Hi guys, i'm Boker, yesterday one guys of the ex-team posted an article where he said about " the project is dead". Okay, i was the leader, so i going to continue the Mod, alone(or not), so the Mod is still alive, at the moment i'm working alone with some help of a friend.
So since now, i'm making the project alone, the team was disolved for some reasons.
I'm working now too with Unreal 4(Free engine) and the quality and tools are much better than Source, i could do it more easy on Unreal 4 the Mod, remember, anyways is free, but you guys are the fans like me and you must take the choice.
It's time to choose Mr. Freeman, Source, or Unreal.
Thanks.
Boker.
unreal
Source.
I think that i could make a comparassion vídeo, if you want guys. ;)
It's a great idea!
The biggest problem in why the Beta well, stayed as only the beta was because source couldn't handle it. And I know the version they were using was a jury rigged Half-life 1 Gearbox engine at the time but I believe source has it's limits. Unless you have a source code for the source engine I don't think you can do much with just the community SDK releases if you're going to add so many assets into such a mod. Not only that. But we would have less loading screens in Unreal because we could have the maps as big as we want. The only need to keep them down to a reasonable size would be for performance reasons. But other then the fact that not everyone can run a smooth 200 fps on a map the size of Afghanistan from Metal Gear Solid V, all you need to do with the unreal engine... is start completely over from scratch....
I don't know if you know some tools on U4, i can export vmf to Unreal(i'm not talking about port, i would use the mal base to make the best posible).
And don't worry about loadings times.
That'd be great, thanks. It might be a bit of a betrayal to Source, but I'm certainly interested to see how it goes on Unreal tech.
Good to see the project's still alive and kicking.
Yeah, when you say alive, you mean just boker and his 'friend' working on it.
*shrug* It's more than what we had yesterday, since the post concerning RtB's death was taken down.
What's happening with the team's response to this? You've mentioned below that you're a developer and this wasn't discussed. We're in uncertain times it seems.
As long as the mod is ALIVE, I don't really care about if it is going to be in UE4 or Source. However, if things are going to be easier for you, and it is gonna save your time working with UE4; then definitely UE4 should be the choice in my honest opinion. Thank you so much by the way. You just made my day with this good news!
Source.
Unreal
Source.
Ultimately, the tools you use to make the mod are of greater consequence to you than they are to us. If you can do in Unreal what you can do in Source, only easier and faster (and prettier), then I'd say go for it.
Whatever you feel most comfortable using for this project is going to be your best option, especially since your resources are limited now.
Yes, for me Unreal is more easier and faster, export/import tools, models polys, quality, all this things and more, is more easy on U4(for me).
Oof, that's a tough decision... my nostalgia says Source, but my curiosity says Unreal. Though, if it's as easy as you say it may be, I'm curious to see what Half Life 2 would've looked like on Unreal, so I vote Unreal Engine
I going to make a comparassion vídeo ;).
To keep it consistent I would go with Source.
Unreal
Source please!
Can't wait to be honest so source
Boker, what are you doing? you have not discussed this with the team! (im a developer btw). Remove the post immediately!
As much as I love the Source engine, I would love to see it in Unreal.
it seems like there's a lot of inter-conflict in the dev team right now
Unreal