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RypeL

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  1. If you know C++ you will understand most Unreal Script code instantly. Thats what you dont understand in what i was trying to say: You think its about learning the syntax about Unreal Script but its not. The Unreal Script syntax is so easy that you should understand it in no time if you know another OO language. "Learning Unreal Script" so far was always a synonym for "learning the API and classes etc of the engine". You think if you know C++ you are already fine for UE4 and Cryengine and can do anything you want instantly ? No, not even close. For example in either UE3 or UE4 you need to learn how their networking and the replication works. It isent so different how you think it would be. "Learning Unreal Script" in the past for example also meant learning about replication. You still need to learn about replication and more stuff you can imagine in UE4 and the concepts behind those didnt really change. Wich is also why UDK coders have a big head start over someone who is new to UE4. In other words: "The language is just a tool that you can learn quickly but it is the API you need to master. All in all your making a lot of calls while properly having no experience with any of the stuff that you are talking about. Like what would this "incredibly complicated" logic in AR and TSR be ? The bottom line is that a UE4 version is either never happening or atleast quite a few years away. So a UDK version could be something for in between. There could very well be two different teams, one working on UE4 and one working on UDK.
  2. Can you ? Where did i say underground is stealth logic ? I meant that both are easily possible in UDK. Im assuming with underground logic you mean tanks that can travel beyond the surface. And why should that be complicated to make ? You just add an animation for it to dig itself in then you make it invisible and disable its collision. Should be pretty much done in minutes. Thats no rocket science. @OWA: Unreal Script is an OO Language like C++. It is 90% identical to C++. Any "self respecting" programmer should have no issues learning a slightly different language. Any "self respecting" programmer should learn more then just one language. The biggest challenge you would run into in either UDK or UE4 is getting to know the API and how things fit together (and the API is 90% identical in UDK and UE4 as Epic obviously didnt reinvent their whole API from UE3 to UE4). But i get that you want to work on YOUR projects and you do not consider RenX or extensions to it to be your project. You either want to continue on w3d or want to make something completly new (so years down the line if ever). GL. Though when it turns out to be this easy to get tiberium vehicles working in RenX and the reborn team doesent want to work on it then the question comes up about what should we do to not let this titan etc go to waste. Its taking our vehicle designer about a day per vehicle to get it working in RenX and he would gladly offer his help and expertice to any team trying to make a tiberium mod. Of course if the model artists wouldnt give permission the models would need to be redone so this would take a lot more time then. I know this is all tough to awnser. But it is not my job to tell the commuunity what to do. However as part of the RenX team i do consider it to be my job to inform you about the options so the community can make informed decissions.
  3. (http://renegade-x.com/forums/viewtopic.php?f=135&p=150347#p150347) http://abload.de/img/2015-03-24_000040kstl.jpg "Underground units,Unit detection" ? -> Sure Im just putting salt in i know. But you kinda asked for it by saying this uninformed things about the Renegade X SDK. Thats all. Peace
  4. UE4 would of made more sense... It's better. Yes. It sure makes more sense to you. And i can tell you why. Cause Renegade X already released an SDK so there would be nothing stopping you from starting to dig into it. But people like you just like to sit in their chair and do nothing while bragging about the old times, So you need an excuse. And UE4 is the perfect excuse. That a port to UE4 would be much more work and that you have no starting point like Ren or RenX is perfect, cause you dont want things to change anyway.
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