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Thread: Red Orchestra: Heroes of Stalingrad

  1. #21
    If you want to make a UT clone, yes. Otherwise no. I would really like to know where you get your info, otherwise it's just being cocky.
    Click here
    Spoiler:

  2. #22
    What info?
    I make this stuff up!

    Most games made with UT are UT clones.

    America's Army, Red Orchestra, Ravenshield, they are just mods.

    Red Orchestra won the UT modding competition. That's how it won it's lisence.
    It's a mod. You can call it a "development" if you like. But UT developments are just mods. The game engine is developed almost exclusively at Epic. You could develop it further yourself, and I'm sure people have, but most don't.
    They just use the modding tools and SDK provided with UT.

    It's a stock game engine. Every game made on it is a UT mod. That's all.
    Last edited by Baff1; May 21 2009 at 17:53.

  3. #23
    Master Sergeant SgtH3nry3's Avatar
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    Quote Originally Posted by Baff1 View Post
    I think your right, there is a lot to master too.
    Having to build a box for the inside wall and another for the outside wall. What a tedious pain.
    Also having to place plenty of LOS breaks and AI tracks and nodes. (Alhough it does make for very multiplayer compliant maps).
    You must be talking about Unreal Engine 2.5 development tools. Which use substractive mapping instead of Unreal Engine 3.x development tools which use additive mapping like most other SDKs.

    I don't think there is much UT-code left in these games. The whole ballistics system of Red Orchestra: Ostfront 41-45 is pretty complex. More complex than that used in WW2 Online or Armed Assault. It's more like on the level of Steel Beasts but on the infantry side instead.
    Tank combat hasn't been as developed as the infantry gameplay though, so it's quite lacking on the combined arms part.

    "A generation that has taken a beating is always followed by a generation that deals one."
    - Otto von Bismarck

  4. #24
    Once you start modifying the engine's source code, and pay a million dollars to have the privilege, it's no longer a 'mod'.

    On topic, I'm quite looking froward to RO:HOS. RO:Ostfront was a blast, and I think the sequel will be even more fun with intelligent ai squadmates and the cover system.
    Last edited by The_Captain; May 21 2009 at 19:31.
    AI Grenadier Aiming Fix
    Close Assault: Company level team vs. team game mode for 32 players.

  5. #25
    Quote Originally Posted by Baff1 View Post
    @Heatseaker, how did you feel about the landscapes in Quake Wars Enemy Territory?
    I enjoyed them myself.
    What about those in Huxley or Vanguard Saga of Heroes?

    http://videogames.yahoo.com/pc/vangu...169/780001178/

    http://www.mmorpg.com/gamelist.cfm/g...3/display/3815
    I dont play those games so i dont know, this doesnt atract me.


    Unreal 2.x mapping was very flexible but so much work to make small/simple maps, optimisation was almost like half the workload so its lots of work for little result.
    I wouldnt know about Unreal 3 because nobody made anything for it that catched my interest yet but tbh im not convinced.

    I agree with Baff1 in regards to all these realism unreal/source games feeling the same, Ravenshield, Americas Army, etc, when people recomended me ROO i did what i usually do wich is to see it in action, the ideas and style/design are good but watching it in motion was disapointing.

    Be sure to watch it all the way thru.. it plays alot like Americas Army, clumsy due to all the gimmicks used to try and implement realism into these games, not very tactical due to map/engine and gameplay limitations.
    They dont work, unreal just isnt suitable for the task.

  6. #26
    Master Sergeant SgtH3nry3's Avatar
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    Red Orchestra: Ostfront 41-45 is not really a full blown game as most people apparently expect.
    Instead, it's more like an optimized version of the original Red Orchestra mod. Something along the lines of CounterStrike, but more in to the Battlefield-thing.
    Hence the 15 dollar price, it's a nice little game when you get bored of ArmA at times.

    Because Unreal Engine 2.5 didn't provide all the needs and there were not enough engine-level programmers the game didn't really change much.
    At the moment, the limited portal-based map optimalisation leads to small maps.
    The lack of real teambased gameplay as you see in ArmA 2 also doesn't make the game really tactical.
    There is alot of interaction with the environment though, any weapon can be rested on surfaces to reduce sway for instance.

    Hopefully Unreal Engine 3.x brings us bigger maps, squad-based teamplay is announced for Heroes of Stalingrad and they have more men at work.
    Only if they take enough time to properly develop the game...
    Last edited by SgtH3nry3; May 21 2009 at 20:54.

  7.   Click here to go to the next Developer post in this thread.   #27
    on UE 3.x engine you can build game which You will not know it's UE3.x engine if i rename all the files, hash the content and prevent you see configs ...
    and make it e.g. space sim or 2d adventure with 3d background lol

    it got all the 'hiend' stuff to compete with CryEngine 3, IDsoft or even BI engine (terrain streaming for example)

    take in mind all games you named are based on UE2.x engine and thus severly limited against what UE3 offers http://www.unrealtechnology.com/feat...ology-overview

    in fact UT2003/4 and UT3 are just technology demos of the engine sold as 'game'

    UE3 allows games which are not 'sandbox' anymore (tens km x tens km or even more on 64bit)
    (well even UE2.x allows huge maps (kms to kms) but it was limited on the destructable items (the problem lays in netcode actors) and non streamed terrain)

    saying UE3 is bad engine is just selfish http://en.wikipedia.org/wiki/List_of...l_Engine_games

  8. #28
    Quote Originally Posted by The_Captain2 View Post
    Once you start modifying the engine's source code, and pay a million dollars to have the privilege, it's no longer a 'mod'.
    Intrestingly the now defunct 3DRealms team working on Duke Nukem Forever were paid by Epic for their modifications to the Unreal engines source code.
    That's how they made their money.
    Last edited by Baff1; May 23 2009 at 09:14.

  9. #29
    Master Gunnery Sergeant
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    Darkest Hour, one of the biggest mods for RO came out yesterday.
    To celebrate, RO is only 5 bucks till the 15th of June.
    Get it on Steam now if you havent got it already, it's definitely worth the price of admission.
    It's a huge game with 2 years worth of additional free content, and 3 huge mods adding even more stuff and theatres to the game.
    You've got Darkest Hour in 3.0 now, focussing on Western Front, you've got Mare Nostrum focussing on Africa/Italy, and then there is CC, adding Finnish equipment and even useable mortars
    Seriously, for 5 bucks you really cant go wrong if you are into realism gaming.

  10. #30
    I agree but I always preferred vanilla RO instead of the mods but im gonna give DH one more chance if I ever can get on a server.

    RO is right now the ONLY FPS game Im playing. Its the best. Simple as that.

    I wonder when HoS is due to come out, hopefully not too long.
    Simulators rule: Arma2 - F4:AF - SH:5 - RO:1941-45 - FSX]
    Epic quote on ARMAII from some forum: "didn’t like this, not a game really, more a simulation."

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