Unreal offers a complete world for you to roam -- a world of incredible beauty and realism with the most detailed environments ever to grace your PC screen. In one seamless flowing world, race across vast outdoor and indoor environments, enter enchanting cities, mysterious temples, glittering mines, shattered ships, and crystal clear waters. Unreal delivers this cutting-edge realism on computers using a Pentium 166 or higher. And for those of you lucky enough to have a Pentium II, MMX technology or a video accelerator, the Unreal realms will become your reality.

Not that it’ll be easy: with Unreal's array of fierce new fully polygonal enemies stalking your every move, it’ll be a struggle just to survive. You’ll have some help, of course: with an arsenal of incredible new weapons at your disposal, you should at least have a fighting chance against the Skaarj and their allies. But with over 300 frames of animation apiece, and monster AI (that's Artificial Intelligence to you) from Steve ("ReaperBot") Polge, your adversaries will be smarter, meaner, and more alive than any you’ve ever faced. Which means that just when you think you've got them beat, they'll retreat, team up, and take you out later.

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Hello everyone.

Once again, we invite you to check on our progress with the porting of Zeitgeist from SOURCE engine to Unreal Engine 4.

As a rule of thumb, we're planning to give you an update at least every month, and we'll also show you more about the technical side of Zeitgeist; less bling-bling, more substantial stuff, in an attempt to let you in on the issues and challenges we're facing.

So, first of all, some stats.

In the past month, we have created or converted:

  • 92 props ("3D models", mostly architecture and vehicles)
  • 720 texture maps (including diffuse, AO, roughness, normal maps)
  • One scenario area ("Rialto & Fondaco Dei Tedeschi").
  • several complex materials (like the water material using physical waves, also known as "Gerstner-Waves").

You can look at the results in this video:



Objects inside the canals will be affected by waves, and both the amplitude and wave length can be easily set (thanks to the "Physical Ocean / Buoyancy Project" guys over @ UE4 Wiki).

Furthermore, we've overcome a number of challenges related to UE4, one of them being the requirement of using lightmap UVs, something that wasn't necessary in the days of BSP-based SOURCE engine.

Luckily, our strategist and nifty-program-finder Nauz found a program called "iPackThat", which we can't praise enough and which enabled us to save drastic amounts of time, automatically packing our lightmap UVs more efficiantly.

3dsmaxsolution


ipackthatsolution


With those problems out of the way, we moved on to redo most of our old textures and create the (heavily WIP) environment you can see in our screenshots.

As a matter of fact, we were able to obtain dozens of useful SketchUp files we can now use as references to speed up our work on the Venice scenario, so we're making decent progress - and we're starting to really, -really- fall in love with UE4.

So, what are the next steps?

While we're still fleshing out the Venice scenario which will be featured in our prologue, we're continuing to try to find investors and create a budget. The next steps towards this goal include:

- Moving over to IndieDB as we are technically no longer "modding" any game.
- Recruiting more personnel for our team (especially for character modeling and animation).

Let me spare you further reading and finish this update with a number of screenshots (keep in mind the extremely early nature of these images).

So long, and thank you for your ongoing trust and patience!

venice screenshot04 1

venice screenshot05 1

venice screenshot06 1

venice screenshot07 1

venice screenshot08 1

P.S.: we'll upload larger versions of the screenshots seperately.

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Comments  (0 - 10 of 21)
Terrifying
Terrifying

For those interested; the official Unreal homepage October 18, 1996
Web.archive.org

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bloodshot12
bloodshot12

Amazing game. Such atmosphere. The music gives me chills.

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SamVision
SamVision

This game was truly unreal.

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Kyou.
Kyou.

still sells in new zealand for 20bucks ea and minihendrix gets Unreal UT99 and ut2k4 for 2.18 pfft thats 60bucks all up for me :|

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shroomman
shroomman

This game is fun!
Best thing is that it even runs on PII, so its no problem to establish an home network.
lots of maps and other stuff you can get for this game!

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leilei
leilei

considering the PII was the hottest thing in existence at the time of its release it'd be a crime to NOT get Unreal working on the PII.

It does work okay on a P166MMX though, but the difference between a Pentium and Pentium II is night and day, especially with a 3d card it literally slaughters a Pentium that's also equipped with a 3d card.

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ShadowFear
ShadowFear

MAY 22ND! MAY 22ND! FIX THE DAMN RELEASE DATE!

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kijiki
kijiki

(buried)

Hoooorible graphics, but this is the best game of its time.

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Iceelite
Iceelite

thats cuz this game used 1998 technology

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MasterChief117
MasterChief117

OH MY GOSH!
THIS IS OLD.
GOOD GRAPHICS, THOUGH.IT WAS ACTUALLY ORIGINALLY MADE IN 1995.

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1PlayerD
1PlayerD

it was started in 1995,look at the tech demo,if it was released in 1995 it would of looked like that.

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DaveW
DaveW

That's not quite true. Development on the engine started around 1995.

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Shadow-Marine
Shadow-Marine

LOL it all started in a small garage and turned out to be a very powerful engine

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1PlayerD
1PlayerD

lol like myst

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Highest Rated (3 agree) 9/10

Truly a masterpiece.

Sep 14 2010 by asvigny

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