UE4 Thread

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iZumo
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Re: UE4 Thread

Post by iZumo » Tue 12 Jun , 2012 1:03 pm

Hmm, C++ code in the first vid that he compiles. Gives rather look and feel that Epic abandoned unreal script (perf = 25x slower than C++ btw.) and that Unreal Engine 4 will be professional only.

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Azarael
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Re: UE4 Thread

Post by Azarael » Tue 12 Jun , 2012 2:51 pm

While it is incredible (especially the lighting which infuriates me in UT2004) I can't say I'm interested in UE4 if the ability to create mods for it is restricted only to professionals.

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iRobot
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Re: UE4 Thread

Post by iRobot » Tue 12 Jun , 2012 3:59 pm

Looks like it will be able to make some sick console games.

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Takeo
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Re: UE4 Thread

Post by Takeo » Tue 12 Jun , 2012 5:04 pm

Izumo_CZ wrote:Hmm, C++ code in the first vid that he compiles. Gives rather look and feel that Epic abandoned unreal script (perf = 25x slower than C++ btw.) and that Unreal Engine 4 will be professional only.
Yep, UE4 will be using 100% C++. No more unrealscript.
http://gameindustry.about.com/od/trends ... t-Look.htm

I might have a look into it but likely won't make a big project with it. Does anybody know when it will be available?
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Re: UE4 Thread

Post by LiZaT » Wed 13 Jun , 2012 7:48 pm

The Graphic looks ... Jummy

I hope the next UT will be first development for PC and then ported to the Consoles.

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Re: UE4 Thread

Post by iZumo » Wed 13 Jun , 2012 10:48 pm

UE4 UDK won't come in a couple of years (if it will ever come), UE3 UDK came a while after first UE3 games. It's hard to say how it will be with C++ and modding support. UDK has basic support for binding with external C++ code (that knows nothing of the engine). In UE4, they have modular structure (i.e the short compile time), which perhaps seem like there will be some open framework for custom code. But C++ is a more powerful and difficult than UnrealScript - to get oriented in C/C++ world, it takes a while to get oriented in there for new programmers. Also, if you make a mistake, the game will crash. Netcode will also be manual (probably resolved with macros) ... well it sort of ticks amateurs off. And I really don't think that mods will purely use the new kismet - it was designed to give more power for the mappers w/o having to code.

Given the fact that UDK (and all UnrealEngines) were made to be easy for people to mod, this makes me feel that UE4 won't have much modding support.

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Takeo
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Re: UE4 Thread

Post by Takeo » Thu 14 Jun , 2012 9:35 am

Izumo_CZ wrote: Given the fact that UDK (and all UnrealEngines) were made to be easy for people to mod, this makes me feel that UE4 won't have much modding support.
I'm not sure about that part, Izumo. Unlike the previous unreal engines, UE4 will likely have an academic side (like UE3 already has). There might be fewer people who create mods and other content, but the amount of work those people will do should be way more amazing than regular 'kids' playing around with the ued. Besides: I have faith in you to successfully pass such a scholarship and be one of the best modders on the eastern side of the atlantic :)
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Re: UE4 Thread

Post by Calypto » Thu 14 Jun , 2012 11:32 pm

This means that a significant amount of mods will never be released that could have been with unrealscript. I liked uscript because it was pretty obvious to figure it out, and it wasn't complicated at all if you wanted to edit a script that was already made, such as BWPro2.5, which aza likes to edit trollface

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Azarael
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Re: UE4 Thread

Post by Azarael » Thu 14 Jun , 2012 11:43 pm

Not really much of a troll, as I've said on numerous occasions that coding is not one of my interests, but something I did out of necessity.

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Oska
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Re: UE4 Thread

Post by Oska » Wed 11 Jul , 2012 10:56 am

All of this looks a bit too realistic to be named "Unreal".
=D
anyway, did someone put their salami into your mama's underwear or something? - team-spec*Azarael

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