Commented 7 years ago2017-06-24 20:42:40 UTC
in journal: #8823Comment #67885
Yeah, id Tech 3 is a really solid and great engine, though it'd be much more beneficial to use iqm models than md3. But still, I want to mess with UE4 and see how it goes.
Commented 7 years ago2017-06-24 20:11:20 UTC
in journal: #8823Comment #67872
It depends on the project you're trying to do really. I'm using id Tech 3 and it's great. Call of Duty still uses it too, they really only changed the model format AFAIK.
Commented 7 years ago2017-06-23 17:11:30 UTC
in journal: #8823Comment #67884
@Suparsonik
I meant stock GPL releases. Usually one does not choose a game engine to rewrite half of it and then gets started with projects.
You need to be a good enough coder to change the code, compile engine and get it running without bugs. While I'm good enough to code my own programmes, coding game engines still is kinda like black magic. And also, I want to choose an engine that'd allow me to focus mainly on scripting game logic and making assets, not having to change renderer or audio, input or output.
Both Tech 3 and 4 are heavily outdated, and getting them to UE4 level would take so much time that Epic will release several UE4 updates and work on UE5 before Tech based engines would be halfway done.
Commented 7 years ago2017-06-23 15:07:50 UTC
in journal: #8823Comment #67900
@Snehk Not really... not all of them, but I often don't recognise when somebody's making a joke, and that makes me sad because I think I won't be able to socialise properly with anyone. ;(
Also, good luck to Urby because he'll have to find me first. I do remember posting a screenshot of where I live (in Google Earth). Hehehe, then he'd have to find my home, because my address doesn't have a number (Ošanjići BB - BB means "bez broja", "numberless"). Yeah, I think I'm safe from him.
Commented 7 years ago2017-06-23 14:09:27 UTC
in journal: #8823Comment #67871
id Tech 3 and 4... not flexible?! You have the engine source code for christs sake! Those engines are a hell of a lot more flexible than Source or GoldSource ever was.
Commented 7 years ago2017-06-22 20:50:39 UTC
in journal: #8821Comment #68363
Hmm... Instead of "One day with Jody", I think I should write "How I met Jody". It's much, much more related to my Half-Life mod and it would describe what would've happened in my mod if I ever finished it.
Commented 7 years ago2017-06-22 18:11:33 UTC
in journal: #8823Comment #67897
W-w-w-why? Why nuke me? So that de_kobbl is gone and never finished? Seriously, I'm sure none of you have ever killed a person in real life before, imagine how it would feel. :/ (yeah, I haven't killed anyone either)
Commented 7 years ago2017-06-22 12:26:23 UTC
in journal: #8823Comment #67896
Thank you.
GoldSRC is technically for everyone, but it served me as a good introduction to modding, and I was a kid at the time (2 years ago, LOL). Now when I get my new PC, I'll probably get familiarised with the newer engines. :3
But as always, GoldSRC (and Source) stays in the heart. <3
Commented 7 years ago2017-06-22 12:12:12 UTC
in journal: #8823Comment #67895
I've said GoldSRC is for kids, but I didn't mean it as "just for kids". Oh for God's sake, I should've added a few more sentences beforehand. I meant it's good as an introduction into modding for kids. sigh Take it as a "Kids' introduction to modding". That's what I meant to say. xd
Plz don't kill me, I still have so many things to do! Seriously.
Commented 7 years ago2017-06-22 12:09:53 UTC
in journal: #8823Comment #67865
I sensed somebody say "Goldsource is for kids."
I'm just here to kill them and then I'll be on my way.
Truth be told, I've simply not had time to learn anything beyond GoldSource. Source and more modern engines depend to heavily on 3D Modelling which is quite a step above the basic hacks I've done of existing models...
Unity / UE4 interest me, but it's certainly not something I could approach alone. If I ever seriously considered developing on either it would most certainly be with a team.
Commented 7 years ago2017-06-21 19:22:38 UTC
in journal: #8823Comment #67910
"For the most part, it's nostalgia that keeps people mapping for GoldSource." HL/CS 1.6 (Had them both in the same folder) were my first games on PC. So yeah, that's one of the reasons I map for GoldSRC. The other one is laziness. I'm too lazy to fully switch to Source.
"UE4 is for the big boys, just like C++ is... you know". I think Unreal Engine 4 is for everybody. It has blueprints, lots of detailed tutorials, etc. Even a braindead dumbass can make its own game on UE4 (can't say it will be a good one though).
GoldSRC is a closed-source engine that wasn't meant to be shared to the public, so it's not the best engine for practice.
Commented 7 years ago2017-06-21 18:54:36 UTC
in journal: #8823Comment #67879
For the most part, it's nostalgia that keeps people mapping for GoldSource. I have to say that I've had a lot of fun playing on hldm servers (Half-Life on deathmatch and team deathmatch was the only game I played for really long time), and this encouraged me to start mapping. Working with GoldSrc is extremely fun and easy to get to, and you can still get some good looking stuff on it.
UE4 might be just as easy to get to, with blueprints and such. Just follow starting tutorials and when you'll learn enough, experiment. For GoldSrc or Source you have to code in C++, and most people would probably find visual blueprints easier to get to than learning programming language.
@Admer456
You make C++ seem as if it was extremely hard to get started. You don't learn basics of coding by trying to make an operating system, game engine or half-life mod. Getting started with simple tutorials is much easier. Take this for example:
#include <iostream> //this way you include libraries and stuff using namespace std; *This way you specify that you're going to use namespace, so you won't have to type std:: when trying to use it's functions*
int main() //initialisation { string name; // you declare a string variable called name
cout << "What is your name?" << endl; //this will be written in console cin >> name; //std::cin allows you to write to name variable cout << "Your name is:" << name << endl; //this outputs text you typed
Commented 7 years ago2017-06-21 18:20:34 UTC
in journal: #8823Comment #67894
@Windawz
No, what I was saying is that GoldSRC (and Source) are OK learning engines for kids, just like learning QBasic is a kids' introduction to programming. UE4 is for the big boys, just like C++ is... you know.
Commented 7 years ago2017-06-21 05:44:21 UTC
in journal: #8823Comment #67870
The reason for the switch from BSP to models is because BSP was fine in the early days when the level was simple without too much complex architecture. Remember why 3D Realms switched from Quake engine to Unreal for Duke Nukem Forever between 1998 and 2003? They had trouble rendering the Neveda desert at a stable framerate.
In other words, BSPs nowadays would be more appropriate for physics collisions and models for rendering.
If you can't live without BSP and Hammer, for $50 you can have an Unreal Engine 4 plugin called HammUEr that allow you to get a VMF (Source 1 Hammer 4) file as a level in UE4 (with materials and such).
Commented 7 years ago2017-06-20 16:26:23 UTC
in journal: #8823Comment #67878
Modelling an asset pack generally would work better than making a map with brushes. Would improve my modelling skills a lot too. Kinda reminds me of TES Creation Kit - to make interiors or outdoor objects you had to snap models together, and it generally gave good results (though I worked only with TES III kit).
Commented 7 years ago2017-06-20 15:48:05 UTC
in journal: #8823Comment #67868
You can still use bsp brushes, but honestly if you make a model asset pack you just snap them together and it's faster than brushwork. Looks better too
Commented 7 years ago2017-06-20 13:49:41 UTC
in journal: #8823Comment #67906
I like using brushes more, but weird geometry editing tools in all Unreal Editors force me to either switch back to GoldSrc (UE1/2/2.5) or use models instead (UE3/4). But since I'm not a modeller, I'd switch back to GS anyway, lol. I hope Source 2 will be a good counterpart to UE4 and will not copy it at the same time.
Commented 7 years ago2017-06-20 12:49:55 UTC
in journal: #8823Comment #67892
@Windawz Actually, the very first Unreal Engines (1, 2 and 2.5, I think), used BSP. But it's soooo dumb, it literally works by carving/subtracting rooms and then adding brushes into those rooms. I'd never map for those...
Commented 7 years ago2017-06-20 12:09:37 UTC
in journal: #8823Comment #67905
I have once read somewhere that maps for games on UE4 are created only with models and nobody uses brushes for that (a.k.a. BSPs). Well, after that I don't want to try UE4 anymore. xd
Commented 7 years ago2017-06-20 10:15:33 UTC
in journal: #8823Comment #67891
Crytek has their "Pay what you want" way of doing that. XD CryEngine is free then, and, just like UE4 (I assume), it really pays off if you spend enough time learning it.
Too bad by current hardware doesn't allow any of that.
Commented 7 years ago2017-06-20 09:39:23 UTC
in journal: #8823Comment #67877
I'm not really into Unity and it's free and pro versions model. Epic did it better by simply giving out their whole engine with tools, even though there's 5% royalty from money you earn on game made using it.
The problem is, I've got the launcher running and configured, download started - but it won't download. It just stopped at "Please wait" right after I clicked download button. My connection is really slow, but it should've started long ago. Checking windows task manager, there's 0% internet usage from the launcher...
EDIT: Download started. Initialisation was just damn long. 5,4GB with my connection should be 2 - 3 days of download if they don't renew transfer for my mobile internet.
Commented 7 years ago2017-06-20 08:52:54 UTC
in journal: #8823Comment #67875
I'd recommend UE4. It has the benefit of being the only modern and up-to-date engine you mentioned. And it's widely used in industry. I don't see the point in wasting time learning any of the other technologies you mentioned. They won't give you much flexibility and freedom and are out-of-date. There's not as much effort behind them as there is for UE4, where it's probably easy to find help or tutorials. If you have the possibility of going with the most modern option, why refuse it? If UE4 is too hard for you, there's still Unity.
Commented 7 years ago2017-06-20 08:25:07 UTC
in journal: #8822Comment #51107
That must be very disapointing... In my case I've got the lowest possible passable grade for the coursework of my modules this year. It's very disappointing considering the fact I was expecting much more and worked so hard on it. Now I get to see fourth years celebrating their first on facebook when I know it will now be impossible for me to get one... I really hope that you'll succeed with your new plan, whatever it is. I have the same opinion on the game industry. I'm pretty sure I'd hate to work there. However, gamedev as a hobby is great.
Commented 7 years ago2017-06-20 07:03:58 UTC
in journal: #8823Comment #67876
I might give UE4 a shot, only hoping that this time their launcher won't crash on me every time I run it or halfway through download. This was the problem that stopped me from getting it a few months ago...
Commented 7 years ago2017-06-20 01:13:13 UTC
in journal: #8823Comment #67874
I would wholeheartedly recommend UE4. Being able to have a completely clean slate OR using pre-made templates is something you really learn to appreciate when you don't have it, especially when you only want to make minor tweaks to things and are locked out. It is also (as you noted) a modern engine, and while it's fun to tinker with old engines, I cannot stress enough the importance of keeping up with modern technologies as older engines will create and compound poor understanding and techniques. A modern engine will significantly simplify the process of understanding game logic, shaders, lighting and so on. I would go as far as to say that UE4 is actually as much a learning tool as it is a creation tool, with the way it connects abstract and difficult to understand ideas to something visible and tangible that can be learned from. Although I will also add that all of these things should be present in any modern game engine (rather than just UE4), but I've only personally worked with UE4.
Commented 7 years ago2017-06-19 22:26:30 UTC
in journal: #8822Comment #51103
Thanks guys. Think I'm going to focus more on high performance computing and parallelism (if I'm able to, that was the plan before I fucked up ) - game dev is definitely a hobby and judging from what I've heard, is nightmarish to make a career out of - the thought is appreciated anyhow daub.
Unless the website was bad and it was satire...
I meant stock GPL releases. Usually one does not choose a game engine to rewrite half of it and then gets started with projects.
You need to be a good enough coder to change the code, compile engine and get it running without bugs. While I'm good enough to code my own programmes, coding game engines still is kinda like black magic. And also, I want to choose an engine that'd allow me to focus mainly on scripting game logic and making assets, not having to change renderer or audio, input or output.
Both Tech 3 and 4 are heavily outdated, and getting them to UE4 level would take so much time that Epic will release several UE4 updates and work on UE5 before Tech based engines would be halfway done.
Not really... not all of them, but I often don't recognise when somebody's making a joke, and that makes me sad because I think I won't be able to socialise properly with anyone. ;(
Also, good luck to Urby because he'll have to find me first. I do remember posting a screenshot of where I live (in Google Earth). Hehehe, then he'd have to find my home, because my address doesn't have a number (Ošanjići BB - BB means "bez broja", "numberless").
Yeah, I think I'm safe from him.
We wanted to test our new Ion Cannon.
Jokes aside, I'll let Urby do the killing first.
Do you really, 100%, wanted to kill me or not?
Instead of "One day with Jody", I think I should write "How I met Jody". It's much, much more related to my Half-Life mod and it would describe what would've happened in my mod if I ever finished it.
OMG, I did it again! Why do I have to take everything so seriusly? sigh
This is exactly why I dislike some jokes.
Because I take them too seriously.
Ion Cannon would be a better option (jk).
(yeah, I haven't killed anyone either)
Anyways, it's been three days already and I still got to download 1.8GB of UE4 then install it to do anything.
GoldSRC is technically for everyone, but it served me as a good introduction to modding, and I was a kid at the time (2 years ago, LOL).
Now when I get my new PC, I'll probably get familiarised with the newer engines. :3
But as always, GoldSRC (and Source) stays in the heart. <3
Take it as a "Kids' introduction to modding". That's what I meant to say. xd
Plz don't kill me, I still have so many things to do! Seriously.
I'm just here to kill them and then I'll be on my way.
Truth be told, I've simply not had time to learn anything beyond GoldSource. Source and more modern engines depend to heavily on 3D Modelling which is quite a step above the basic hacks I've done of existing models...
Unity / UE4 interest me, but it's certainly not something I could approach alone. If I ever seriously considered developing on either it would most certainly be with a team.
HL/CS 1.6 (Had them both in the same folder) were my first games on PC. So yeah, that's one of the reasons I map for GoldSRC. The other one is laziness. I'm too lazy to fully switch to Source.
"UE4 is for the big boys, just like C++ is... you know".
I think Unreal Engine 4 is for everybody. It has blueprints, lots of detailed tutorials, etc. Even a braindead dumbass can make its own game on UE4 (can't say it will be a good one though).
GoldSRC is a closed-source engine that wasn't meant to be shared to the public, so it's not the best engine for practice.
UE4 might be just as easy to get to, with blueprints and such. Just follow starting tutorials and when you'll learn enough, experiment. For GoldSrc or Source you have to code in C++, and most people would probably find visual blueprints easier to get to than learning programming language.
@Admer456
You make C++ seem as if it was extremely hard to get started. You don't learn basics of coding by trying to make an operating system, game engine or half-life mod. Getting started with simple tutorials is much easier. Take this for example:
#include <iostream> //this way you include libraries and stuff
using namespace std; *This way you specify that you're going to use namespace, so you won't have to type std:: when trying to use it's functions*
int main() //initialisation
{
string name; // you declare a string variable called name
cout << "What is your name?" << endl; //this will be written in console
cin >> name; //std::cin allows you to write to name variable
cout << "Your name is:" << name << endl; //this outputs text you typed
return 0;
}
It's not that hard as you make it.
No, what I was saying is that GoldSRC (and Source) are OK learning engines for kids, just like learning QBasic is a kids' introduction to programming.
UE4 is for the big boys, just like C++ is... you know.
Tell that to the developers of "The Core".
Because GoldSRC is for kids, UE4 is for the grown-ups.
In other words, BSPs nowadays would be more appropriate for physics collisions and models for rendering.
If you can't live without BSP and Hammer, for $50 you can have an Unreal Engine 4 plugin called HammUEr that allow you to get a VMF (Source 1 Hammer 4) file as a level in UE4 (with materials and such).
I hope Source 2 will be a good counterpart to UE4 and will not copy it at the same time.
Actually, the very first Unreal Engines (1, 2 and 2.5, I think), used BSP. But it's soooo dumb, it literally works by carving/subtracting rooms and then adding brushes into those rooms. I'd never map for those...
CryEngine is free then, and, just like UE4 (I assume), it really pays off if you spend enough time learning it.
Too bad by current hardware doesn't allow any of that.
The problem is, I've got the launcher running and configured, download started - but it won't download. It just stopped at "Please wait" right after I clicked download button. My connection is really slow, but it should've started long ago. Checking windows task manager, there's 0% internet usage from the launcher...
EDIT: Download started. Initialisation was just damn long. 5,4GB with my connection should be 2 - 3 days of download if they don't renew transfer for my mobile internet.
I don't see the point in wasting time learning any of the other technologies you mentioned. They won't give you much flexibility and freedom and are out-of-date. There's not as much effort behind them as there is for UE4, where it's probably easy to find help or tutorials.
If you have the possibility of going with the most modern option, why refuse it?
If UE4 is too hard for you, there's still Unity.
In my case I've got the lowest possible passable grade for the coursework of my modules this year. It's very disappointing considering the fact I was expecting much more and worked so hard on it. Now I get to see fourth years celebrating their first on facebook when I know it will now be impossible for me to get one...
I really hope that you'll succeed with your new plan, whatever it is. I have the same opinion on the game industry. I'm pretty sure I'd hate to work there. However, gamedev as a hobby is great.
Being able to have a completely clean slate OR using pre-made templates is something you really learn to appreciate when you don't have it, especially when you only want to make minor tweaks to things and are locked out.
It is also (as you noted) a modern engine, and while it's fun to tinker with old engines, I cannot stress enough the importance of keeping up with modern technologies as older engines will create and compound poor understanding and techniques. A modern engine will significantly simplify the process of understanding game logic, shaders, lighting and so on.
I would go as far as to say that UE4 is actually as much a learning tool as it is a creation tool, with the way it connects abstract and difficult to understand ideas to something visible and tangible that can be learned from.
Although I will also add that all of these things should be present in any modern game engine (rather than just UE4), but I've only personally worked with UE4.