Source Fanboy xD
Though I have thought of having my mod on UDK instead, I might fiddle with another mod idea I have on the UDK, maybe that will lure me over to port my current mod project as well, currently I'm gonna stick with Source though!
I am messing around with it for experince but since the project that i am working on is for the psp its not realy n option for that.
Besides i like source atm but i still plan to learn mapping in the udk.
Source doesn't require insane system requirements. The minimum amount of RAM recommended for the UDK is 8GB. If that wasn't the case and it ran faster on my machine, I would definitely use it :)
P.S. The UDK takes about 10 minutes to start on my machine!
Serenity622
Serenity622 Nov 13 2009, 8:35pm replied:
Source doesn't require insane system requirements. The minimum amount of RAM recommended for the UDK is 8GB. If that wasn't the case and it ran faster on my machine, I would definitely use it :)
P.S. The UDK takes about 10 minutes to start on my machine!
Actually, the minimum memory required for UDK is 2g but they recommend 8g. I'm running it on 4g and it's working perfectly :)
I'm still on source because I'm used to it and it has everything that I want to work with, so moving to unreal might have a few benefits but for me it would be a waste of time to relearn everything just for that.
That's not to say I didn't try though. The map editor wasn't quite user-friendly enough for me though, and that's a make-or-break deal for me.
This was a valid argument a few years ago, but there are many released (and good) Source mods by now. Sure it's infamous for having droves of noob mods that never get anywhere and die out, but there's plenty of quality stuff being done too.
I personally have a few Source projects to attend to, one of which will take another couple years to finish, so I'll be sticking with Source for now. The release of the UDK certainly has me thinking though, so maybe once my Source modding workload has been lightened a bit in the next year or so I'll start working with that as well.
I've always heard UT3 is a dream to develop for compared to Source, so I'm definitely going to check it out some time. I also think it's really cool that Epic has taken this step, mad respect.
I'm a newb but I think majority of the people that voted "Nope"; made that vote because UDK is not for every game; can you make a real time strategy game with UDK? if yes then I have no idea hehe. Please tell me if yes.
You could, it was done on UE2.0 for UT 99, USkaarji.
I voted no because we have over a year of code already written for NA engine which is in c#. Although, we are making plans for something in the near future...
Nope, although I have been thinking of messing about with it for another mod idea I have... though I really shouldn't!(need to spend more time on my mod or it will never get done lol)
no. Why? I know doom 3 and have access to all the game content with it. Plus if I wanted to release a game I could use one of the id-based GPL engines, or Unity, or any other the others that have a lot less restrictions on what you can do with it.
There are actually very little that can't be done and you can even bring in other engines to do more. Look at Mirrors Edge, it uses UDK and a seperate lighting engine (Berserk Lighting or something?).
Nop. Just not into the UT3 engine. And I've been using the Q3 engine / Source engine for all my life so I'm rather into that. Until UT3 includes a brush based mapping mode, better visuals and a more pleasing style It'll stay that way.
UT3 and UDK both use primarily an additive based brush system now. Which is the same as the Quake games. It previously used subtractive brushes because it was more optimized for indoor environments. But with the advanced lighting and shaders it's more strain for them to use subtractive now.
And the visuals are as good as you want them to be, it's the content that is the limiting factor.
UE3 by default has a good lag system (In comparison to one like source, where blood and bullet holes don't mean jack online, because they are client side). Remember this is a full engine, not a modding DK, so this would be a project with 100% custom content made standalone.
In standard UE3, high pings make you have delay on what you do, but on UDK that can easily be changed by a talented programmer. Even then, all that means is think ahead and aim ahead of your targets, which is a really simple concept then shoot them and it doesn't hit and you don't know why.
Even look at ET mods like TCE, where they added about 5 lag compensation systems to what was massively terrible on ET itself, where even a player with 200 ping could successfully play in a server without people complaining about them lagging and registration being off.
If nope, why?
Are you a dedicated source user fanboy or do you have a better free engine?
Source Fanboy xD
Though I have thought of having my mod on UDK instead, I might fiddle with another mod idea I have on the UDK, maybe that will lure me over to port my current mod project as well, currently I'm gonna stick with Source though!
source fanboy xD
Source Fanboy.... XD because my pc doesn't have a good potential to handle that Graphics, Physics and all that things...
Source all the way for me...
Source ALL THE WAY!
Torque fanboy :P
source ftw
Not yet. Because we're still in the MSUC - which is mod-only contest.
Plus we're only beta releasing at the moment. We hope towards a final release of 1.0 we can have a nice UDK version :).
I am messing around with it for experince but since the project that i am working on is for the psp its not realy n option for that.
Besides i like source atm but i still plan to learn mapping in the udk.
nope because there are several good open source engines which are pretty easy to modify
I hear that!
Currently Source fanboy and now a Unity fanboy as well!
(Unreal is pretty sweet though, we'll have do something with it in the future)
Learning and making everything else on a new engine is a pain the ***.I 100% agree with people who dont want to switch.
source fanboy & i hate learning a new engine right now
low end COM.
I'm still using Game Maker to develop Robo's World 3...
I also have nowhere near the programming skills to use UDK....
But I will try it out!
CryEngine 1 :P Why? I just love FarCry so much ^^(and why changing the engine when i`m already a pr0 in CE1?)
CryEngine rlz!
Better suited free engine. As this engine can't do stuff I want to use ( without getting source access and messing around ).
Source doesn't require insane system requirements. The minimum amount of RAM recommended for the UDK is 8GB. If that wasn't the case and it ran faster on my machine, I would definitely use it :)
P.S. The UDK takes about 10 minutes to start on my machine!
Serenity622
Serenity622 Nov 13 2009, 8:35pm replied:
Source doesn't require insane system requirements. The minimum amount of RAM recommended for the UDK is 8GB. If that wasn't the case and it ran faster on my machine, I would definitely use it :)
P.S. The UDK takes about 10 minutes to start on my machine!
Actually, the minimum memory required for UDK is 2g but they recommend 8g. I'm running it on 4g and it's working perfectly :)
I'm still on source because I'm used to it and it has everything that I want to work with, so moving to unreal might have a few benefits but for me it would be a waste of time to relearn everything just for that.
That's not to say I didn't try though. The map editor wasn't quite user-friendly enough for me though, and that's a make-or-break deal for me.
I was using the unreal editor before, and then switching to unity for a project I'm currently on
but will be going to UDK for future projects.
I like Source Engine...it is the best...For instance check out how many mods created in Source Engine and Unreal Engine...This is my IMHO
Yea, but also check how many are done. theres a difference
This was a valid argument a few years ago, but there are many released (and good) Source mods by now. Sure it's infamous for having droves of noob mods that never get anywhere and die out, but there's plenty of quality stuff being done too.
I personally have a few Source projects to attend to, one of which will take another couple years to finish, so I'll be sticking with Source for now. The release of the UDK certainly has me thinking though, so maybe once my Source modding workload has been lightened a bit in the next year or so I'll start working with that as well.
I've always heard UT3 is a dream to develop for compared to Source, so I'm definitely going to check it out some time. I also think it's really cool that Epic has taken this step, mad respect.
Also look at UT1, UT2k3, UT2k4, and UT3, and then see how many mods there are and that have released one stable version.
I'm a newb but I think majority of the people that voted "Nope"; made that vote because UDK is not for every game; can you make a real time strategy game with UDK? if yes then I have no idea hehe. Please tell me if yes.
You could, it was done on UE2.0 for UT 99, USkaarji.
I voted no because we have over a year of code already written for NA engine which is in c#. Although, we are making plans for something in the near future...
With UDK, you can make any game genre.
If I possessed any modding skill whatsoever, I'm sure would.
I only own Unreal Turnament 1.
And i am big fan of Source.
You don't need to own any unreal games to use UDK FYI.
srsly i though you had to.. kewl then ;D
ok, but if i am makeing a mod to UT, we say just a weapon for single player use, dont I still need to own the game to play it?
And yes i knew that, that all can get their hands on UDK now.
If you making a UT mod then you USE UT. UDK is an ENGINE to make games now to mod other ones.
I mean any UT, "1" 2003 2004 3
Nope, although I have been thinking of messing about with it for another mod idea I have... though I really shouldn't!(need to spend more time on my mod or it will never get done lol)
no. Why? I know doom 3 and have access to all the game content with it. Plus if I wanted to release a game I could use one of the id-based GPL engines, or Unity, or any other the others that have a lot less restrictions on what you can do with it.
What are these restrictions you speak of for UDK?
There are actually very little that can't be done and you can even bring in other engines to do more. Look at Mirrors Edge, it uses UDK and a seperate lighting engine (Berserk Lighting or something?).
It's called BEAST
This might sound embarrasing, but what is UDK? Unidentified Deutch Kolt?
Read the question:
"Will you be switching to UDK now (Unreal Dev Kit)?"
and "Dev" means "Developers" in this context.
I have spent a lot of years learning the source engine and all its aspects. I am not about to drop that to learn UDK.
Why because learning multiple engines is a bad thing?
Nop. Just not into the UT3 engine. And I've been using the Q3 engine / Source engine for all my life so I'm rather into that. Until UT3 includes a brush based mapping mode, better visuals and a more pleasing style It'll stay that way.
UT3 and UDK both use primarily an additive based brush system now. Which is the same as the Quake games. It previously used subtractive brushes because it was more optimized for indoor environments. But with the advanced lighting and shaders it's more strain for them to use subtractive now.
And the visuals are as good as you want them to be, it's the content that is the limiting factor.
I would use it but we just bought the C4 engine. Looks like a awesome engine a lot of teams are switching.
If I'm making multiplayer, I want lag compensation. If I'm making singleplayer, I want an existing story to plug into. So no, not me.
Definitely going to give it a whirl though: if nothing else, it's good practice for potential industry work. :-)
UE3 by default has a good lag system (In comparison to one like source, where blood and bullet holes don't mean jack online, because they are client side). Remember this is a full engine, not a modding DK, so this would be a project with 100% custom content made standalone.
In standard UE3, high pings make you have delay on what you do, but on UDK that can easily be changed by a talented programmer. Even then, all that means is think ahead and aim ahead of your targets, which is a really simple concept then shoot them and it doesn't hit and you don't know why.
Even look at ET mods like TCE, where they added about 5 lag compensation systems to what was massively terrible on ET itself, where even a player with 200 ping could successfully play in a server without people complaining about them lagging and registration being off.
The fact remains that Source lag compensates and Unreal does not.
I don't really understand your second and third paragraphs.