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Unreal Tournament 3 (xbox 360) | Locked | |
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Jul 5 2008 Anchor | |
Does the new Ut3 on 360 support mods aswell as the ps3 or not ?? |
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Jul 5 2008 Anchor | |
Last I heard, Microsoft were still saying no to XBox UT3 mods. -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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Jul 5 2008 Anchor | ||
Nope, no mods. That's why the PC and PS3 version will always be superior. -- "He who fights with monsters might take care lest he thereby become a monster." |
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Jul 5 2008 Anchor | |
No mods will arrive on the 360 in any form. Epic have expressed interest to port MSUC content across, but MS have not yet agreed to anything. |
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Jul 6 2008 Anchor | |
What's the MSs problem? --
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Jul 6 2008 Anchor | |
It's partly a fear that there would be another Hot Coffee incident, and partly a fear that good mods would make people spend less on XBox Live Arcade. Arguably Sony would have done the same if they weren't desperate for anything that gives the PS3 an edge over it' rival. -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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Jul 6 2008 Anchor | |
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Jul 7 2008 Anchor | |
The Ps3's mod support is pretty much a hack anyway. I get the feeling Epic just bypassed Sony's restrictive licensing and security sneakily. |
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Jul 7 2008 Anchor | ||
False. Epic required code by Sony to convert the mods to the correct format on the PS3, so they had to go through a lot of licensing work with the company. There were no bypasses or "hacks". Edited by: Karuto |
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Jul 7 2008 Anchor | |
The proprietary tools required to convert to Ps3 formats aren't open to Ps3 UT3 mod developers. Mod developers, as an example, can't include any audio on the Ps3, because of Sony's proprietary formats. The level and mesh formats however are not proprietary to Sony, and texture formats are generic. There's not a lot of code required at all to make minor adjustments to a few configuration files. Some people have managed to do it manually. This is why you have to download mods to an external storage device, why you have to 'cook' it to a specific file name, why you can only have one mod in use at a time, and why mod developers are harshly limited to what they can include. "Userdata.jam" is just a quick hack. |
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Jul 7 2008 Anchor | |
I feel the truth is somewhere in between. My guess is Sony said yes to Mod support, but didn't want to offer much in the way of actual help with the implementation. Basically, saying "Sure you can do it if you handle all the details". At the end of the day PC's are built for extensibility, consoles aren't. Even official downloads for console games are limited and painful to implement compared to doing a PC expansion. It's quite impressive they've got user mods working on a console to the extent they have -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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Jul 7 2008 Anchor | |
I'm not disagreeing with that; moreover that's kind of the impression I have. Sony were not willing to allow distribution of anything relating to proprietary formats; but were williing for mods to transfer across so long as Epic provided the means and the solution. Unfortunately, the result is a very half baked solution. The potential was there to do a lot more, but it kind of got stomped on before it could properly gestate. |
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