• Stargate Carter Addon Pack
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[QUOTE=ntzu;37424105]In UDK amateurs can do in months for what pros take years to do in source, and even then source doesn't really come up to par. People who say 'well source is never fully used!' need to realize is if the engine has NEVER IN ITS LIFETIME been pushed to the magical heights you claim it has, then it probably doesn't have them.[/QUOTE] Dear Ester /thread Mod Team of 7 Utilizing A modified Portal2 Engine, if they'd be using the Source12 build it would be even better with it's updated light engine!
Let's just all agree that UDK sucks, Source is good at what it does but can't be pushed anywhere near as far as one would like to, partly because of no C++ engine access, and that CryENGINE 3 is the best... @MM about engine features: Well, where shall I start, tesselated ocean, Time of Day is one of the best features ever in my opinion, RLR... And those are just graphical ones. But it's of course true that the engines are meant to be used for different things, although with the correct access you could replace for example the physics system in CE3 with anything else (meaning for example plugging in Havok, not creating your own Lua system which is already possible), but why would you want that when the CE3 physics are better anyways.. Oh and let's not forget to mention the fact that you can go "ingame" in the editor while designing a level which is not 100% pure game but still extremely nice. @.50cal: Does the weapon even move? It was hard to discern...
[QUOTE=Boba Fett;37426064]Dear Ester /thread Mod Team of 7 Utilizing A modified Portal2 Engine, if they'd be using the Source12 build it would be even better with it's updated light engine![/QUOTE] They were probbly useing portals, normal Source enigne just wasnt made for that
Look we all know the best engine is iD Tech 1... Damn those shaders are sexy ;)
@The Art of War, tesselated ocean? No problem, one guy already made it in Ogre, looks almost like real ocean. Day lighting? No problem, ogre has flexible light system that can be changed at real time But well, END OF TOPIC. We're did not come here to listen that some engines are better or not, but to discuss CAP related things.
[QUOTE=Boba Fett;37426064]Dear Ester /thread Mod Team of 7 Utilizing A modified Portal2 Engine, if they'd be using the Source12 build it would be even better with it's updated light engine![/QUOTE] Yeah, do you see alot of them floating around? No, there's literally only one example, in a game where you don't go any faster than a walking pace for 90 percent of it. If its just a 'wow look at all this pretty stuff lol' game, pretty much any engine can pull that off if you push them hard enough. However you'll probably notice that there are alot more Unreal based games that actually sell and are actually considered good games other than most source based games.
We all know coding one's own engine is much more awesome than using some already existing one!
[QUOTE=ntzu;37426765]Yeah, do you see alot of them floating around? No, there's literally only one example, in a game where you don't go any faster than a walking pace for 90 percent of it. If its just a 'wow look at all this pretty stuff lol' game, pretty much any engine can pull that off if you push them hard enough. However you'll probably notice that there are alot more Unreal based games that actually sell and are actually considered good games other than most source based games.[/QUOTE] Black Mesa: Source, there are quite a bunch mods out there that are quality better than valve makes them bcs they spent allot more time on it, and to answer your last sentence that's why UDK is way more user friendly and easier to catch on to than source does.
[QUOTE=The Art of War;37426177]@.50cal: Does the weapon even move? It was hard to discern...[/QUOTE] Yes, it does move. Everything works like the stationary staff weapon almost. The only small problem is the accuracy. (Misses ~1meter sometimes on longer distances) offtopic: Tell me one thing that is possible in source and that is not possible in UE3 .
@dije, but only, if you put enough work in it :) I have to say, it's a lot of work to do. For example, I'm using Ogre+Newton+MyGUI+OIS+OpenAl+OgreAl for my game. It's fairly simple to get that all up and running, but it's time consuming to make all "extras" to it (like support for reading colliison files, support for 3d skies, etc). @cartman300, better, thell me one thing that is possible in UE3 but not in source. Let's see, if you can beat me.
[QUOTE=Madman07;37429806]@dije, but only, if you put enough work in it :) I have to say, it's a lot of work to do. For example, I'm using Ogre+Newton+MyGUI+OIS+OpenAl+OgreAl for my game. It's fairly simple to get that all up and running, but it's time consuming to make all "extras" to it (like support for reading colliison files, support for 3d skies, etc). @cartman300, better, thell me one thing that is possible in UE3 but not in source. Let's see, if you can beat me.[/QUOTE] Good physics.
[QUOTE=Madman07;37429806] @cartman300, better, thell me one thing that is possible in UE3 but not in source. Let's see, if you can beat me.[/QUOTE] Extremely big maps. Beat that ;) [QUOTE=TheEyes;37429935]Good physics.[/QUOTE] I said better, not worser.
[QUOTE=cartman300;37430249]Extremely big maps. Beat that ;)[/QUOTE] The source engine is capable of bigger maps, the Map Compiler how ever isn't, if you would modify this map compiler you could easily enlarge to size capable of it!
[QUOTE=Boba Fett;37430277]The source engine is capable of bigger maps, the Map Compiler how ever isn't, if you would modify this map compiler you could easily enlarge to size capable of it![/QUOTE] And how do you know that the engine is capable of big maps if no1 ever compiled a big map? :D
Yeah, a large stargate map with all stargate locations ever made would be good :D. Is the source engine capable of that, captainshaun says not. If the UDE was capable of that, then it is better, and map compliler problems dont count, if there arent any good compilers for source, then it cant be as good as UDE.
[QUOTE=cartman300;37430334]And how do you know that the engine is capable of big maps if no1 ever compiled a big map? :D[/QUOTE] Bcs it was mentioned in a review about the source engine a time ago somewhere in 2007 when orange box was released...
[QUOTE=Boba Fett;37430431]Bcs it was mentioned in a review about the source engine a time ago somewhere in 2007 when orange box was released...[/QUOTE] It was also mentioned that Loch Ness monster exists.
[QUOTE=cartman300;37430518]It was also mentioned that Loch Ness monster exists.[/QUOTE] Well it seems you're not open minded enough to keep this a sincere discussion, some final words: for those who worked with source, udk and many other engines they will decide for them self what the best engine is to work with, to my user experience and many of my colleagues source is a very good engine to work with if you know how to use it properly, there are indeed betters in ways of light, shadow, mesh, texture -rendering, where indeed udk is one of, I do anticipate in the Unreal 4 Engine where I assume UDK2 will be massively improved, same goes for the Source2 Engine but we all know that will take still quite some time until that's released, but to the leaked code/GUI in SFM it does look promising. Well as you're free you've got all the rights to believe that UDK is better or worse than source, I just go out from my user experiences with both engines. That concludes this little side topic.
Cartman, shut up please. You have no idea about this things. Source engine may not be the best engine but it is still an engine that can be run by most of the computers around the world. UE3 is just consuming lots of performance and can't be run by older pcs. And, this thread isn't about engines so, go to another one or finish this dialog with pms.
[QUOTE=TheEyes;37429935]Good physics.[/QUOTE] And how did you figured that out sherlock? Did you ran any performance tests? [QUOTE=cartman300;37430249]Extremely big maps. Beat that ;).[/QUOTE] Like Boba mentioned, engine itself will support bigger maps without any tear. It's just the compiler that valve made. Also, map size is mostly limited by float precission used during engine compiling. Assassin has right, stop engine discussion and go play with stargates. Btw, I have no idea why most of you rated boba disagree. He's right. Also, some respect for texture ertist, without him you woudl still be using old UGLY textures for many models.
[QUOTE=orrila;37430411]Yeah, a large stargate map with all stargate locations ever made would be good :D. Is the source engine capable of that, captainshaun says not. If the UDE was capable of that, then it is better, and map compliler problems dont count, if there arent any good compilers for source, then it cant be as good as UDE.[/QUOTE] In the next build of CE3 there can theoretically be 200sqm maps although any game engine will lose precision at that range while maintaining any quality.. But a 64 (8x8x2) map is no problem at all, a 100 (10x10x2) could work aswell, it may not sound much but it really is huge. Anyways sorry for continuing the hijacking.. @cartman: Code please, how does it move etc, you took the code from the Staff Weapon I presume? I've been down that road and it's not pretty as the model is done differently, or wait the model in CAP might be done that way but I've also got a newer model.. Argh..
[QUOTE=The Art of War;37431077] Anyways sorry for continuing the hijacking.. @cartman: Code please, how does it move etc, you took the code from the Staff Weapon I presume? I've been down that road and it's not pretty as the model is done differently, or wait the model in CAP might be done that way but I've also got a newer model.. Argh..[/QUOTE] Here's my SVN, the gun is in lua/entities [url]https://stargate-accessories.googlecode.com/svn/trunk/[/url]
Hey, you developers forgot to include turret rotate loop sound in all turrets. Ө_Ө Failed to load sound "weapons\turret_move_loop.wav", file probably missing from disk/repository Failed to load sound "weapons\turret_move_loop.wav", file probably missing from disk/repository
[QUOTE=Madman07;37430831] Assassin has right, stop engine discussion and go play with stargates. Btw, I have no idea why most of you rated boba disagree. He's right. Also, some respect for texture ertist, without him you woudl still be using old UGLY textures for many models.[/QUOTE] I don't give a shit if it's ugly. Being ugly doesn't mean also being non-functional.
[B]Rev 310 changes: Added:[/B] * Client-side convar for disable kawoosh enter effect when stargate opens. * Client-side convar for disable open/close stargate effects (can prevent game crash in mp, for tests). [B]Updated:[/B] * Czech, German, Slovak translations.
[QUOTE=AlexALX;37439096][B]Rev 310 changes: Added:[/B] * Client-side convar for disable open/close stargate effects (can prevent game crash in mp, for tests). [/QUOTE] I'm pretty sure I've already added that one. At least server side which is where I believe the problem to be.
[QUOTE=Ronon Dex;37439702]I'm pretty sure I've already added that one. At least server side which is where I believe the problem to be.[/QUOTE]Yes, you have added it server-side, i added also client-side for testing (so if server have effects enabled, client still can disable it), i think there is something wrong with animation code in effects, if it disabled (effect, no matter client-side or server-side), then should be no crash, so time will show...
[QUOTE=Neobdragon;37442605]After playing around with various explosives, I went to the stargate to find that the chevrons on the side were missing. Attempts to dial the gate have spammed me with lua errors... I know that one of the explosives mods has many SENTs that un-weld but how did this happen :P[/QUOTE] Was it the Rainbow Nuke?
[QUOTE=Neobdragon;37447522]By Rainbow you mean like 50 types of nukes? You would be correct.[/QUOTE] Why would you need that, when one needs firepower just set the HWP (Horizon) limit to 20 and crash everything...
[QUOTE=The Art of War;37452339]Why would you need that, when one needs firepower just set the HWP (Horizon) limit to 20 and crash everything...[/QUOTE] Because the Horizon is difficult to beam. A standard nuke can just be beamed into an enemy base easily and set off.
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