can anyone (like a pre-dev) tell me what is the estimated system demand of this game. one reason i liked scpt cause it was just so advanced yet my system ran it with ease. so here is my opinion
same demand of scpt - good
demand of scda - id rather not make my comp commit suicide
We are going to be using the Unreal 3 engine from Unreal Tournament 2007 as a base to build the game so whatever requirements are necessary to run that game should potentially cover Project Stealth. Obviously since the game isn't out yet and we don't have the Unreal 3 engine we can't say for sure if there are going to be more or less requirements needed.
But! If one were to take everything that ha been said at face value Unreal 3 should be very very scaleable, being able to run prettier than ut2004 at the same spec.
Whereas SCDA is working on a bastardised unreal "2.sumit"
I only wonder if the cpu might be too high for all the single core users, used properly a quad core is simply 4 times faster, thats a big deal in a world where cpu development slowed to a snails pace over the last few years. I think thats why some people are so angry at SCDA, it takes a £1000 pc just to play the damn game at a decent res and quality, just not atceptable.
\rant
Whereas HL2 ep 1 runs on my girlfriends 5 year old pc (as long as i use an older set of drivers, 5700fx wont work with the newer ones, but thats a hardware issue :) ) and not just runs either, its pretty and smooth.
Crap, even the system resource hulk which is Battlefield 2 runs on her pc, but SCDA wont even boot due to the shader requirements, and even if it did? My experience on my PC (i played the demo full game any better?) was rediculous.
/rant
I don't know that Unreal is as scaleable as HL2. I'm not a fan of Unreal but I played Unreal2 back when my computer was at it's prime and it had unplayable framerates.
A quad core doesn't mean 4 times faster. Everything is multi-cored these days so we can stop wasting CPU cycles while waiting for a fetch command. And we all agree that DA's requirements are way too high.
Anyways, here are the system requirements (http://www.roboblitz.com/HTML_SITE/support/support.shtml#system_requirements) for RoboBlitz which uses the Unreal3 engine. But I wouldn't worry about system requirements now. We have a long time to wait, I'm estimating this won't come out until next year's olympics (UT3 holiday release, Feb SDK and everyone's "busy" until summer) so you'll have plently of time to get a new computer by then.
ON that note, I was reading about the unreal engine if I could pick up some quick programming abilities. (doesnt' seem like I can) I used to be quite good at picking up things, however it seems that I am a jack of all trades. I can do most things slightly above average yet excell at nothing. Rather annoying if I do say so myself.
Anyway, i was reading and as I understand, we will be making a total conversion with the UT2007. Meaning it'll be a totally new game, but will still require UT2007 to run. Otherwise, we'll need liscencing and that's uhm a lot of money. BUt again, my knowledge isn't the greatest and maybe i need to understand more.
isn't frvge rich? ;D
Uh no. :'(
Make it good enough and turn it into Red Orchestra style sucsess :)
rec orchestra is complete pwnage. CC pwnz u all (my clan)
Quote from: Daybreak on March 12, 2007, 05:44:34 PM
ON that note, I was reading about the unreal engine if I could pick up some quick programming abilities. (doesnt' seem like I can) I used to be quite good at picking up things, however it seems that I am a jack of all trades. I can do most things slightly above average yet excell at nothing. Rather annoying if I do say so myself.
Anyway, i was reading and as I understand, we will be making a total conversion with the UT2007. Meaning it'll be a totally new game, but will still require UT2007 to run. Otherwise, we'll need liscencing and that's uhm a lot of money. BUt again, my knowledge isn't the greatest and maybe i need to understand more.
PM me with any questions. I suspect that this will be the thinking of 90% of our programming team. We so need a programming forum.
When people say TC, they are usually wow'ed by the replacement of art and minor changes to gameplay that TC aren't actually total. Replace all the graphics with cubes and you'll see that all they did was minor stuff like "it's hurts more", "it's invisible now", "it's called ____ now" or "it flies!" even though it plays like a completely different game(because real commercial games don't differ from each other that much these days anyway). So with a bunch of mods like this, it's hard to actually judge how much flexibility an engine provides. And that's why mods suck. That and limiting our target audience to people who want lots of action with little thinking and teamwork(UT3!).
But isn't that what we are doing. A complete TC of the Unreal format. I mean look at RedOchestra, it looks nothing like UnrealTournament. So it is in essence what we are doing, however we will still need Unreal Tournament to run the game, just like Red Orchestra.
So our Project Stealth Mod, which will need an official game Name, will work the same way. Atleast that's how I understand it, and the only way which we won't be running into EULA problems.
We already know that Splinter Cell uses the unreal engine, it's just heavily modified as I recall. Perhaps we can copy paste the parts we need into it to create our mod. Probably not that easy or possible, but I'm just trying to save us some time as it may be quite painful to translate.
My point was that TCs are usually 90% replacing models and 99% of the coding is about setting settings not coding new things.
And also, let me repeat this again because people never seem to tire of hearing it, the engine people use have little effect on a team with a multi-million dollar budget and it's even more pointless to compare it with a prospect of making a mod because with engine licences you can do anything(software doesn't have limits) and mods, you can do anything they let you but no more (and they take months deciding what you can and can't do). And mod teams only have a budget of commitment and effort which is a lot harder to get than money.
If the coding isn't possible with the TC-'license', then we can always try an open source engine.
Okay. so, don't take this the wrong way cause i'm learning, but from what you are describing me I don't see how we can make this game without getting a liscence of somesort. Especially if we use the Unreal 3 engine. Simply because if we did, we would have to re-code some things such as our spies being able to climb and grapple.
As I said, i'm completely new to this whole "Game Making" business. And seeing as how we would like to use the Unreal Engine, I'm having difficulty understanding how we are acutally going to make our game to do the right stuff. As you said, with a mod we are limited. I am not sure how limited though, and my question is; are we going to run into a problem when we decide to make this game?
I'm just trying to think ahead before we do more work than needed, otherwise, it could be hopeless. I'm just trying to understand.
PS. It took me almost an hour to understand why area codes were needed. Simple things blow my mind.
Area codes for what? Registration here? Or for getting a license on UE3?
lol Telephones.
Ah. You=nooooob. ;D I wont tell you my list of 'silly things that are plain obvious but which I understood way too late'. It'd take some time. ::)
Quote from: Overstatement on March 13, 2007, 09:08:53 PM
My point was that TCs are usually 90% replacing models and 99% of the coding is about setting settings not coding new things.
And also, let me repeat this again because people never seem to tire of hearing it, the engine people use have little effect on a team with a multi-million dollar budget and it's even more pointless to compare it with a prospect of making a mod because with engine licences you can do anything(software doesn't have limits) and mods, you can do anything they let you but no more (and they take months deciding what you can and can't do). And mod teams only have a budget of commitment and effort which is a lot harder to get than money.
If we were talking about Ubisoft releasing an editor, then we can accurately say that they strip down the development software.
Epic Games, however, releases the Editor they used. Furthermore, they modify it some to allow for easier understanding of certain things. The only thing they probably won't give you is the Engine Source code (like the c++ stuff), but they do let you compile and decompile their Unreal scripts.
Unreal 3 will be no different from Epic Games. In fact, this time around there is talk about the possibility of Epic Games allowing for good MODS for the game to be distributed and even sold over the Xbox Live marketplace and PlayStation 3 online.
Quote from: frvge on March 13, 2007, 10:10:31 PM
If the coding isn't possible with the TC-'license', then we can always try an open source engine.
By licenses, I meant paying a hundred thousand dollars to use the engine. Tcs are mods which are free.
Quote from: Daybreak on March 13, 2007, 11:12:10 PM
Okay. so, don't take this the wrong way cause i'm learning, but from what you are describing me I don't see how we can make this game without getting a liscence of somesort. Especially if we use the Unreal 3 engine. Simply because if we did, we would have to re-code some things such as our spies being able to climb and grapple.
As I said, i'm completely new to this whole "Game Making" business. And seeing as how we would like to use the Unreal Engine, I'm having difficulty understanding how we are acutally going to make our game to do the right stuff. As you said, with a mod we are limited. I am not sure how limited though, and my question is; are we going to run into a problem when we decide to make this game?
I'm just trying to think ahead before we do more work than needed, otherwise, it could be hopeless. I'm just trying to understand.
PS. It took me almost an hour to understand why area codes were needed. Simple things blow my mind.
I'm not saying we can or can't do it. I'm saying there is a fog of war around the engine and the only way to reveal it is to find a mod that exploits it fully. But since most mods don't do much in coding, you know, fog of war. (I thought a game reference might be eaiser you to understand.)
And I'm not talking about anything but coding. Not talking about the editor or animations or any art.
Is there a secret to area codes?
Edit:And also, we are effectively limiting our audience to a bunch of bunnyjumping UT3 players who will spend more time downloading the mod than giving it a chance.
So is it possible to begin experimenting with the UT4 Unreal Editor? I mean technically if we could do it there we'd be able to do it in for Unreal 3. But then why haven't other people done it already?
And by experimenting i'm not talking about the level design, i mean character animation and things like that. Maybe it's my inexperience that's making this difficult but, wouldn't it be easier to start now and then port it over to the Unreal 3?
Well, I'm not talking about all that stuff but there is at least one person on the team already trying to convert a CT map to UR3.