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Barbatos's blog


[Tipeee] Developer News - February 2023

posted Sunday, 13 August 2023 by FS Barbatos
Information: This Developer News was originally sent 6 months ago to people supporting us on Tipeee. I write these posts with my own words, every month, mostly showing internal development screenshots/videos and explaining the latest features in the works on the upcoming Urban Terror game on Unreal Engine 5.

If you are willing to support the development and maintenance of Urban Terror, the posts are available on Tipeee for as low as a 1€ tip. From now on I'll also repost them here with a 6 months delay. Enjoy the read and let us know whether you like them or not!
Hey everyone!

First of all, thank you again for your continued support. I know I say it often but it truly has become vital to the survival of the current infrastructures supporting the game. With the everlasting increases of energy costs our monthly expenses have continually increased (for the same service!) over the months, from about 90€ per month of expenses to 106€ per month today. Your Tipeee donations are pretty much our only source of revenue nowadays and they cover our monthly expenses to host everything (website, forums, auth server, build server, test server, master server, storage and backup disks, etc.).

This month I feel a bit ashamed, huh. Last month, I was happy showing you Urban Terror 5 running fine on a MacBook Pro 2023 on the Arm64 architecture... only to notice a few days later that this wasn't really the case. I was in fact unknowingly compiling the game to run on Rosetta, which emulates the old Intel x86_64 architecture on Arm64. Well, this is still useful as we now know that the game can run on older Mac architectures without too much trouble, but this isn't really our target hardware. Our primary goal for the Mac platform is to allow players using the current-gen (2020+) of Apple laptops and desktops to run the game smoothly.

As you can imagine, switching to compiling for the Arm64 architecture did bring its fair share of compile errors and crashes, which I spent several days fixing. The team is currently running Unreal Engine 5.1.1 (latest stable release) but Epic have done some substantial fixes for Unreal Engine 5.2 (which is still in development today), so I decided to rebuild the engine on the current WIP UE 5.2 to get the latest changes. I'm now able to cook and package the game, run it with Steam, as well as launch the Unreal Editor and play from there. UE5 is still quite unstable on this platform though, and my Editor crashes several times a day, but we're getting there! I hope Epic can keep on improving the developer experience on this platform in the near future, because this MacBook seriously rocks and it's a joy to work with it.

Mr.Yeah has made some progress on 2D sketches for the new loadout menu and he's currently gathering opinion from the rest of the team. The main goal is to take from the legacy UrT what worked really great (the simplicity of the menu, the speed at which you can change your gear) and improve upon it. I quite like it so far! Once we've settled how the menu should look like and work, Mr.Yeah and Holycrap will start the implementation into UrT 5.

Neira is currently obsessed with boxes so he made quite a few variants (see the attached screenshots). They'll now be added to "common assets" that are available to be used on various maps depending on the mappers needs.
Lizart is fascinated with blinking lights so he's made all sorts of blinkers. Watch out for epileptic seizures!

Unfortunately the sky issues (see the attached screenshots on Turnpike where it's clearly visible) are still not fixed on Epic's side, they seem to be affecting many projects using forward rendering such as UrT5. We hope that those issues will be fixed very soon as JohnnyEnglish got quite depressed about them distorting his maps, which understandably isn't really motivating for him lately.

Neon is still fiddling with learning animations but we'll talk about it next month!

- Barbatos










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