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Don't use unreal engine 4. udk 3 suits all your needs

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    #31
    I tried every feature of UDK almost, Dynamic lighting, ligthmass, All coding aspects ( scale form AI , .... ) inmense array, etc....

    And i also tried Unreal engine 4 with c++ " i have touched blueprints but really i already know what are they for more or less, idk why people takes them with so much like " i can do everything that is posible with blueprints ) .... mmh " But still if you want that you have that c++ > Blueprints
    returns true.

    I think that UDK suits for projects that are off match making, for instance Unreal Tournment 3, Chivalry red orchestra , and it suits perfecly.
    So if the core of your Project is not a Match making game, " it is the heart/backbone/center " of your game you are pretty much in the wrong place. ( there may be other exceptions ).

    There is no such comparison like UE 3 > than UE4, your Project suits in the engine or not. That's all you need to know.

    I think that the only advantage that UE3 offers, it's that unrealscript it's easier than c++, it's awsomely structured to work together with kismet, and also scaleform and it brings you a lot of speed when coding.
    About that you don't have to restart with UE4, well what can i say when i compile from the editor in my case it takes for ever, and it's not really something that slows you down or speeds you up inmensively.
    Also scaleform it's probably better for making fast UI and HUD for your game, since everything it's preset for you in a dish ready to use and drop it in your game.

    Syntax in c++ it's harder to remind, c++ it's more complex, c++ it's faster....


    UE4 i think it's like the UDK that allows you to make a kind of game different from this match making games that are developed in UDK.

    Though i hope they keep providing fixes and improvements to most of the features already existing in UDK wich are, ( from my personal expirience ):

    Dynamic lighting, ( Fix ).
    Landscape tool. ( Fix ).
    Runtime Navmesh ( add ).
    Open source ( add ).

    Comment


      #32
      this thread must be just trolling...

      Comment


        #33
        1. For those who've test-driven UE4, How complete is it now from 1-10, 10 being polished and finished. For example UI / Vehicle support / Cooking+Packaging etc?
        2. Are there any key features still missing or different? ... i.e. Is a lot of the basic Level-Design the same, or are there serious workflow differences?
        3. Every asset in the marketplace demos can be used royalty free without restriction unlike UDK i.e. SkelMEshes / Vehicles / Characters / Weapons etc....True or False?
        4. Is there a UDK / UE4 migration guide? Or a side-by-side Object-Model / Tree comparison detailing the structural 'Code' differences (using these docs for example) :-

        http://udn.epicgames.com/Three/Getti...dGameplay.html
        http://udn.epicgames.com/Three/Chara...icalGuide.html

        Comment


          #34
          1. a stab in the dark guess is probably about a 3 or 4 out of 10, there are large chunks still to be added https://trello.com/b/gHooNW9I/ue4-roadmap
          but its in a decent enough state and a lot of the main features one might require are in place and working fine. pc, mac, ios and android packaging is working fine, html5 is only available if you build the engine yourself from source. vehicles are there and way easier to deal with than ue3. it has its own gui stuff called slate but i havnt touched that yet.
          2. basic level design is pretty much the same. other workflows are way different, characters/animation ect for example are hugely different. same goes for materials. particle editor and a few other things are almost the same.
          3. no idea, it probably says
          4. structural differences? if you mean the code, they have tried to keep a lot of the classes and functions with the same or very similar names, apart from that theres a huge difference. ue4 has source access so you can follow something right down to its core, and mess with it if you want.

          the notion of simply porting a ue3 game over to ue4 is a joke, there are enough core differences that, other than re-importing the same models, everything else will have to be done from scratch. pretty much the same effort as using a completely different engine.

          Comment


            #35
            Originally posted by tegleg View Post
            1. a stab in the dark guess is probably about a 3 or 4 out of 10, there are large chunks still to be added............the notion of simply porting a ue3 game over to ue4 is a joke, there are enough core differences that, other than re-importing the same models, everything else will have to be done from scratch. pretty much the same effort as using a completely different engine.
            Very helpful, cheers Mick!

            Comment


              #36
              The whole notion of making a game without programming makes me laugh because I have ue4 and blueprint is what I like to call visual programming. You still have to assign variables arrays and not to mention some things still aren't going to work the same way without the use of C++.

              Comment


                #37
                Hummmm TegLeg mister 4000+ posts says

                also speedtree is a third party SOFTWARE and no they are not components and will never be free.
                Code:
                class STA03 extends Actor 
                placeable;
                
                var bool bLevelSpawned;
                
                var array<SpeedTreeComponent> SpeedTreesComponent;
                
                var int TreeType01;
                
                var float FRfloat;
                
                var int MultiFactorTree;
                
                var vector DrawScaleTree;
                
                var rotator RandRotationTreeOffset;
                
                var int TreeDamage01A;
                
                var int LeavesSpawned;
                
                
                simulated function PostBeginPlay()
                {
                    super.PostBeginPlay();
                    
                    RandRotationTreeOffset.Yaw += Rand(65536);
                    RandRotationTreeOffset.Roll += Rand(2000);
                    
                    FRfloat = FRand();
                    TreeType01 = Rand(4);
                    MultiFactorTree = Rand(10);
                    
                    DrawScaleTree.X = FRfloat * MultiFactorTree;
                    DrawScaleTree.Y = FRfloat * MultiFactorTree;
                    DrawScaleTree.Z = FRfloat * MultiFactorTree;
                    
                    if (DrawScaleTree.X <= 3)
                    {
                        DrawScaleTree.X = 4;
                    } 
                    if (DrawScaleTree.Y <= 3)
                    {
                        DrawScaleTree.Y = 4;
                    } 
                    if (DrawScaleTree.Z <= 3)
                    {
                        DrawScaleTree.Z = 4;
                    } 
                    
                    SetDScale();
                    
                }
                
                event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
                {
                    local CraftAxe01B Steel;
                
                    
                    Steel = CraftAxe01B( Other );
                    
                    super.Touch(Other, OtherComp, HitNormal, HitLocation);
                    
                    foreach Other.TouchingActors(class'Carnage.CraftAxe01B', Steel)
                    {
                        TreeDamage01A += 10;
                        Steel.AxeDamage01A += 1;
                        Worldinfo.Game.Broadcast(self, "TreeDamage01A" @ TreeDamage01A);
                    }
                }
                
                
                
                function SetDScale()
                {
                    SetDrawScale3D(DrawScaleTree);
                    SetRotation(RandRotationTreeOffset);
                }
                
                
                
                 //Tick for Actor Fade
                function Tick(float DeltaTime)
                {
                    local Pawn Enemy;
                    local PlayerMoifiactions PC;
                    local float NewLocation2;
                    local SpawnerBranchPalm01A SBA;
                
                    
                    NewLocation2 = 2000;
                    
                
                    foreach LocalPlayerControllers(class'PlayerMoifiactions', PC)
                    {
                        Enemy = PC.Pawn;
                    }
                    
                    if(VSize(Location - Enemy.Location) < NewLocation2) 
                    {
                        SetHidden(false);
                        
                    }
                    
                    if(VSize(Location - Enemy.Location) > NewLocation2) 
                    {
                        SetHidden(true);
                        
                    }
                    
                    if (TreeDamage01A >= 150)
                    {
                        SBA = Spawn(class 'Carnage.SpawnerBranchPalm01A');
                        SBA.Whateve += 1;
                    
                        self.Destroy();
                    }
                    //LeavesSpawned
                
                }
                
                
                
                
                function KillTreeMainDisplay01A()
                {
                    self.Destroy();
                }
                
                DefaultProperties
                {
                    bCollideActors=true
                    bBlockActors=false
                    BlockRigidBody=true
                    
                    Begin Object Class=CylinderComponent Name=CylinderComp
                    CollisionRadius=25
                    CollisionHeight=150
                        CollideActors=true        
                        BlockActors=false
                        AlwaysCheckCollision=true
                    End Object
                    
                    Components.Add( CylinderComp )
                    CollisionComponent(0)=CylinderComp
                    
                    Begin Object Class=DynamicLightEnvironmentComponent Name=LightEnvironmentComp
                        bEnabled = true
                        End Object
                    Components.add( LightEnvironmentComp )
                    
                    
                    
                    Begin Object Class=SpeedTreeComponent Name=BasicPalm0
                    SpeedTree=SpeedTree'BasicWildLife2.PalmTree01C'
                    HiddenGame=false
                    BlockRigidBody=true
                    CollideActors=true        
                    BlockActors=true
                    LightEnvironment = LightEnvironmentComp
                    End Object
                    
                    Components.Add(BasicPalm0)
                    
                
                    
                    Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 //Name=StaticMeshComponent0
                        StaticMesh=StaticMesh'BasicWildLife.trasnlusentTreeComponent'
                        bNotifyRigidBodyCollision = true
                        ScriptRigidBodyCollisionThreshold=0.0001
                        CollideActors = true
                        BlockActors = true
                        
                        
                    End Object
                    Components.Add(StaticMeshComponent0)
                    CollisionComponent=StaticMeshComponent0
                    
                
                }
                this is a script from the last game i made but the games mechanics annoyed me so i never released it. it is indeed a speed tree

                Notice theee ummmmmm SPEEDTREECOMPONENT in the defaultproperties and i bet that extends from PrimitiveCOMPONENT somewhere along the lines..... NEAT HUUUHHHH, and ill put my money on that Primitive component extends WHATTTTT!!!! ACTORCOMPONENT WITCH EXTENDS COMPONENT...

                ill bet that tegleg just gose around putting flamming poop on other peoples threads :?

                Comment


                  #38
                  ffs weerdo lol
                  thaught this was about keeping a dead engine alive, and now your obsessing over speedtrees for some reason.
                  so they are components i stand corrected, thanks.

                  Comment


                    #39
                    well you sure seem to **** on everyones threads bro, and maybe you should learn more about udk 3 first before switching engines "Learning Curve" as you stated im sure.

                    Comment


                      #40
                      i actually supported you initial idea but now the thread has turned into some kind of abstract random nonsense.
                      was your old username gentelmangraphics by any chance?

                      best of luck

                      Comment


                        #41
                        no i dont know who that is bro, but it seems like people like to fight more on these forums then they do help so lets call this thread a dead end ok

                        Comment


                          #42
                          ok sure
                          i never like to help anyone anyways

                          Comment


                            #43
                            Round One Draw

                            Comment


                              #44
                              caseyholcomb, why so hostile? This isn't really the place for it (I've never seen trolling on these forums). I can't count the number of times Teg's has helped me out on issues I've faced during my project in UDK. Myself and many others truly appreciate the time these seasoned guys put into helping those newer to UDK. And indeed these are the people that are keeping alive the engine that you seem to be defending in your original post.

                              Comment


                                #45
                                No and u need to learn more about udk 3 before switching engines

                                Comment

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