If we are going to pull content from ut2004 like meshes and animations, why not use ut2004 source code also (which is available)? None of it is allowed anyway. We might as well patch ut2004 to be how we want it. But I think it is already how we want it.
1. New master server. check
2. UT2004 patch 3369 binaries? check.
3. cd key generator? we need this. I'm sure they already exist though.
then we could play the game without needing epic for anything.
ut2004 on godot question?
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Re: ut2004 on godot question?
But we still have to have same UE2? I think you could port it to UE3 (since it has editor and Unreal Script), but UE4/UE5 does not AFAIK?
I think its fair since Epic has abandoned UT2004. If they won't spend the measly $$$ to keep the master server up, can't see why they would care if we used their source code.
I think its fair since Epic has abandoned UT2004. If they won't spend the measly $$$ to keep the master server up, can't see why they would care if we used their source code.
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Re: ut2004 on godot question?
Dec 14 - Epic announces 'turning off online services for older games'
Dec 19 - Epic settles with FTC for $540 million over Fortnite
Half a billion dollars fine.
We don't really know why they killed UT, but these might be related in some way. Maybe the lawyers looked at it and said yep pull the plug.
Dec 19 - Epic settles with FTC for $540 million over Fortnite
Half a billion dollars fine.
We don't really know why they killed UT, but these might be related in some way. Maybe the lawyers looked at it and said yep pull the plug.
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Re: ut2004 on godot question?
Probably something on keeping it up has some liability, so turn it off and claim its all out of Epic's hands. The settlement seems to revolve around micro transactions.Maybe the lawyers looked at it and said yep pull the plug.
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Re: ut2004 on godot question?
My own goal with Godot is to build something using a modern framework that supports community mods, because that's what made ut2004 great. There is a good chance (one would hope) that, 20 years later, the stock Godot engine can match or exceed UE2/ut2004. Overall, I think the scripting and scenes (think of a tank or character as being a 'scene') are well done in Godot. It would be a place that a community of modders could thrive. UE4/5 seem great for AAA games, but not for modding (see Anon's comment earlier in this thread).captainsnarf wrote: ↑Sat Dec 31, 2022 12:45 pm If we are going to pull content from ut2004 like meshes and animations, why not use ut2004 source code also (which is available)? None of it is allowed anyway. We might as well patch ut2004 to be how we want it. But I think it is already how we want it.
Using ut2004 animations is just a crutch for the pathfinders I want to work on. Were I to mesh, rig, and animate a character, expect stick figures or spheres (pretty sure I can do spheres). Using ut2004 artifacts is not a long term solution, but a way to avoid things I don't want to deal with in the short term. It's not for the long term because, IMHO, Epic lawyers are giving off a strong Oracle vibe.
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Re: ut2004 on godot question?
lol. As a former Oracle employee (not by choice), not sure they are that bad.Epic lawyers are giving off a strong Oracle vibe.
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Re: ut2004 on godot question?
I've been messing with godot a little. If you download the 3.5 version there is a 'third person shooter' sample which is a pretty good start.
I'm still getting familiar with the scene editor. I'm having a hard time moving around the scene like I would in unreal ed. It will probably take months to get proficient with godot enough to do anything interesting.
It supports godot script and C# for scripting. I'm a C# dev by day so that is tempting, but I think godot script is actually much closer to unreal script than C# would be. Godot script has similar netcode enhancements like unreal script's replication stuff. Unreal has 'actors'. Godot has 'nodes'. They are pretty much the same idea. I like that you can make your game inside the engine without needing to rebuild the engine or mess with that stuff much. That's a whole different level of involvement that I'm not really interested in.
It would be nice to make a basic multiplayer version of the 'third person shooter' demo and go from there.
I'm still getting familiar with the scene editor. I'm having a hard time moving around the scene like I would in unreal ed. It will probably take months to get proficient with godot enough to do anything interesting.
It supports godot script and C# for scripting. I'm a C# dev by day so that is tempting, but I think godot script is actually much closer to unreal script than C# would be. Godot script has similar netcode enhancements like unreal script's replication stuff. Unreal has 'actors'. Godot has 'nodes'. They are pretty much the same idea. I like that you can make your game inside the engine without needing to rebuild the engine or mess with that stuff much. That's a whole different level of involvement that I'm not really interested in.
It would be nice to make a basic multiplayer version of the 'third person shooter' demo and go from there.
Re: ut2004 on godot question?
I've only scanned thru these messages... are you guys talking about rebuilding a multiplayer onslaught style game with this godot engine? Why? Sounds like a monumental effort not worth the time. We already have that here.
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
― Mark Twain
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Re: ut2004 on godot question?
Why build anything?
I agree it's not really worth the time, but what else am I doing when I'm not playing? With no way to buy UT2004 anymore, how will we ever get new players? Warez downloads and CD keygen? We really need our own free version. Id Software gave away Quake and it's free to play. There is also the Xonotic quake clone to play.To create is to be human.
Unreal players don't have anything. We are at the mercy of Epic, and they just kicked us in the balls.
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Re: ut2004 on godot question?
I think part of it was to create "Omni" on something that
1. Has a bit more modern engine. We've pushed UE2 to its limits IMO.
2. Has a bit more support. Epic's ballkick and no support (or CD keys) and maybe UT3 X is a path, that engine has many improvements and is the most compatible, but its also the oldest.
I don't think what we have here is going away anytime soon, but ONS should live on!
1. Has a bit more modern engine. We've pushed UE2 to its limits IMO.
2. Has a bit more support. Epic's ballkick and no support (or CD keys) and maybe UT3 X is a path, that engine has many improvements and is the most compatible, but its also the oldest.
I don't think what we have here is going away anytime soon, but ONS should live on!