The Unreal Tournament 3 Developers Group is for teams that have chosen Epic's new Unreal game to base their mod on.
Download the award-winning FPS/RTS hybrid today!
This FPS/RTS hybrid will be having its biggest release ever next week!
Wow... It's been literally a year since we've posted anything on this page and today's the day I explain why. Before you ask, no the project isn't dead...
Renegade X is a multiplayer Tactical Shooter based on the Command & Conquer universe. It is a standalone indie game that can be downloaded for absolutely...
Come and get it! Renegade X is a First/Third Person Shooter with RTS elements.
Unreal Sucks, Source for life.
Source will die soon, There are still coming mods for Source but Source doesn't have the "next-gen" power, except for the face animations.
They are both as good as each other.
you should really just look at any game that isn't branded by EA and think, Least the Gameplay is good.
Something EA can't live up to giving.
sort of like Crysis in a way, It looks great really, outstanding, but it's gameplay is rather dull.
Not to mention source's *fantastic* asset pipeline compared to unreal's drag and drop...
By popular request, I have added some more tutorials and downloads (pending authorisation);
Doh! Stupid automatic link parser. The first is for downloads, the second for tutorials.
Yes porting it over to UT3 seems to be a wise choice, there are many questions I have with UT3, there is an option for either additive or subtractive modes, my question is why? which gives better performance gains? I know that as I delve into the editor many of these questions will be answered and you are right there does seem to be quite a few similarities, I guess I'll learn as I go along.
Some mappers are more familiar with an additive environment, and some are more familiar with subtractive.
Besides the preference of mappers, there's also the distinct advantages that both provide. If you're creating a map that consists of indoor corridors and rooms, then you'll take a subtractive route, and cut everything out to fit the shapes of your environment, because that's the quickest and easiest way.
If you're going to make an outdoor map however, it's much easier to use additive techniques, and just add your terrain, and add everything else over the top of that, before putting in a skydome and leaving it at that :)
Thank you, that was my suspicion.
I know that it may be odd to think about developing a mod with multiple engines, but this seems to be my case right now. I love the UT2004 engine, and I am interested in Open Source engines too, yet UnReal III, is looking real sweet right now. All I have to do is learn some of its secrets.
There aren't really that many secrets - UT3 is fairly similar to UT2k4. I like what you've been doing in 2004 so far. Are you considering porting it across to UT3?
If that's what he decides to do it'll make my job both easier and harder at the same time :P
You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.
2000 characters limit; HTML formatting and smileys are not supported - text only
Promote Unreal Tournament 3 Mod Developers on your homepage or blog by selecting a button and using the embed code provided (more).