Yes, and ive decided that we will use Sourceforge for SVN,wich will hold the assets. That one also has wiki and issue tracking, so i think we wont need an external system for that. Things are discussed in skype meetings, and the result goes into issues and the wiki.
How about Perforce?
[=;11490]
How about Perforce?
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I already tried perforce, its limited to 20 users, needs someone to set up a server in his home, and its complicated. REALLY complicated, compared to SVN.
[=vblanco;11341]
For the people who want to get in the project, add me on skype, ill create a group for it. ( vblanco20-1 )
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Added! (Ryuuzakibjorn) / ()
Created the project in sourceforge, uploaded first code and assets (from the First person template) , check it here. Contact me personally if you need access to edit things. Open Tournament download | SourceForge.net
The First person template is okay. But why not using ShooterGame as sample. All that content can be used. With the assets, it’s just like an extended FirstPerson template.
But good progress so far and great effort. thumbs_up
The similarity to OpenUT is quite there. Not sure about that name tho. Why not name it Grand Tournament :D. (UE4GrandTournament)
That’s where it all begain.
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The Unreal Tournament series of game centers around the Liandri Grand Tournament.
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I dont want to use the Shootergame becouse it has things we dont need, like Sprint or aiming. also it can be quite problematic to change name. So we will just use first person template,but probably copypaste a few functions or adapt a few things from ShooterGame
Might want to contemplate a true first person view instead of a traditional first person view, simply to get ahead of the curve if you want to include VR.
I wonder if you could get MacTom27/Zairaam to make chars for when you reach that point. His UT3 chars were fantastic.
I think true first person view would be way too massive a departure from traditional UT gameplay. Not that it wouldn’t be cool it just wouldn’t feel like an Unreal Tournament game and that’s the whole point of -this- project
I think is an excellent idea, and I’m really excited to see it grow, but I’m really curious to see how you guys plan to implement community feedback. While I’m sure most will agree that UT3 could have been done a lot better, what exactly would make it better will likely differ from person to person. If there’s a specific area where I (and others) could provide my own suggestions, please let me know. For now though, I highly recommend looking at what The Dark Mod team has accomplished, and how. While I realize their creation is different in many ways to a UT-like title, it is also very successful and truly feels like it’s made by the fans for the fans. They essentially offer a platform for the community to develop.
I see lots of people excited, already looking for name and stating what will be included in spiritual success, but maybe it would best to actually discuss some of these things? Anyway, as I said, I’m happy to offer feedback, and am extremely excited for project, provided it’s planned properly.
[=shadowscrawl;11974]
I think true first person view would be way too massive a departure from traditional UT gameplay. Not that it wouldn’t be cool it just wouldn’t feel like an Unreal Tournament game and that’s the whole point of -this- project
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Therein lie the trick I guess
Modernise within criteria or recreate faithfully.
I am not generally very good at speaking so forgive the bad wording post is sure to present so kind of bear with me. First off I am a huge long time fan of the unreal tournament series and I am VERY EXCITED about project but I do have a few concerns. First the name. Open Tournament seems wrong for a couple reasons. The first is that there is already a game called open arena and it would be good to differentiate ourselves as much as possible. The second and I feel far more pertinent is that project is NOT open source. I have heard that term thrown around these forums a lot and its just incorrect. The Unreal Engine is Closed source and governed by a strict EULA just because access to the source can be purchased very cheaply doesn’t make it open source (try merging in some GPL code or giving a copy of the source to a friend who didn’t pay and you will find out how closed source code really is) . Putting “Open” at the beginning of a name follows a very old and established nomenclature for true “Open Source” software and I don’t think it truly applies here and will in fact cause great confusion to users and contributors down the road. Look at games like Bioshock which is a spiritual successor to system shock or Dishonored which is a spiritual successor to thief and deus ex. They weren’t called “Open Shock” or “Open Thief” (For the record I know that neither of those are Open Source games but then neither is one as I illustrated above. the point is that for the game to really shine it needs its own identity and simply called it “Open Tournament” doesn’t really impart much identity.
The second thing I wanted to bring up is moddability. The single most important thing about the unreal series is moddability. Go to a server any server and you are certain to find an entirely unique and customized experience provided by a plethora of Mutators for things like gravity adjustment weapons game rules etc. That coupled with custom maps is what game is about and the reason it is so great. As such I feel that should be the focus from the word go. The very first thing that should be implemented is a plugin system and SDK that will allow modders to purchase the engine for 20 dollars and then use our plugin and tools to create mutators and maps to import back in to the game. and then use these tools ourselves to create the game on top of with an emphasis on blueprints over code wherever possible (especially for weapons) have you ever noticed that almost all of the game code for the unreal tourny games is in unrealscript even though they easily could have done it in source? The reason for is moddability. Doing it way not only makes everything easily moddable but it provides example content for new modders to pick apart and learn from
The third is I have to agree with what others have said
Skype is ok for discussing issues etc but it cant and wont replace a good Project Management Solution. The same goes for a wiki. Project Management will provide Milestone management and things that are needed for efficiently managing large teams. Now I have some decent Project Management software that if someone has a server I can put it up and get set for everything but that is up to the others here. Also i cant possible be the only person here who just doesn’t like skype :P.
All that said I LOVE the idea of project and I am really looking forward to contributing but I just needed to get that off my chest.
@shadowscrawl . We DO have project management, sourceforge has wiki, issues, and source control, and we are currently using that.
for the Open name, its just name of project for now, development name. Later down the line can be modified.
It IS open source in the sense that all code, assets, and everything, is completely open to the public, and can be modified by who wants to participate. If that is not the definition for open source, i dont know what is. You can access the sourceforge project, wich you can see the issues, wiki, and source repositories in my signature, feel free to take a look, while there is basically nothing at point. Skype is more like a instant messagin system for discussion, if something important happens, we store that in wiki or issues. But sourceforge provides us with forums, wiki, and issue tracker, wich is cool for management. Now we have almost nothing becouse we just started. But i plan on filling that with stuff.
On Mods: Until Epic gives something for mods, you would need to license the engine. As you have source code, you can just grab the project, create your own map, and then publish that map file, without a problem. We have some server engineers there, and we plan on creating some kind of “auto downloading” feature, so you can download the level when you login into a server that is playing that level.
I will have to have a look at the sourceforge page but it is my understanding of the engine that engine code can not be shared with anyone who hasn’t purchased a license. Even within a private team every seat must have a license so I am not exactly sure how game can be shared with the community so freely (would be nice to get input from an unreal developer on this) but like I said I haven’t really looked at the sourceforge page so I am unsure exactly what is being shared. If the entire game is being developed outside of the engine somehow then I guess it would be possible. As far as modding epic has already commented on elsewhere that the whole reason for the new editors plugin system is to allow for projects exactly like one to provide moddability.
-Edit now looking at the sourceforge page i see it is listed as GPL2. I have seen in these forums Unreal developers state directly that The Unreal Engine 4 Source is expressly NOT compatible with the GPL again I think we need someone from Unreal to comment on this.
The project code is separated 100% from the engine, we dont have any engine sources there, just project source.
but isnt the GPL retroactive through linkage? and isnt the project code linked to the source (whether it is released or not)
To be clear I am not trying to muckrake. I am here as a friend and a very excited one who wants to see project succeed. I am just trying to make sure that all Ts are crossed and Is are dotted for the sake of thing succeeding.
[=shadowscrawl;12296]
but isnt the GPL retroactive through linkage? and isnt the project code linked to the source (whether it is released or not)
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I actually have no idea on that. The source code license is still not known, we arent lawyers, so we dont know wich one is best. At moment it has no license.
Dont worry, i take criticism well, becouse it allows you to become better.
Just added double jump.
[=vblanco;12341]
Just added double jump.
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Great news! Have we got a mapper on CTF-FacingEachOther yet? If not, I have an idea on what we can do.