Everyone wants UT4, what if we create our own?

[=DatMiyamoto;19879]
Is there a way to input size on meshes or do you just have to scale. Also is it better for levels for to be build in bsp or mesh
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Always build BSP first. Once your level is blocked out you can just change all your BSP into static meshes.

how :open_mouth: I thought I would have to go in an replace them one by one with meshes XD or is that what you mean :slight_smile:

[=DatMiyamoto;19918]
how :open_mouth: I thought I would have to go in an replace them one by one with meshes XD or is that what you mean :slight_smile:
[/]

No. Simply select your BSP cut, a wall for example, and in the details panel you can select “Create Static Mesh”. Once your mesh is created you can then turn it into a blocking volume.

[=LocknLoad;20088]
No. Simply select your BSP cut, a wall for example, and in the details panel you can select “Create Static Mesh”. Once your mesh is created you can then turn it into a blocking volume.
[/]

What is a blocking volume? EDIT oh nvm it’s just for collisions right?

[=DatMiyamoto;20105]
What is a blocking volume? EDIT oh nvm it’s just for collisions right?
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Yup. Also for making invisible walls.

after converting to a mesh my lighting doesn’t work D:

[=DatMiyamoto;20131]
after converting to a mesh my lighting doesn’t work D:
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With mesh selected. In details panel, scroll down to lighting section. Check mark Overriden Light map res.

[=LocknLoad;20134]
With mesh selected. In details panel, scroll down to lighting section. Check mark Overriden Light map res.
[/]

I did, it just fixes it until i build again

Curious if you guys think we should move the discussion over HERE. Jamie has set up a nice forum over there.

[=M^uL;20240]
Curious if you guys think we should move the discussion over HERE. Jamie has set up a nice forum over there.
[/]

If someone went through the trouble I say we should but someone should still check in on one for new people wanting to join the team who maybe don’t know about that one :slight_smile:

[=;19783]
Just going to stop you right there and say that I really, REALLY like “Ninjas in the engine room”. Great stuff, hope to see you on the team :slight_smile: (Assuming you’re wanting a part of it, that is).
[/]

Thank you very much, that means a lot! And yea, I’d love to be on the team, that is if music and very basic engine knowledge make me qualified enough. Still working on that demo bit.

Every project needs music Luny. :slight_smile:

[=LunyAlex;20258]
Thank you very much, that means a lot! And yea, I’d love to be on the team, that is if music and very basic engine knowledge make me qualified enough. Still working on that demo bit.
[/]

I’d say you’re signed up. :slight_smile:

Low poly maps and ut2k3 movement? Say it ain’t so!

[=Meeker;20602]
Low poly maps and ut2k3 movement? Say it ain’t so!
[/]

Just because we are using low poly doesn’t mean will have to, once the base game is setup the community will be able to make maps as high or low poly as they want.

[=Meeker;20602]
Low poly maps and ut2k3 movement? Say it ain’t so!
[/]

We’ll just have to wait and see how it turns out. It might be possible at some point to have mutators that allow for different movement.

I will say that your comment is probably one of the reasons that Epic is not making a new UT. They can’t win basically. Since there are 3 different movement types in UT99, UT2K4, and UT3 there are at least 2 groups that won’t ever be satisfied.

Even though I started with UT99 on day one, I would prefer UT3 movement…:smiley:

I think UT3 movement would be the worst way to go. It is after all the one game in the whole series that basically bombed.

-EDIT-

In an effort to be more constructive with post let me add that I personally disliked UT3s movement as It seemed like I felt too heavy if that makes sense, IMHO UT2004 had the best movement (But as previously stated that is entirely subjective and as far as I am concerned I think the movement style should configurable in game and left up to host of an individual server)

License

Hi ,

I basically only registered to tell you the following. I think project is a great idea and many thanks to all people involved. I have no experience with unreal technology, but with creating (spare time) games in C++ with Ogre3D and modding Duke Nukem 3D (long ago). However, I’m traveling atm for at least 3 more months so it would be a while before I could start getting involved.

Whatever, what I want to say is this: please consider and discuss the licenses for code and art early, that means now.

Changing the license later can be very hard to impossible ( that ever committed anything must agree). And the license can have big implications for the future of the project.

E.g. I normally only support projects with very liberal licenses (e.g. MIT, CC0, CC-BY). That is because if I provide code I want to be able to use that code in my own (potentially closed source) projects too. E.g. if I add new features to the character controller I want to be able to use that in my own work too, that is hard if I cannot use a single line of the rest of the character controller code because it is GPL licensed.

Of course there are very different opinions about that. There are people that will only support the project if it is GPL licensed. And the opposite people, and those that don’t care.

The same for art work. Would be cool if the license would be clear.

I have seen many projects getting problems if the license is not agreed on in the beginning:

  • All coders providing their work free to use for anything (MIT) and then in the end many artists insisting on adding “not for redistribution” to their stuff.
  • Some artists gathered to improve something completely open (CC0) with the original lead designer, only to have 2 of them in the end insist on “non-commercial”. All other members of the team assumed the work would be CC0 again, but it did not help. So the result is a custom license for the new iteration. That project is now basically dead, because nobody wants to continue work on their result because of the license, and redoing their work seems crazy.
  • Some projects changed license, e.g. from LGPL to MIT. can be a huge effort as said. But it often brings more people to the project, those who would not have considered it before because of the viral nature of GPL/LGPL.

I would prefer MIT and CC0 or CC-BY with an “unreal engine exception”: code is licensed under MIT license (add link) and the art content under CC0 (add link), with the additional exception that the usage must not violate the Unreal Engine 4 EULA (add link).

Of course then theoretically people could take the work and sell it on steam/turbo squid. But how many would? How successful would it be if the same thing is available for free? [Edit: And even with GPL they could do that, they just have to provide a link to the source to the buyers, e.g. hidden somewhere in the credits.]

I’m very happy when people use my stuff in their projects, I’m proud of it. That’s the power of open source, it’s a give and take.

I have no problem with people having a different opinion, but the license should be made clear for code and art and it should be discussed as early as possible.

[=Tarantula;20860]
Hi ,

I basically only registered to tell you the following. I think project is a great idea and many thanks to all people involved. I have no experience with unreal technology, but with creating (spare time) games in C++ with Ogre3D and modding Duke Nukem 3D (long ago). However, I’m traveling atm for at least 3 more months so it would be a while before I could start getting involved.

Whatever, what I want to say is this: please consider and discuss the licenses for code and art early, that means now.

Changing the license later can be very hard to impossible ( that ever committed anything must agree). And the license can have big implications for the future of the project.

E.g. I normally only support projects with very liberal licenses (e.g. MIT, CC0, CC-BY). That is because if I provide code I want to be able to use that code in my own (potentially closed source) projects too. E.g. if I add new features to the character controller I want to be able to use that in my own work too, that is hard if I cannot use a single line of the rest of the character controller code because it is GPL licensed.

Of course there are very different opinions about that. There are people that will only support the project if it is GPL licensed. And the opposite people, and those that don’t care.

The same for art work. Would be cool if the license would be clear.

I have seen many projects getting problems if the license is not agreed on in the beginning:

  • All coders providing their work free to use for anything (MIT) and then in the end many artists insisting on adding “not for redistribution” to their stuff.
  • Some artists gathered to improve something completely open (CC0) with the original lead designer, only to have 2 of them in the end insist on “non-commercial”. All other members of the team assumed the work would be CC0 again, but it did not help. So the result is a custom license for the new iteration. That project is now basically dead, because nobody wants to continue work on their result because of the license, and redoing their work seems crazy.
  • Some projects changed license, e.g. from LGPL to MIT. can be a huge effort as said. But it often brings more people to the project, those who would not have considered it before because of the viral nature of GPL/LGPL.

I would prefer MIT and CC0 or CC-BY with an “unreal engine exception”: code is licensed under MIT license (add link) and the art content under CC0 (add link), with the additional exception that the usage must not violate the Unreal Engine 4 EULA (add link).

Of course then theoretically people could take the work and sell it on steam/turbo squid. But how many would? How successful would it be if the same thing is available for free? [Edit: And even with GPL they could do that, they just have to provide a link to the source to the buyers, e.g. hidden somewhere in the credits.]

I’m very happy when people use my stuff in their projects, I’m proud of it. That’s the power of open source, it’s a give and take.

I have no problem with people having a different opinion, but the license should be made clear for code and art and it should be discussed as early as possible.
[/]

I completely agree with you I would like to know as well

[=M^uL;20823]
We’ll just have to wait and see how it turns out. It might be possible at some point to have mutators that allow for different movement.

I will say that your comment is probably one of the reasons that Epic is not making a new UT. They can’t win basically. Since there are 3 different movement types in UT99, UT2K4, and UT3 there are at least 2 groups that won’t ever be satisfied.

Even though I started with UT99 on day one, I would prefer UT3 movement…:smiley:
[/]

Yeah, you’re right on that one (the no new UT thing). I actually didn’t really mind the movement in 2k3/4 or 3, but UT’99 will always be the golden standard for me. In part because of the amount of fun I had, the friends I made, and the clans we destroyed in tourneys, and because Unreal and UT are the games that got me into level design.