Author Topic: Lets make PlaneShift Unreal  (Read 326450 times)

helios21

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Re: Lets make PlaneShift Unreal
« Reply #30 on: April 14, 2015, 03:54:52 pm »
Please do not do this. Planeshift is the best Open Source MMORPG out there. If you switch to the Unreal engine, the support for Linux would be more limited. Also, the Unreal engine guys do not like Open Source or GPL so much.

Of course it seems tempting to switch to a such robust and powerful engine, and it is very popular. You have my fullest understanding if you still want to change engine. I am sure there will be huge improvements. But Unreal is not open source so it kills a bit of the spirit in this game.

This make me a bit sad, but you do as you think is the best.

1.) Epic fully supports games on linux, the editor on the other hand is still not officially supported yet, but runs none the less.
2.) There are tons of 'opensource' projects on github that use UE4, you can not opensource the engines code its self, but you can do what ever you want with your code. If there are changes you want to push upstream for the engine thats different matter. As long as the PS devs follow the EULA there should be no issues, and if they have any questions they can ask them on answers.unrealengine.com (just tag it with the appropriate tag)
3.) Because it does not follow a totalitarian ideology of opensoure dose not mean it will kill the spirit of opensource its self. UE4 is VOSS, virtual open source software, any one can get the source for any reason and only have to pay if they make a certain amount of money per quarter. If you have any legal questions please feel free to read the EULA its self and/or ask them on answers.unrealengine.com

For me you sound a bit like someone from Unreal engine support department.

I share the concerns about Unreal not being free as in freedom:
- If you need to patch it, you need to follow their EULA.
- They could take it away from you anytime.

But Unreal also seems to be a very advanced engine.
Helios21

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Re: Lets make PlaneShift Unreal
« Reply #31 on: April 15, 2015, 06:49:57 am »
Please do not do this. Planeshift is the best Open Source MMORPG out there. If you switch to the Unreal engine, the support for Linux would be more limited. Also, the Unreal engine guys do not like Open Source or GPL so much.

Of course it seems tempting to switch to a such robust and powerful engine, and it is very popular. You have my fullest understanding if you still want to change engine. I am sure there will be huge improvements. But Unreal is not open source so it kills a bit of the spirit in this game.

This make me a bit sad, but you do as you think is the best.

1.) Epic fully supports games on linux, the editor on the other hand is still not officially supported yet, but runs none the less.
2.) There are tons of 'opensource' projects on github that use UE4, you can not opensource the engines code its self, but you can do what ever you want with your code. If there are changes you want to push upstream for the engine thats different matter. As long as the PS devs follow the EULA there should be no issues, and if they have any questions they can ask them on answers.unrealengine.com (just tag it with the appropriate tag)
3.) Because it does not follow a totalitarian ideology of opensoure dose not mean it will kill the spirit of opensource its self. UE4 is VOSS, virtual open source software, any one can get the source for any reason and only have to pay if they make a certain amount of money per quarter. If you have any legal questions please feel free to read the EULA its self and/or ask them on answers.unrealengine.com

For me you sound a bit like someone from Unreal engine support department.

I share the concerns about Unreal not being free as in freedom:
- If you need to patch it, you need to follow their EULA.
- They could take it away from you anytime.

But Unreal also seems to be a very advanced engine.

And you think that can't happen with OpenSource projects?

Talad

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Re: Lets make PlaneShift Unreal
« Reply #32 on: April 15, 2015, 10:53:03 am »
Hey Salamanderrake, good to see you are answering some questions on unreal, we will surely need support pretty soon!

Helios about the open source I have the same feelings as you and it's still not a decision taken, but a proof of concept we are doing to validate the feasibility. I would love to have a fully open source engine, but seems these days it's not possible as there is no valid alternative. We could develop it ourselves continuing to expand Crystal Space, but bringing forward two projects can slow down our progress a lot. At the end we are making this project for the enjoyment of the players and we should keep this objective in mind when making any choice.

Keep the discussion going, ... and we need unreal developers! ;)

Rigwyn

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Re: Lets make PlaneShift Unreal
« Reply #33 on: April 15, 2015, 03:53:22 pm »
As long as the license does not inhibit you from using their code/products as required, the consequences of breaching the license agreement should not matter too much. You just don't breach it. The same goes for licensing agreements for commercial software.

Out of curiousity, is there a particular version of ms vc++ that needs to be used or will the one that ms is currently making available for free suitable?




Tuathanach

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Re: Lets make PlaneShift Unreal
« Reply #34 on: April 15, 2015, 03:58:31 pm »
Out of curiousity, is there a particular version of ms vc++ that needs to be used or will the one that ms is currently making available for free suitable?

Microsoft Visual studio 2013 community edition can be found here. It is what is required for Unreal Engine and is free.
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Venalan

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Re: Lets make PlaneShift Unreal
« Reply #35 on: April 15, 2015, 05:49:52 pm »
So I've been playing about with UE4's water support and set this up.



I was running a local client in Hydlaa in Full-HD with water rendered in real time and I was maxing at 100fps, which I think is comparable to what I get in PS at 1280*960. The engine also feels much smoother while moving about. I was standing in the small map you get to beyond the lava cave and even in just that tiny room there was more input lag moving the mouse than I was getting in Hydlaa in UE4.
..

Roled

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Re: Lets make PlaneShift Unreal
« Reply #36 on: April 15, 2015, 06:37:17 pm »
I'll ask again- will this new [what engine? something?] be usable by low grade USA Windows laptops? For people who don't and can't spend money on upgraded hardware and who don't understand nor care to learn all the tech?
RR

[mine is a Toshiba Satellite with AMD A6 but I am actually asking IN GENERAL in the hopes that my particulars and OTHERS can just download or whatever, and play]
"RR is a PieSexual" ~ Monala

verden

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Re: Lets make PlaneShift Unreal
« Reply #37 on: April 15, 2015, 08:10:31 pm »
This is a very, very good thing. But nobody is going to say what it can run on until something is available to run and someone has tried it. Unreal is the best choice. There have been many games using Unreal. Until there is a download available the best you might do is find other current games using the Unreal engine and see how the experience is on that computer. The stock graphic cards in portable computers can be problematic for running many games. But the Unreal engine will scale its output better. And many are familiar with it to some extent or another. Crystal Space has just never really taken off to receive the benefits of having an active, wide community of developers. Good show, best of luck!

Rigwyn

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Re: Lets make PlaneShift Unreal
« Reply #38 on: April 16, 2015, 01:18:14 am »
Just curious - the specs for building state that the minimum card requirement is an NVIDIA GTX 470.  That's an old card, but high end. I think the earliest models you can get now (new) are in the 700 series.  Would a GTX 750 or 960 be sufficient?


LigH

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Re: Lets make PlaneShift Unreal
« Reply #39 on: April 16, 2015, 02:38:50 am »
So I've been playing about with UE4's water support and set this up.

http://i61.tinypic.com/hskguu.jpg

^ not available as deep-link image, because tinypic is ad-bloated.

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CheatCat

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Re: Lets make PlaneShift Unreal
« Reply #40 on: April 16, 2015, 02:57:44 am »
I uploaded the same image to imgur, perhaps less ads there.

http://i.imgur.com/PANUHQS.png

Eonwind

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Re: Lets make PlaneShift Unreal
« Reply #41 on: April 16, 2015, 03:50:11 am »
I'll ask again- will this new [what engine? something?] be usable by low grade USA Windows laptops? For people who don't and can't spend money on upgraded hardware and who don't understand nor care to learn all the tech?
Long story short: we still don't know but I expect the requirements will be higher than now, even if we'll provide options to lower details, eliminate shadows etc. However the engine change project will require at least one or two years and in the meanwhile we'll be able to understand what the min requirements will be.

steuben

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Re: Lets make PlaneShift Unreal
« Reply #42 on: April 16, 2015, 05:20:24 am »
dang nabbit. now i'm going to have to redo all my postcard pics... again.
may laanx frighten the shadow from my path.
hardly because the shadow built the lexx.
the shadow will frighten laanx from my path.

Duec2

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Re: Lets make PlaneShift Unreal
« Reply #43 on: April 16, 2015, 07:55:26 am »
I would like to start this off by thanking our Dev's for looking into advancing this game into a better engine.  This is a needed step so this community can advance and grow in the future.  Also, thank you to all the people that are commenting, this helps everybody understand potential concerns and benefits of this new engine.

With that being said, let me see If I have this straight about unreal:

Advantages from what we have now:
1) Much better visual effects (backgrounds, characters, items, etc.)
2) Much better mechanical movements (smoother and looks more natural)
3) More potential Dev's available due to engine is easier to work with

In other words, this could be a much more appealing game, in the long run attracting more people to play.  Also, with more people working on it, the number of man hours to work an update may be the same as now but the time can be shortened due to having more people working on an update.   

Disadvantages from what we have now:
1) Computer requirements may be slightly more than it is now

In other words, the people that having been looking to play the game or comeback and play the game again but there computers will not play the game, still can not come back.  The people that can barely play the game, will not be able to play the game now.  Short run, we will reduce the amount of people that can play this game.

Unknowns:
1) A cost maybe associated with the new engine

Everything else, we should have roughly the same like; detail of landscape control and sound effects.

Is this right?  Am I missing any significant advantages, disadvantages or unknowns?




Salamanderrake

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Re: Lets make PlaneShift Unreal
« Reply #44 on: April 16, 2015, 01:09:41 pm »
...
Disadvantages from what we have now:
...
Unknowns:
1) A cost maybe associated with the new engine
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Epic's UnrealEngine4 EULA
Code: [Select]
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