#1 posted by JneeraZ [199.255.40.36] on 2014/03/19 19:43:00
Yep, and you get EVERYTHING. Including the engine source code.
 O Boy
#2 posted by Breezeep_ [100.1.255.141] on 2014/03/19 20:19:50
 Not Under A Free License Though!
#3 posted by Spirit [92.196.114.35] on 2014/03/19 21:46:45
Was the UDK not free at one point? I know you never used to get the source code but it was still free right?
 Thats Actually Very Coold
#5 posted by nitin [220.244.163.153] on 2014/03/19 22:23:36
and the price is affordable too.
 Aaaaaand
#6 posted by Kinn [86.147.54.143] on 2014/03/19 22:44:58
Unity just sharted their Doogie Howsers...
I think.
 I Mean Lol
#7 posted by Kinn [86.147.54.143] on 2014/03/19 22:49:19
Unity are gonna be looking at their current $75/mo subscription plan and quietly going "welp".
Unity just sharted their Doogie Howsers...
Just earlier today at gym, I was thinking of potential new entries for Kinn's lexicon of pants synonyms.
And yes, this is a big kick up Unity's arse. (And if what scar3crow has been saying about them is true, then it's well deserved.)
#9 posted by Scampie [72.12.65.92] on 2014/03/20 02:17:24
It wasn't the price or amount of source that you got as a dev that generally made indies choose Unity over UDK, it was more that it was simpler to create a game in Unity with less staff. UDK had all the bells and whistles if you knew how to use them and had the team to act on them... but that doesn't describe most indie devs.
I haven't sat down to watch/read anything on UE4 creation, but I suspect it may still have some of that feeling (even if they make more of it accessible). That's likely fine as I think it's good to have differing engines which fit different goals and teams.
On an aside... this might be my kick in the ass to finally upgrade my system though... I barely run UDK on my laptop... should upgrade if I want to check out UE4.
#10 posted by onetruepurple [91.240.47.30] on 2014/03/20 09:29:25
I recall one of UE4's selling points was that it now takes much less time to implement something and iterate it until it works, in an attempt to reduce development time and team size.
Then again, it apparently takes about a second for UnrealEd4 to update if you modify a brush, which SleepwalkR found very amusing. :D
 Oh Goodie...
#11 posted by Tamarisk [46.175.106.4] on 2014/03/20 11:10:50
Now we'll have more look-alike "ultra realistic" games that add nothing over the ones released for the past decade except for eye candy which is just put in to make you upgrade the CPU and GPU.
No thanks, I'll stick with my old favorites...
Quake, Quake 2 and Quake 3
And the original UT from 1999 which is still the best of all the UT series.
 @10otp
#12 posted by [92.229.103.52] on 2014/03/20 12:28:19
That makes it unusable, right?
 Hardly
#13 posted by onetruepurple [91.240.47.30] on 2014/03/20 12:50:22
Just slightly inconvenient I'd say.
 Well
#14 posted by ijed [190.22.120.117] on 2014/03/20 12:57:57
UE doesn't use brushes like Quake does; AFAIK you never even see a brush directly when running a level within it, instead they're used to dvivide up the portal spaces and have hirez meshes on top of them.
That it takes a long time to update a brush just means its optimised for hirez, not low.
This makes it kind of a hard sell for small teams, since you need to invest extra time in the art for it not to look worse than, say, Quake.
The only (good) indie game that comes to mind is Legend of Grimrock. There's been quite a few others but I can't think of any that were noteworthy for their play.
They all looked kind of nice, if uninspired and samey.
Interesting thing - I've noticed its hard to tell what engine a good game was made in, while with a bad game it's pretty obvious.
#15 posted by JneeraZ [108.228.244.211] on 2014/03/20 13:13:09
I think maybe his screen recording software was slowing things down? Not sure.
At any rate, it updates pretty damned instantaneously in anything I've ever done. I let go of the mouse button and it's updated.
 UE4 Blueprints
#16 posted by DaZ [89.168.60.49] on 2014/03/20 13:31:15
Are fucking incredible. If you ever wanted to design an entire game without ever touching a line of code then you're going to love UE4. (Ie. me!)
Hourences GDC Presentation on blueprints (this is awesome) https://www.youtube.com/watch?v=JFZCp4xsPmo
Official Epic Games blueprint tutorial series : https://www.youtube.com/watch?v=cRhWc2kAhqI&list=PLZlv_N0_O1gaCL2XjKluO7N2Pmmw9pvhE&index=53
Hubba hubba!
#17 posted by RickyT33 [176.35.71.152] on 2014/03/20 13:44:38
 Begun, The Engine War Has
#18 posted by DaZ [89.168.60.49] on 2014/03/20 13:57:45
 Meh
#19 posted by onetruepurple [91.240.47.30] on 2014/03/20 14:00:11
More excited about UE4 myself.
 Thats Too Cheap
#20 posted by [95.55.68.211] on 2014/03/20 14:04:57
where is the catch?
 Willem
#21 posted by SleepwalkR [130.149.243.224] on 2014/03/20 14:41:38
I think maybe his screen recording software was slowing things down? Not sure.
Everything else in that video is smooth like butter, so I don't think that's the case.
At any rate, it updates pretty damned instantaneously in anything I've ever done. I let go of the mouse button and it's updated.
That's cool - and I'm not sure whether the delay actually makes it less usable. I just frowned upon the commentary, where the guy said it "updates instantaneously" which it clearly didn't.
But yeah, I'm just moaning because those tools are so much better than TB. Basically, I'm jelly ;-)
#22 posted by JneeraZ [199.255.40.36] on 2014/03/20 15:13:38
Eh, yes and no. TB has nicer controls for reshaping and clipping brushes. Everything has plusses and minuses...
 Engine Wars
#23 posted by Kinn [86.147.54.143] on 2014/03/20 15:24:00
#24 posted by Scampie [72.12.65.92] on 2014/03/20 15:54:40
There has to be more to the story with CryEngine... 10 bux a month with no royalties is no where near enough to fund ongoing engine support.
Kinn: I wouldn't feel too bad, the $1.5k cost of Unity is still a good bargain for what the engine gives, and anything that makes over $30k you've paid less than you would with UE4's plan. I am so dead certain there is more to CryEngine's fees somehow.
#25 posted by JneeraZ [199.255.40.36] on 2014/03/20 16:29:08
I think what you're going to see is a lot of walls and restrictions go up around that as they flesh out the plan. I don't think it'll get more attractive over time ... only less.
#26 posted by [Kona] [121.73.104.148] on 2014/03/20 21:47:16
What are you making with Unity, Kinn? (please be a quake reboot)
#27 posted by Lunaran [68.201.85.200] on 2014/03/21 05:24:07
There has to be more to the story with CryEngine... 10 bux a month with no royalties is no where near enough to fund ongoing engine support.
From what I understand they hardly provide any anyway.
#28 posted by Kinn [86.147.54.143] on 2014/03/21 15:32:19
What are you making with Unity, Kinn? (please be a quake reboot)
Heehee :}
For now let's just say tears, pipedreams, and broken promises.
 Really!?
#29 posted by ijed [190.22.21.243] on 2014/03/21 15:52:42
tears in reality where you will crawl through pipes and cross echoing complexes full of dark dreams where your determination will be tested and sometimes broken by the elder hordes you face. This promises to be one of the best games ever made, bar none.
 According To Ijed's Interpretation...
#30 posted by quakis [86.22.126.142] on 2014/03/21 16:12:07
You must be working on Big Rigs 2!?
#31 posted by Lunaran [68.201.85.200] on 2014/03/21 17:32:27
a lovecraftian remake of barbie horse adventures
adventures ... into DOOOM
 All Those Moments Will Be
#32 posted by Blitz [24.56.255.36] on 2014/03/21 21:55:23
Lost in time...like pipes in rain.
 Enhancements In Usability
#33 posted by affine [68.102.134.42] on 2014/03/26 18:40:40
For what it is worth, UE4 doesn't just offer a huge advancement in graphics fidelity. I'm personally using it because it actually works well for rapid prototyping for both artists and programmers. I plan on using it for a game with pretty crude graphics.
As I said on #tf, this is coming from someone who hated UE3 with a passion.
#34 posted by JneeraZ [108.228.244.211] on 2014/03/30 01:05:43
Here's a good feature video and you can see the BSP stuff right at the beginning:
https://www.youtube.com/watch?v=FcxA_xYnHZ8
 90 Days Of Free UE4 For Ludum Dare 31.
#35 posted by onetruepurple [93.105.42.90] on 2014/12/05 13:39:20
http://ludumdare.com/compo/2014/11/01/ludum-deals-for-ld31/
Damn good deal. Would have applied myself had I already not received 3 years of free UE4 on account of being a student. ;-)
#36 posted by JneeraZ [174.109.106.46] on 2014/12/05 14:22:44
UE4 - Use it, dammit, USE IT!
#37 posted by scar3crow [71.207.247.114] on 2014/12/06 05:41:48
A friend gave me a key, I've not had a chance to dig into it, but things do seem sleek. Going to go through the tutorials, see about making a tower defense game, and selling it for one hundred Warren dollars.
#38 posted by Zwiffle [24.241.228.118] on 2014/12/06 06:33:35
What's the conversion from Warren dollars to Starbucks? BWAHAHAHAHAHA =/
#39 posted by scar3crow [24.214.20.126] on 2014/12/09 23:16:34
I somehow missed this comment, but that did generate a genuine smirk.
Still not touched it yet, health problems and other things have kept me away.
 UT4
#40 posted by Zwiffle [71.13.169.66] on 2014/12/10 20:55:41
Anyone tried mapping for UT4 yet? I'm probably going to play around with that over Christmas/New Year. Interested in seeing anyone else's layouts/thoughts on the game so far.
 UnrealED
#41 posted by Jago [194.86.38.38] on 2014/12/13 11:04:43
Is the editor still Windows-only?
#42 posted by JneeraZ [174.109.106.46] on 2014/12/13 12:02:39
Nope, everything is cross platform now.
 "Level Editing In UE4 Kinda Needs To Catch Up To Quake 1"
#43 posted by scar3crow [71.207.247.114] on 2014/12/29 02:11:07
#44 posted by JneeraZ [174.109.106.46] on 2014/12/29 11:37:37
Agreed. Stay tuned. >:)
#45 posted by scar3crow [71.207.247.114] on 2014/12/29 17:32:57
=D
 Eh...
#46 posted by JPL [82.234.167.238] on 2014/12/29 20:49:10
.. welcome back to 1996 !
 Iirc
#47 posted by Zwiffle [24.167.239.44] on 2014/12/30 18:05:36
The natural selection 2 editor looked really good in regards to brushwork, or psuedo brushwork.
 It's Now Free.
#48 posted by onetruepurple [93.105.176.226] on 2015/03/02 18:19:09
 For A Pretty Gross Definition Of 'free'
#49 posted by Spirit [194.95.79.28] on 2015/03/02 18:29:06
When you ship a game or application, you pay a 5% royalty on gross revenue after the first $3,000 per product, per quarter.
 I Wonder
#50 posted by Zwiffle [71.13.169.66] on 2015/03/02 18:30:17
if it's because they didn't make enough money, or if they made too much money?
 Spirit
#51 posted by onetruepurple [93.105.176.226] on 2015/03/02 18:41:14
Very self-aware use of the fedora icon.
#52 posted by JneeraZ [199.255.40.36] on 2015/03/02 18:45:18
Get some!
Spirit - Do you actually have a problem with that or are you just being argumentative? I think we're being pretty damned liberal here. :)
 Wow Much Monocle Observation, M'purp'le Top Kek
#53 posted by Spirit [194.95.79.28] on 2015/03/02 19:07:14
Warren: Ignore me, I'd never be a customer anyways. It is free with special needs, not free without strings attached. Free software is something else as is open source software.
#54 posted by JneeraZ [199.255.40.36] on 2015/03/02 19:57:05
SPIRIT - Y U SO GROUCHY?!
#55 posted by rebb [91.35.76.32] on 2015/03/02 20:07:02
Even 10% would still be generous for not having to conjure up a modern engine for your project first. Heck it was pretty much already free when it was 20$ a month.
 Also It Was Free For Students
#56 posted by onetruepurple [93.105.176.226] on 2015/03/02 20:11:41
I got a free pass in November and did fuck all with it so far.
 FREE AS IN BEER NOT AS IN SPEECH
#57 posted by czg [85.224.36.12] on 2015/03/02 20:16:52
actually it's GNU/Unreal (pronounced ganoo)
 Spergin' Over Semantics ITT
#58 posted by Kinn [86.191.154.147] on 2015/03/02 21:42:59
5% is a very good deal. I don't think Spirit has a problem with that.
#59 posted by Baker [65.60.224.195] on 2015/03/02 23:40:45
Considering the user base probably will consist of a fair share of 10 and 13 year olds, I would consider it defacto free for non-commercial usage.
It is unlikely they would be interested in harassing a 10 year old who made something and wanted to share.
How many initial mappers were under 15 when they made their first map?
 @Spirit
#60 posted by mh [213.233.148.18] on 2015/03/03 00:07:18
I'm not sure that you get to decide which definition of "free" other people are using.
#61 posted by Scampie [72.12.65.92] on 2015/03/03 01:44:48
Glad they went free to use instead of the subscription model, one of my grievances was that $240 a year was a bit much if, for instance, someone just wanted to mod the next Unreal Tournament or any UE4 game... or people who just wanted to learn the engine but weren't in school.
Even back in the day, the $50 bux for Worldcraft or however much it was wasn't something I was able to pay as a kid just to learn how to map, so I stuck with shitty editors for so long.
#62 posted by FifthElephant [82.24.73.240] on 2015/03/03 02:12:02
My first quake map was made with THRED which came with aftershock for quake. I made a WW1 style trench and it fucking blew chunks, it was so bad. I couldn't figure out how to make curved or slanted walls so I just abused the hell out of the cylinder brush.
 Deathmatch Maker
#63 posted by Kinn [86.191.154.147] on 2015/03/03 02:20:15
Remember that one? A map editor so awesome you couldn't map to a binary grid, only a decimal grid.
What's texture alignment, precious?
#64 posted by onetruepurple [5.172.252.246] on 2015/03/03 09:21:23
$240 a year was a bit much if, for instance, someone just wanted to mod the next Unreal Tournament
Yeah, this bit sucked the hardest. I wouldn't be surprised if that was the main decisive factor at work here.
Also, I guess Unity is officially yesterday's news, now.
#65 posted by JneeraZ [174.109.106.46] on 2015/03/03 12:03:35
Unity is announcing something today. Should be exciting!
 Warren
#66 posted by ijed [200.73.66.2] on 2015/03/03 13:07:49
That's just low man.
No need to kick a dying dog.
#67 posted by JneeraZ [174.109.106.46] on 2015/03/03 13:30:49
I'm serious! I have no idea what they're going to announce. They might surprise everyone. Going free? Becoming a publisher? Getting bought? Who knows!
I love GDC...
 I Suppose We Just Have To Wait...
#68 posted by ijed [200.73.66.2] on 2015/03/03 13:49:15
...and GDC.
 Oho!
#69 posted by ijed [200.73.66.2] on 2015/03/03 15:02:21
And the Unity manual is offline today:
"All will be revealed..."
 Unity
#70 posted by Kinn [86.191.154.147] on 2015/03/03 15:20:21
I'm fed up of spending weeks writing a new system in Unity, only for the next update to have their own version built-in.
Happened with Navmesh, happened with the new GUI stuff. Happened with (some of) Mecanim.
I swear to god I am literally spending all my time writing code that gets obsoleted by the next engine update.
Should have gone with Unreal.
 Ok
#71 posted by Kinn [86.191.154.147] on 2015/03/03 15:33:33
Before everyone leaps on me with "so you'd prefer Unity didn't update their engine?", what I mean is I wish I'd gone with an engine that was pretty much complete for what I needed to do with it in the first place...
#72 posted by JneeraZ [199.255.40.36] on 2015/03/03 15:45:39
I get your point. Writing stuff that gets replaced with built-in functionality that you didn't know was coming sucks. At least if you KNEW they were going to add FeatureX in the next version, you could skip writing that code and do something else instead.
 Yeah
#73 posted by Kinn [86.191.154.147] on 2015/03/03 16:10:46
and typically even if they did tease/announce upcoming features, it's always too late.
 Live Stream
#74 posted by ijed [200.73.66.2] on 2015/03/03 16:26:15
 Unity...
#75 posted by FifthElephant [82.24.73.240] on 2015/03/03 16:39:26
or your project appears to suffer from Daikatana syndrome. Because it's always changing it's never complete.
At some point you just have to stop and make your game.
 Well
#76 posted by Kinn [89.238.129.18] on 2015/03/03 16:56:59
for what it's worth, i've never gone back and replaced a system I've written with a newer Unity built-in system, I just carry on using mine, which is very optimised for my specific needs, so it tends to be simpler and more efficient.
 So
#77 posted by ijed [200.73.66.2] on 2015/03/03 18:22:50
Unity5 is free, but still closed source.
 Unity5
#78 posted by mh [213.233.148.4] on 2015/03/03 23:44:46
The personal edition is also royalty-free, which UE4 can't boast of. Seems like a good enough reason to prefer it in certain cases.
#79 posted by gb [46.142.83.157] on 2015/03/04 00:34:13
A lot of people find Unity easier to use. It's got a reputation for that. Also, lower system requirements and more platforms, as far as I remember anyway.
#80 posted by Scampie [72.12.65.92] on 2015/03/04 08:20:09
I've downloaded the latest versions of both the engines, and I'll be playing with them a bit... I've had a little Unity project I've been halfassing here and there with for awhile, but I'm also keen on giving UE4 another shot and wouldn't mind moving to it. The subscription fee was a killer for me before because I only poked around here and there.
My impressions in the past were that Unity is much easier for small teams to just get something basic up and running, but you pay for it later in the optimization work, no source access, etc. On the other hand, UE4 is daunting at first, but better suited in the long term for bigger games, and plays nicer with larger teams.
...there's also Source2 announced, but I'd never touch a Valve engine ever. Too much duct tape.
 Unity Vs Unreal Engine Vs The Rest
#81 posted by beyon [83.183.67.59] on 2015/03/04 16:14:32
Good for everyone that could use an engine. May the one with the best tools/community/documentation win!
Don't really get people who complain about 5% if you're actually making money from your project, think it's a very good deal.
Paid for one month of UE last year just to have a look but couldn't justify paying for more without enough time to learn.
Pay no royalty for film projects, contracting and consulting projects such as architecture, simulation and visualization.
This is also very generous.
#82 posted by scar3crow [68.34.132.189] on 2015/12/26 04:21:04
https://forums.unrealengine.com/showthread.php?94470-HammUEr-a-Hammer-Worldcraft-map-importer-for-Unreal-Engine
Been watching this develop on Twitter, looks like they're finally hitting prime time. Convert HL2 and later map formats into UE4 - and they do specifically mention that using Jackhammer and Hammer you can get Quake maps. (Somewhere in the Twitter account you can see shots of e1m1 in UE4).
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