Main Menu

Breaking the mold

Started by Vega, November 28, 2006, 06:25:39 PM

Previous topic - Next topic

goodkebab

overStatement.....we had 2 programmers on the team from the very beginning.  But because we decided to use the UR engine 3.0, we wont commit to more programmers until we can get our hands on UT 2007.

I personally want the best we can get, but other people also want to have team oriented people to work with....which is why we havenot commited yet.


HeyBlinkin.

Does this mean that the players will have to purchase UT2007 to play the game you guys want to create?  Or will it come as a standalone free download?

frvge

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Overstatement

Quote from: goodkebab on December 02, 2006, 12:06:34 PM
overStatement.....we had 2 programmers on the team from the very beginning.  But because we decided to use the UR engine 3.0, we wont commit to more programmers until we can get our hands on UT 2007.

I personally want the best we can get, but other people also want to have team oriented people to work with....which is why we havenot commited yet.

Can you make this guy make a new thread, explaining the reasons behind the choice? I don't want to hijack this thread.

goodkebab

It was stated a couple weeks back...

http://projectstealth.splintercellnetwork.com/index.php?topic=116.0

If you have any questions, feel free to PM me.

Aj

How can it be a stand-alone game if it's based on UT2k7?

VaNilla

It will just use the engine, so you dont need the game ;) Unless you want to make maps for it etc.

goodkebab

hmmmm.....


To play the game, you would need UT2007 installed.  The engine will look for the UT2007 liscense.


I will presume once the crack for UT2007 comes out that this can be circumvented.  Also, I am not sure of this,  but I am guessing we cannot distribute our game anyways without someone first installing UT?




goodkebab

At first we wanted to be independant and so discussed existing engines that were for free.   I then asked my coworkers of what they thought of using the engines we liked.   They were of the opinion it would take an unreasonable amount of time for EXPERIENCED programmers to be able to do what we are trying to do.

I just recently spoke with a liscensed user for the UR engine 3.0 and said we could easily do a total conversion mod with a team of 4-5 in 3-4 months.   I expect the time to double for us because we dont have a many people committed full time.

I have also proposed that we do a complete port of UMP and CT maps so that we can have a ton of content that the fans absolutely love.  That way we can split our more experienced guys to creating original content while keeping the rest of the team creating quality content.  We will have to be careful with how UBI treats us regarding that.  We might have to distribute the ported maps as a seperate extension pack to avoid getting shut down.  We may also have to change some textures in order to avoid the casual observer.

Aj

Even if we port some of the CT and UMP maps, we can't use ANY textures or objects or anything ripped from CT or PT or any Ubi game.  They would definately shut us down if we did that.

Overstatement

This is how moding works. Most closed-source games (I've seen Doom3 and Farcry do this) is the .exe file contains the engine and a DLL (usually called game.dll) is where the game code is. When/if the SDK comes out, they release the source code for the DLL, interface header files (so you can use parts of the engine without actually seeing how they work) and model exporters. How the game code works is that engine calls different functions at certain events (game start/end, level load/unload, player join/quit) and the game code does whatever in response. Everyone knows you can't play an online game without a cd-key and some games will check the .exe for cracks on connect.

I don't understand this porting maps idea. Either you mean the Unreal editor can import CT maps and export it as a UR map or just manually recreating which you can do in any engine. What extention are CT maps anyway?

And Goodkebab, ask them why it would be so much easier. Is it because the engine is easier to use or because there is already game code there so we would only have to modify some of it?

Told you we should have made a new thread....

HeyBlinkin.

I think that having UT2007 installed a mandatory condition will severely cut down the player base, although I'm just speculating.  I mean, that would involve dling UT2007 (what will be the filesize?) and then cracking it... I guess I'm just not used to pirating games :/

Aj

I highly advise that we don't promote pirating of any games on here, or anywhere associated with PS.

goodkebab

who says we are Aj?

Anyways,  we can port the PT-CT maps with the tools UBI gave us.  The editor allows us to export the objects into DXF i believe (or some other format)  that allows us to edit it in any standard modelling app.

This is a grey area AJ.  because UBI gave us the content to be modded in the first place.  They gave us the tools to do it with the full conscioussness that people would use and change original content.

Here is the limitation....we cannot sell the content or take credit for it.

For safety we will release these maps as a separate extension pack.  That way UBI wont be able to force us not to distribute our game...but they cannot stop the distribution of the extension pack anyways.