[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 96 KB, 640x480, 0000003770.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
5764102 No.5764102 [Reply] [Original]

Back in 1998 there was an unbelievable, MASSIVE hype for Unreal. I remember people buying new PCs specifically to run this game, all magazines and medias hailing it, kids talking about it at school and to sum it up I always thought that its legacy would be huge. But it's not. No one really remembers about the first Unreal and it's a great fucking game. Is it because the franchise was so overshadowed by Tournament games?

>> No.5764109

Played it for the first time a few years ago and was very impressed.

But yeah, it got overshadowed by Half-Life, Counterstrike, U:T, and other shit that people ended up playing for years and years.

>> No.5764123

I remember my cousin had a lot of magazines and also unreal tournament 2004, I loved that game, the artstyle was great

>> No.5764139
File: 218 KB, 634x833, unreal_magazine_cover.jpg [View same] [iqdb] [saucenao] [google]
5764139

This magazine cover is so hilarious in retrospect.
>Yes, this is an actual PC game screenshot

>> No.5764164
File: 1.44 MB, 2528x1750, UNREAL.jpg [View same] [iqdb] [saucenao] [google]
5764164

4th for best ad

>> No.5764287

>>5764139
I had that issue and i remember it being darker I think that's purposely overbright and fucked to be funny

>> No.5764295

>>5764139
They weren't kidding those are insane grafix for the time

>> No.5764303

>>5764102
The closest thing to a legacy for Unreal I can think of is Halo. Step out of a crashed ship and wow look at how far away everything is. Aliens running around with "advanced" AI as you dance around gunning things down. Maybe if Epic didn't jump on that Microsoft money and actually develop a sequel themselves instead of outsourcing it things would be different.

>> No.5764323

>>5764102
I bought a voodoo 3 3000 for this fucker.
Actually, iirc, the card came with the game

>> No.5764974

>>5764102
Unreal 1 was marketed as spanking engine first and a game last. And it was almost always that reflective floor that magazine reviewers would rave on about constantly.

>> No.5764980

>>5764139
>>5764295
Unreal is a good looking game, but that cover is hideous. The 3d models in the game aren't its strongest point and that idiot has his gamma turned all the way up.

>> No.5764986

>>5764323
I seem to recall that too.

>> No.5764996

>>5764139
How would Unreal on the N64 have looked like?

>> No.5765005
File: 128 KB, 320x240, Turok 2 - Seeds of Evil.png [View same] [iqdb] [saucenao] [google]
5765005

>>5764996
Like Turok 2.

>> No.5765008
File: 185 KB, 466x492, 1561319910528.png [View same] [iqdb] [saucenao] [google]
5765008

>>5764996
Bilinear filtered.

>> No.5765041
File: 1019 KB, 2048x3072, UEDetail.jpg [View same] [iqdb] [saucenao] [google]
5765041

>>5764102
There was just the same (if not more) hype for Unreal 2. And then it came out the way it did... It could've been redeemed if Epic promised a proper single player game that is closer to the original than that travesty, but they online market was booming and they focused on Tournament series.
It could have become much more influencial and have a legacy, if not for neglect from its own creators, that were content with simply selling the engine tech to everyone who wanted it (and it was a good tech).

There were rumors about next SP Unreal after UT4 comes out of beta, but then Fortnite happened and UT4 got abandoned midway, so the whole franchise is on ice. And with how things going in and around Epic, there's little to no hope of it ever returning to stage, unless DooM series manage to maintain its popularity to the point where Epic decides to ride that train as well and reboot SP Unreal.

>>5764996
Really shitty. Unreal is famous for large levels that would have to be severely cut down (or chopped into parts) for them to work.

>>5765008
Curiously, Unreal has its own funky brand of interlaced-bilinear filter for software renderer.
It is quite literally impossible to run it unfiltered out of the box. However it also used multi-layered material based detail textures to cover up most of the surfaces so even filtered, it looked much better than anything else on the market. For instance Wood surfaces would get fiber strings, rock would get roughness texture, metal gets uneven bumps etc.
I don't know why more modern games do not use such feature (detail textures they use today are single layerand most often crap)

>> No.5765052

>>5765041
wheel of time was fuckin spooky

>> No.5765062

>>5765041
That's actually pretty damn cool tech. So simple but produces such a strong effect. I guess PBR has somewhat replaced it but not quite.

>> No.5765073
File: 40 KB, 239x154, 20190726_183746.jpg [View same] [iqdb] [saucenao] [google]
5765073

>>5764139
Very impressive graphics, would mortgage house for house for that polygon count

>> No.5765082
File: 38 KB, 393x342, 1553089527.jpg [View same] [iqdb] [saucenao] [google]
5765082

>>5765041
>Curiously, Unreal has its own funky brand of interlaced-bilinear filter for software renderer.
Yep! Dithered nearest neighbour interpolation instead of gradient striping.

>> No.5765112

>>5764102
It's because under the guise of flashy art direction it was literally Quake 1 clone (with VASTLY inferior level layouting and abilities design of everyone but scaarj) spliced with botmach (which, although initially fun, got old halfway through the game. It just was inferior Quake in better environments. What it failed to do (due to having mediocre, layout-wise campaign, boring everything non-scaarj with no synergy whatsoever between monsters, as well as shooting itself in the foot with repetitive skaarj arenas, literally reskins of one another) is to spawn Quake1-grade mapping community, and due to being far less hilariously broken than Quake, it failed to spawn a speedmapping community. Lastly, multiplayer got overruled by later Unreal Tournament. The release of Tournament, with its expanded set of weaponry and vastly better netcode, was the final in the coffin, making Unreal completely obsolete other than being a walking sim, in between of Quake 1 and Unreal Tournament.

Maybe it's still remembered apecifically due to being the forst walking sim, posing to be a Quake clone. That's it legacy. "Oh yeah, that art game, I remember it, yeah."

>> No.5765134

>>5765112
tl;dr: Everything else, other than being the first FPP walking sim, was done better either in preceding Quake 1 or subsequent Unreal Tournament. The walking sim part is still remembered fondly, and its legacy (possibly by proxy of Half-Life 2's boat and sandbuggy parts) is currently VERY much alive.

>> No.5765138

>>5765112
I don't think you realize how stupid you sound. Literally nothing you wrote is true. Not one thing.

>> No.5765158

>>5765138
Okay, I'll dumb it down enough for you to understand.

Why is Unreal a Quake clone? Because of listing a level designer at the start of each level (Quake's idea was that each designer had his own episode, although the only one who really managed to follow through with that was Petersen - and even that, if disregarding E4M1).

Why is Quake still remembered? Singleplayer usermapping, speedrunning, multiplayer.

Unreal's multiplayer was supplanted by Tournament, with the latter still being alive.

Unreal's speedrunning was dead on arrival due to game physics not being broken in any interesting ways.

Unreal singleplayer was lame layout-wise, with every third room being Yet Another Skaarj Arena (thus it game a not very inspiring, layout-wise, example to poyential mappers) - with either boring (everything non-skaarj) or completely unpredictable (skaarj) monsters to boot. Moreover, the biggest Quake feature, "Anything goes, shoot" was explicitly not there due to the overbearing game's art direction. Quake suggested mapping for it would be liberating, Unreal suggested mapping for it would be you constantly being "Is this Unreal enough?" In between of having sr
set tone, repetitive and not all that interesting STRUCTURALLY levels and having a rigidly set tone with heavy emphasis on environment dressings, Unreal didn't sparkle an ounce of urge to SELF-express THROUGH it. There was no need, with Quake still being around, since one could just as well self-express through Quake, and have a vastly better time both doing it, as well as playtesting the results of said self-expression.

Unreal's main downfall was that it utterly failed to establish itself as the userleveling base, against Quake. It was literally inferior Quake (despite superior graphics).

>> No.5765174

>>5764102
i'm a zoomer and i've almost beat it. i'm amazed how little credit it gets in the mainstream compared to something like half-life. it's like this entire massive thing in between quake and half life that nobody really talks about. it retroactively lowers my opinion of half life seeing all the shit this already did and beyond even though i still love it too.

>> No.5765181

>>5765158
Moreover, Unreal's main idea, when related to gameplay, splicing Doom-like shooter with botmatch (Tom Hall's initial iteration of Prey also went for it), was effectively just splicing traditional singleplayer maps with extremely simplistic and small DM maps into a sort of a hodgepodge (nuDoom did that sort of splice better by the way, by having more complex DM-like parts and better AI capable of navigating all that complexity properly). It was honestly just a dumbass idea, that's simply it. And it's the main reason Unreal's mapping, in comparison with Quake, did't take off. Quake's level design, IN COMPARISON, did NOT had any ideas THAT dumb THAT thoroughly embedded into its level-designing ethos.

>> No.5765187

>>5764102
>Back in 1998 there was an unbelievable, MASSIVE hype for Unreal.
MASSIVE? in all caps?

Don't think so, bud. Don't remember seeing commercials on during prime TV advertising this game. Meanwhile

https://youtu.be/JntHVUp7m4E

>> No.5765219

>>5765181
Lastly, even the "everything non-combat" part of SP OG Unreal I have questions to.

See, there is this game called HeXen 1. If you chose mage in it, well, his starting weapon was so ridiculously broken, you could just like press the fire button, and unpress it for like 20 occasions for the entire game. Possibly even counting in its addon. When played that way, basically, the combat boiled down purely to evasion of damage, monsters were perceived simply as parts of traps (monster closets included), and the game ended up being basically an adventure about navigating beatifully decorated (not any worse than Unreal, in my opinon) labyrinth, dealing creatively with deadly traps embedded therein.

FUCKS SAKE UNTEAL DIDN'T EVEN HAVE ANY NOTABLE TRAPS AND ANY NOTABLE PUZZLES FUCK IS THERE TO DO OTHER THAN WALK FORWARD GAWKING AROUND AND OCCASIONALLY JUMP AROUND SCAARJS?!!

Also, botmatch fights were also introduced in HeXen (and trated effectively as actual bossfights there too), now that we are at it.

>> No.5765225

>>5765219
In other words, in HeXen you had to pay attention to beautifully drawn environment due to those environments being HIGHLY DEADLY and due to there being mission critical STUFF hidden in said environments. In Unreal you are evidently expected to pay attention to its beautifully drawn environments - what for, again? What exact reason does Unreal give player to gawk? Because I frankly see none.

>> No.5765239

Come yet again to think of it.

>pretends to be oh so creative, inventive and original
>is actually dumbfucked HeXenQuake

Yeah, I think I can properly answer OP now.

>>5764102
Because it was derivative. Because it had no legacy other than already borrowed from somewhere else one. And because people at their time largely, having played its "sources of inspiration" in their proper contexts, intuitively saw through its shit.

>> No.5765294

The real reason why Unreal is dead is because unlike, say, Doom, it didn't have a source code release. The engine really has not aged well at all and it doesn't help that "unofficial" updates are still entirely closed up and handled by some NDA-breaching idiot with the lamest priorities imaginable (people in the Doom community can shit on Graf all they want, but he ain't no Smirfsch).
In comparison, Doom and Quake, having all sorts of source ports and third party tools are way more modding-friendly, which definitely has helped keep them going for all these years. The Unreal/UT modding scene is pretty much a stinky, decomposed corpse.

>> No.5765317

>>5765158
>Why is Unreal a Quake clone? Because of listing a level designer at the start of each level (Quake's idea was that each designer had his own episode, although the only one who really managed to follow through with that was Petersen - and even that, if disregarding E4M1).
This is some next level autism. Are you the same guy as the PiDfag?

>> No.5765335

>>5765317
Yes, I am. You have any problem with what I recently wrote on PiD?

Also
>one of Quake's points is arguably that Everyone Just Maps Differently, thus mapping is simply the means of INDIVIDUAL self-expression
>Unreal devs hire people from Doom and Quake mapping communities
>Unreal releases two years after Quake; outright states designer's nickname at the start of each level; suggesting it fucking MATTERS in the context of the game, who exactly designed what exactly; Unreal is the only game I know that does it

Yeah, absolutely no connection whatsoever. Clearly I just imagined it all.

>> No.5765338

>>5765335
So you really think an irrelevant meta-feature of naming a map designer alone makes the entirety of Unreal a Quake clone?

>> No.5765342

>>5765338
No, there are also HeXen-derived parts. Yes, this answer is supposed to be infuriating.

>> No.5765412

Imagine being so closed-minded that you only allow yourself to like ONE /vr/ shooter and all others are SHIT

>> No.5765432

>>5765158
oh lmao it's you.

>> No.5765452

>>5764323
It was the only game worth the investment

>> No.5765456

>>5764102
1998 was a pretty bad year for PC FPS games not developed by Valve. All everyone care was Half-Life, everything else was forgotten.

>> No.5765470

>>5765432
>(You)
>oh lmao it's you.
Good catch. Shame about the capital letter tho.

>> No.5765626

>>5765456
literally the worst opinion on /vr/ this year.
>sin
>shogo
>quake 2
>turok 2
>blood 2
>spec-ops
>hexen II
>all of these had a decent press/media coverage, reception and hype

>> No.5765660

>>5765412
Welcome to /vr/.
We gain retro points here by deciding what's shit and not worth playing.

>> No.5765682

>>5764139
>True
>True
>False
>Mostly true
>True
>True

Have I got it right?

>> No.5765702

>>5765682
I'd say partially true for the first. Nintendo was working with Sony to develop the Play Station addon for the SFC but they didn't have a big influence on the actually release PlayStation console.

Did anybody in 1997 really doubt people died while playing?
It may have been a big deal in 1980 when a guy died in an arcade playing Berzerk but games had become widespread at homes after that.

The Marines also didn't train directly on Doom but on a Doom mod.

>> No.5765725

>>5765626
All of them were forgotten, only old boomers even remember they even existed. Thanks for proving my point.

>> No.5765767

>>5765041
N64 actually has hardware support for detail texture layers

http://ultra64.ca/files/documentation/online-manuals/man/pro-man/pro13/13-07.html#05.1

>> No.5765876

>>5765174
it was literally a clone quake zoomie. Nothing special.

>> No.5765902

Quakeniggers should be shot.

>> No.5766027

>>5765902
*ripped to shreds by a Flak Cannnon

ftfy

>> No.5766464

>>5765158
>Listing the name at the start of each level
This is one of my favorite parts of Unreal. I have an extreme level of autism that results in me wanting to know all the meta data I can about levels. What bugs me about Quake is that we only get that info externally if at all. Plus Quake lacks a good map editor, you can't just edit the entity in the world without modifying every other one.

I love Quake for sure, have quite the autism for Quake, but also find Unreal a great game. The bot arena AI is a weird criticism, why is intelligent AI on par with bots a bad thing? Vivid areas as opposed to endless corridors, story being spread around without being intrusive.

Quake and Unreal are in my eyes different animals entirely. Both are technically "Doom clones", but each offered their own great experiences.

>>5765158
Quake 1's multiplayer is irrelevant, it is dead.

Speedrunning is retarded in my eyes. Why is the goal of a game to rush through it as fast as possible? I rather appreciate the content and world personally.

>Singleplayer was lame layout-wise
What exactly was Quake again? Wasn't every other room some Ogre arena with the occasional Fiend or Shambler?

>completely unpredictable
Why is this a bad thing? I like unpredictable.

>Is this unreal enough
So... because the game had great level design the standards were too high for mappers? Am I reading this correctly? You rather shit that is low par so shovelware designers can keep up?

>complains about repetitive
>praises Quake, a game almost always criticized for being repetitive
>then targets a game where he can literally use the word unpredictable for AI with a larger roster of enemies, the ability to easily create more, and a wider array of landscapes

>> No.5766480

>>5766027
*headshot by a retardedly OP hitscan sniper rifle

>> No.5766503

>>5766480
Every single time when I go for a headshot my hands are shaking and I end up with my own head blown off. I'm better with ASMD or aformentioned Flak Cannon (yeah, call me a combo whore or flak noob).

>> No.5766512

>>5765158
>self-expression
What the fuck does this even mean? You can create a custom level in Quake with this artistic level, but in Unreal your brain gets scrambled and you need to do what the developers told you? I actually find it the opposite, Unreal's engine and editor are far more liberating. Quake has a lot that is hard-coded into the engine, you need the source code to change stuff around and then it is all blanket-term. Unreal allows more individuality per level, yet ironically you are talking about individualism being something stronger in Quake.

>>5765219
>puzzles
Puzzles suck. They lack any replay value as you know exactly what to do when you do the level again. Meanwhile, bots are unpredictable, they can surprise you with their intelligence.

>traps
HeXen had more notable traps? Quake had more notable traps? What, a crusher and spike shooter, both of which are easy to evade on reoccuring gameplay? Laser traps actually were better here.

>labyrinth
Precisely, HeXen is a game where you run around and find hidden buttons in a giant maze. Unreal is a game with locations that vary based on what they represent.

>>5765225
>forces you to look at the world
>instead of just giving incentive by existing
Hidden objects suck anon. Replayability once again. Also, HeXen was not highly deadly, it was a switch hunt with the occasional boss fight which felt highly tedious due to the lack of response when attacking (no blood or other factors showing injury).

>>5765335
>unreal is the only game I know that does it
Anon, you just made me like Unreal even more. Thanks for the Unreal advertisements, I actually had my own nitpicks with Unreal that made me play Quake more, but your constant ranting has actually made me get a bunch of nostalgia for Unreal.

>>5765412
I unironically find most games shit.

>>5765626
>Quake 2
1997
>Hexen II
1997

>> No.5766519

imagine liking unreal and quake.
3dfags are cancer.

>> No.5767936

>>5764980
I think whoever took that picture messed with the brightness levels

That was an awesome mag tho I liked how the cover was this plastic material

>> No.5767940

>>5764139
https://archive.org/details/next-generation-magazine

>> No.5767960
File: 401 KB, 527x884, Screenshot_20190727-013343_1.png [View same] [iqdb] [saucenao] [google]
5767960

>>5764139
>>5764287
>>5764295
>>5764980
>>5764996
>>5765073
I found it, it looks better before whoever took that screenshot and put it all over the internet messed with brightness levels

https://archive.org/details/NEXT_Generation_26

>> No.5767970

>>5764102
>Terrible level design
>Retarded weapon balance compared to UT
There's a reason why anon.

>> No.5767972

>>5765112
The gameplay of Unreal SP is really not particularly similar to Quake 1. Unreal is all about large levels with sparse but intelligent monsters that are typically faced one-on-one. Quake is closed-in mazes with stupid but deadly monsters, grouped together in various combinations.
And nobody but you considers it a "walking sim" or "art game". Walking sims by definition are not full of combat and key/switchhunting, they're almost nothing but walking. Most genres involve lots of your character walking, that doesnt make them fucking "walking sims".

>> No.5768118

>>5766464
>>5766512
I'll dodge your points, and I'll explain why.
See, my constant ranting appears to have converged onto something, seemingly by itself. That something is reassessing significance of HeXen, which I previously considered simply a Doom-engine dungeon-crawler-lite of sorts, and which I now suspect has deeply influenced (by means of providing a sort of conceptual framework, related to some specific aspect of level-design) both Unreal and, much more importantly, Half-Life 1 and 2. Answering most of your questions doesn't really makes sense for me now, before I actually go back to HeXen, actually replay the hell out of it, and actually draw some conclusions from it.

And, while I am at, I am still on the fence in regard to 2 of Unreal mappers, CliffyB and that one which made Vandora Temple and Serpent Canyon, the art guy. Those I have not yet decided whether they are of interest to me. Others I'm definitely not however. Might as well check this out while I am at it.

Anyway.

For one, as my rant has eventually converged onto a point (I haven't consider a link between HeXen and Unreal to be a thing before, I do now), sometimes the content of some level or other also seems to slowly converge upon some kind of point. Some levels can thus convey meanings through the process of your playing it, not just look pretty and making you exhibit some basic finger dexterity. It is that meaning which I am primarily interested in.

Second, Quake is more liberating than Unreal, in my opinion, due to lacking a rigidly set theme. There are 6 or 7 different styles of environmental design only the original Quake campaign exhibits (Romero's Wizard style, Romero's tech style, Petersen's basic style, McGee's basic style, Willits' Medieval style, E4M1 style which is essentially proto-Quake2 and Wind Tunnels style which is nothing alike anything else in the game). There is soundtrack that has nothing whatsoever to do with music, say, Romero mapped to, and to which (cont)

>> No.5768123

>>5767972
>typically faced one-on-one.
Please stop with this meme, the game spams Skaarj at you en masse once you get into the ship levels

>> No.5768147

>>5768118
(cont-d) Petersen is like "bleh". Anyway, point is Quake's campaign TAKEN AS A WHOLE is literally some stuff slapped together, YOU ARE FREE TO MAKE YOU OWN SENSE OF, if any. There isn't any fixed single canon authorial meaning to any particular bit of content in Quake because different authors used same things as means for radically different goals, and weren't all that much on speaking terms, while we are at it. Quake, in its finer details, is very much NOT a result of any sort of consensus, and rather of a refusal to try to find one.

Again, anything goes, make your own sense of what you see. You have some textures, some sounds, do with them whatever you fucking please.

You know, yesterday, I played a couple of 1996 maps, two by Darren Stabler, two by Jim Lowell and one called The Canal. While didn't really end up grooving to any of them, in tone they were NOTHING. ALIKE. WHATSOEVER. Which is exactly my point.

I don't claim it's impossible to self-express in a game with a largely seemingly coherent aesthetics. Powerslave PC and OG Redneck Rampage seem to me to be far more stylized in a singular manner than Quake was, and thus more similar to Unreal from that sort of standpoint, but they definitely had some serious mapping experimentation going on with that. So, even despite having a rigidly set theme, a requirement that levels should look like they would belong on Na'li, or whatever that planet was called, it was still definitely possible for levels themselves to spin that theme in their own merry ways. But for that you need a person who dances strictly to the tunes in his own head. In Doom and Quake, for example, at least Petersen was that sort of person.

I have still two Unreal mappers to for a more or less definite opinion of, but judging from my memories, not a level in Unreal, layout-wise, strikes me as all THAT distinctive and "what the fuck that thing even is". Sunspire is just bad and obnoxiously repetitive in my opinion,(cont)

>> No.5768157

>>5768147
(cont-d) and Bluff Eversmoking is, well, it's big, and it has a memorable resolution to the closest Unreal has to story, Kira Argmanov's ark, which has very little to do with any aspect of layouting and item/monster placements - BUT, I don't think it offers anything special whatsoever gameplay-wise. And all the skaarj outposts are like the same metal cubes, not particularly interesting to navigate or interact with in any way, just barest skeletons of not particularly interesting levels.

Anyway, I don't have a clue whatever this rant is all about, so
feel free to make of it whatever you like.

Kek.

>> No.5768174

>>5768157
Actually forgot Jeremy War. Huh, thought Outpost 3J was Innox'. Well, okay, three level-designers then.

>> No.5768231

>>5765041
>>5765082
Goddamn the dither filtering looks sexy. I wonder what it would look like if it was covered up with an analog/composite filter

>> No.5768514

>>5765456
and yet unreal aged much better than half life

>> No.5768548

>>5765005
From this screenshot they look astonishingly similar. Never played Turok 2, but unreal had a tunnel with a canal level filled with water that it's just like that

>> No.5768569

>>5765158
Ok. But is still like Unreal way better. It's more immersive than Quake. I still fondly remember the first level, getting out o the ship, just to see the massive behemoth you were inside. The soundtrack was chill as fuck. The scary lights out corridor scene. Going inside the caves. The battle with Skaarj were a bit repetitive and those fuckers seemed to be walking on roller-blades. Yes. But I wanted to see how the next area would look like, it was a progression of scenery.
Unreal is a better game if you're into immersion and likes Sci-Fi themes. Also it spun-off two books

>> No.5768580

>>5764102
What are you talking about OP? Unreal has a gigantic legacy. Just look at all the sequels. UT2004 is probably the best multiplayer game. ever. Unreal, Quake, and Half-Life both suffer because the kids don't care about them. Only NEW GAME is fun.

>> No.5768589

>>5765294
Unreal Engine was used in other games.
Unreal Engine 2 was one the most used third party engines for the sixth generation, behind RenderWare which was the de-facto engine for PS2.
Unreal Engine 3 is the engine that single handedly made the game industry change from mostly in-house engines to third-party (UE3).
Unreal Engine 4 destroyed the game engine market. Now engines are a commodity. And every single Japanese developer from Dojin to big ones are using Unreal 4. Also western indies since it's free and O(1) for great visuals. Quite a few of 3A games. UE4 is everywhere to the point it's annoying

>> No.5768605

>>5768589
This is one of the reasons theres never been another good tribes game. They keep relaunching it in UT which doesnt have good enough netcode or terrain mapping.

>torque engine never ever

>> No.5768741

>>5768147
>>5768157
>>5768118
Didn't read lol.

>> No.5768756

>>5768589
Unreal engine is responsible for every other game looking like it is made of plastic.

>> No.5768787

Unreal Soundtrack is so damn good.
https://www.youtube.com/watch?v=9IISjIMpepo

The levels have so much atmosphere, but are very uneven in actual fun factor. The setting of unreal is so unique and fantastic. It is a real pity that Unreal 2 completely killed the series.

>> No.5768885
File: 463 KB, 1920x1080, Shot00025.jpg [View same] [iqdb] [saucenao] [google]
5768885

>>5768580
>UT2004 is probably the best multiplayer game. ever.

Unpopular opinion as everyone jerks UT99 off, but I fully agree.

>> No.5768917
File: 79 KB, 1280x720, u2.jpg [View same] [iqdb] [saucenao] [google]
5768917

>>5768787
didn't kill my boner tho

>> No.5768967

>>5768580
Fff what
Ut 2004 is the worst
The net code was awful. Anything over 85ms lag was absolutely unplayable

>> No.5769147

>>5768580
>>5768885
I completely disagree, because Q3A and Rune Classic exists, but UT2k4 is absolutely the best Unreal game, and it's very fun.

>> No.5769245

>>5768917
She was a mud shark for sure

>> No.5769284

>>5764980
>The 3d models in the game aren't its strongest point

Yes they are, compare them to Quake at the time.

>> No.5769709

>>5768756
No. This is the problem with the Blinn-Phong lighting model, which was implemented as default shader for many engines (including UE3). It has a very strong specular component and does not have a gradient function to smooth the highlight edges, so when you add the specular pass it makes a very shiny plasticky spot.

>> No.5769723

>>5768787
This OST is shill as fuck.
SynthWave at its best

>> No.5769728

>>5769723
adding a wave suffix to a word does not automatically make it legit

>> No.5769738

>>5769728
You've surely added the gay to faggot

>> No.5769745

>>5764139
That game looks unreal.

>> No.5769758
File: 148 KB, 738x800, who_didnt_want_him_dead.jpg [View same] [iqdb] [saucenao] [google]
5769758

>>5764139
>Was Mario originally a New York landlord?
Oh I can definitely picture the Super Moishe Brothers hopping through New York's slums to collect overdue rent payments from the Shvartze, and going from crackhouse to crackhouse to finally find the beautiful blonde pre-teen Shiksa so they can take her to their private pedo island.

>> No.5769779

>>5764102
Shows how much AND how little has changed, does it?!

>> No.5769782

>>5765041
Unreal 2 sucked the 11 herbs from a KFC bucket.

>> No.5769783

>>5765062
Has nothing to do with PBR

>> No.5769792

>>5769723
This is classic tracker music, like in the Amiga days. Not your shitty WAVE-suffix shit

>> No.5769841

>>5768756
The devs that can't into lighting and materials are responsible for that, not the engine.

>> No.5769862

>>5769792
Because Amiga Trackers didn't fucking use ...
...Ow wait....Sampled Fucking Waves

>> No.5769869

>>5765073
>uwuuuh my widdle toesies etc etc

>> No.5769918

>>5765041
U2XMP was the fucking shit though.

>> No.5770137

>>5765041
Dude, you have no idea how much I lament the fact detail textures aren't a thing anymore. GPU cards back in the day would trade off massive amounts of performance depending on it's multitexturing pipeline setup.

>> No.5770350

>>5770137
>>5765041
games nowadays use shaders instead of detail textures right? Why did they give up on using these, I forgot about them but it looked so much better

https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/DetailTexturing/index.html

Looks like they are still supported but not many or any games use them

>> No.5770353

>>5770350
they have been replaced by bump maps

>> No.5770507

>>5769862
Nigga wat, using samples is the whole point of tracker.

>> No.5770556
File: 9 KB, 196x132, gain elemental.gif [View same] [iqdb] [saucenao] [google]
5770556

gain elemental

>> No.5770638

>>5769723
>synthwave

>> No.5770776

>>5769792
Most of it's ambient though, but in general it's purely "demoscene music". The OST was composed by the best of the best people in 1990s tracker scene. Straylight Productions was also involved in Age of Wonders, Deus Ex and Crusader games.

>> No.5771268

Remember to filter the PiD/Quake fag in this thread.

>> No.5771285 [DELETED] 
File: 77 KB, 750x1000, 1538826746126.jpg [View same] [iqdb] [saucenao] [google]
5771285

>>5765294
lmao you think the Epic Jew is going to release their precious IP source code? Even before they were bought by Tencent they wouldn't and if they tried now the bugmen would literally fuck them just so they could eat them alive after. Also Tim Sweeney is a massive cuck that sacrificed Unreal Tournament 4 to create Fortshit. Imagine sacrificing the only game that put you on the map as a respectable game developer to develop fortshit and spawn zoomer abominations like ninja and tfue.

>> No.5771323

>>5764139
>>5764102
Except for having more colours than Quake, I don't see the hype.

I did play a demo back in the day on my uncle's PC that had no gaming GPU. the shadows and lighting were nice. But nothing that can get me hooked.

>> No.5771334

>>5768756
>>5768589
I like Deus Ex just fine , even though it used Unreal Engine.

>> No.5771625

>>5770507
Irony Nigga, Irony
A tracker is sample based synth

>> No.5771661

>>5768787
https://www.youtube.com/watch?v=WtjNUQ3-XNY
>this track is completely wasted on a minute long cutscene and is never used again
I hate it when games do that shit.

>> No.5772637

>>5770353
bump maps are entirely different thing. Detail textures are supposed to be higher resolution than the base texture, layering them the way Unreal does helps a lot in that regard.
Bump maps (nowadays Height maps and PBR) are same resolution as base texture they are applied to and tell the game what parts of the surface are elevated so the lighting could been applied properly.
They work differently and serve different function.

>> No.5772642

>>5770776
>best of the best in 1990s tracker scene
Wut? Necros didn't participate in making Unreal soundtrack (his track was edired by Brandon), Brandon was nothing special and got the gig through previous Epic collaborations (Jazz Jackrabbit, Tyrian), Michael van den Bos was a straight up nobody at the point of AoW1 and U1 release. Dan Garopee, I vaguely remember, MIGHT have been a member of Five Musicians. But anyway, noone of these people were Jeroen Tel, if you catch my drift.

>> No.5772712

>>5765041
Serious sam engine 1 also have this.

>> No.5772724

>>5772712
In Seriously Same it was just black dots scattered around the surface to add some noise and make it look more detailed, without actually adding anything. Maybe the engine supported proper detail textures, but the game itself opted for a bare minimum token implementation of it.

Croteam hoped their very scaleable engine would get same sort of market value as Unreal and Q3 engine had at the time, SS engine had everything it needed for it, but it never happened. Maybe they failed to impress people or something, IDK. Enviroments in SS were definitely less detailed than those found in Q3 engine games of the time, with very blocky architecture and little to no details, Croteam just lacked good level designers that could make the most of their engine.
It was used by a few Europoor games, hunting sims, and couple of crappy SS clones like Nitro Family.

IIRC SS1 engine source code was released a few years back... And nobody cared.

SS2 again was too cartoony and plastic-y looking, they definitely went the wrong route with its art direction, so nobody took the engine seriously either.

SS3 engine is good, but again CroTeam seems to be really shit at marketing their engine despite trying to do so for so many years.

>> No.5772731

>>5772724
what a shame

>> No.5774485

>>5767972
yea the skaarj feel like duels until you get better weapons then they revert to numbers + lol he appeared behind you.

I still loved playing unreal though. It felt like the game did not know what it wanted to be though. There were parts that were action heavy, story heavy, and some very small scripted events. It could have been the first half life if it had a better vision and a way to convey the story better than just stumbling on shit in a level. I think it's just going to be remembered as a stepping stone towards more story driven fps'.

>> No.5774548

>>5765112
>>5765158
>>5765181
>>5765219
>>5765225
unironic schizo posting is still schizo posting

>> No.5774563

>>5769723
Has 'shill' lost all meaning now?

>> No.5775026

>>5774548
Could be called schizo posting, sure. Could also be called prose, even if shittily written. Think about it, a sequence of posts written with, at the time of their writing, only a vague idea of where they are leading to, in flowery style that is somehow connected to the content of these posts, so that the posts are self-referential to an extent - that DOES eventually end up converging onto a more or less definite point, which, in retrospective, ends up partly explaining why those posts were written that way specifically. That's how literary writing works, in principle. Difference in quality and grammar nonwithstanding.

>> No.5775049

>>5774563
It is a typo for "chill" ...I hope.

>> No.5775054

>>5767940
>>5767960
Thanks, lads.