather than who does what better. Differences exist for good reason. Maps in Quake are designed to accommodate their physics. They know you can strafe-jump and rocket-jump. In UT, they know you can lift-jump and dodge-jump. I think these differences make for different games and add to the variety we all get to enjoy. I'd hate to lose any of that because people start believing that one physics implementation becomes considered the best.
Re:Unreal engine physics. (Score:1)
As to how the games feel...well I don't know, Q3 feels much smoother, as if the player is floating but my Q3 playtime is 4-5 hours max (vs about 200 hours in UT99) so I can't really say much more.
Re:Unreal engine physics. (Score:2)
Q2 had no air control (I think id thought it was unrealistic). Q3 has limited air control: you can accelerate gently in the direction you point. u2k3 is similar (I think?).
Re:Unreal engine physics. (Score:2)
I am willing to bet in the next generation of game engines, Unreal is going to be the engine all the modders flock to. Have you seen the latest Unreal 3 engine demos with the demonstration of the new Karma physics engine? It is absolutely beautiful. Karma itself may even be bet
Hopefully GTK Radiant D3 will be out soon :/ (Score:2, Offtopic)
With the current Doom 3 support regarding ALL facets of making game assets ?
No.
I trust id for releasing better documents later on ; but still : I played my ass off, only to get busy with editing later that night. ,for instance, GTK Radiant.
The official default Radiant editors that are released with id-engined games tend to be very suck compared to
I am seriously w
Yay, AirBuccaneers (Score:3, Insightful)
But the rope used to get on board a balloon in the air is a bitch, especially when your ping is through the roof like mine usually is.
Date is wrong... (Score:2)
Debate (Score:1)
Re:WINDOWS XP SP2 HAS BEEN RTM (Score:2)
Re:WINDOWS XP SP2 HAS BEEN RTM (Score:1)
Re:nah, the chicken launcher can't be beaten... (Score:2)