Now that you're moving towards UE4, is there any possible way to use the brand new Urban Terror HD to code bots for it right now? if the answer is no, will it be possible in the future?
More concisely, I'd like to use UrtHD as framework for coding bots. I'm somewhat forced to make a project of this kind, so I guess Urt was the best choice for me since I love to play this game. Also, the step to UE4, the better, I'm currently learning that engine.
I'm not well informed of current status of UrtHD license, but as far as I remember it will be a closed license somehow, so I guess this could not be possible anyhow. Anyway, if is there any option for doing this, I'll be glad to know.
Cheers.
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Any way to use UrtHD as bot testing platform for educational purposes?
#2
Posted 08 July 2014 - 05:45 AM
Bad news is I don't see allowing that kind of use of UrT.
Good news is UrT is built on the UE4 framework and Epic is rebooting Unreal Tournament, once again the same framework, and is going to make both the game code and engine source code available for free as part of the subscription.
The better news is you come up with something cool you can make the works available thought the Epic marketplace and either give it away for free or sell it.
Good news is UrT is built on the UE4 framework and Epic is rebooting Unreal Tournament, once again the same framework, and is going to make both the game code and engine source code available for free as part of the subscription.
The better news is you come up with something cool you can make the works available thought the Epic marketplace and either give it away for free or sell it.
doing "stuff" with dead things.
#3
Posted 08 July 2014 - 06:44 AM
Frankie V, on 08 July 2014 - 05:45 AM, said:
Bad news is I don't see allowing that kind of use of UrT.
Good news is UrT is built on the UE4 framework and Epic is rebooting Unreal Tournament, once again the same framework, and is going to make both the game code and engine source code available for free as part of the subscription.
The better news is you come up with something cool you can make the works available thought the Epic marketplace and either give it away for free or sell it.
Good news is UrT is built on the UE4 framework and Epic is rebooting Unreal Tournament, once again the same framework, and is going to make both the game code and engine source code available for free as part of the subscription.
The better news is you come up with something cool you can make the works available thought the Epic marketplace and either give it away for free or sell it.
Well! I guess that will work. The only thing I wanted is not to have to make the game myself since I want to focus on AI. I have just made a little research and you're right, they seem to be going to offer Unreal Tournament for free. Now another question remains... when?
But anyway, this is closed so.
#4
Posted 08 July 2014 - 04:00 PM
razieliyo, on 08 July 2014 - 06:44 AM, said:
Well! I guess that will work. The only thing I wanted is not to have to make the game myself since I want to focus on AI. I have just made a little research and you're right, they seem to be going to offer Unreal Tournament for free. Now another question remains... when?
But anyway, this is closed so.
But anyway, this is closed so.
There are already fully functional UE4 games available as samples complete with working assets and base AI functionality along with game type templates with basic functions.
The Shooter sample is fully playable, and I believe there is a compiled game version out there, and everything you need is available if you are only interested in developing part of a games sub-system like AI.
So far as I know someone has already done a crowd and vehicle AI and even I, who knows nothing about coding at all, have done an AI for a sentry gun so in my opinion if someone is just interested in the nuts and bolts there is more than enough available now to get things done with out waiting for a game that will allow you to make such mods.
Still takes a bit to get up to speed but in my opinion UE4 is by far the best engine as to ease of use as to progression of design and iterations and Blueprints makes life even easier as you can work on you design in a visual manner and then convert it to C++. For that matter you can select the entire Blueprint nods and copy and paste as raw C++ code directly into what ever code editor your using.
Waiting for a game to come out to add stuff to is an option of course but UE4 is modular in design that one can easily make what they want in a sandbox and will be ready to bolt into any game with out the need for completed art or even a fully functional game.
doing "stuff" with dead things.
#5
Posted 08 July 2014 - 08:31 PM
Fine, what I was looking for is a fully functional game, but anyway, I'll check the Marketplace for stuff I could reuse for this, I may eventually come up with something that fits my needs. Waiting for Unreal Tournament is not really an option since I don't know when it'll be out, so I'll try to build something up with marketplace stuff as you mentioned.
Thanks for the help and interest, really! Very much appreciated =)
See you!
Thanks for the help and interest, really! Very much appreciated =)
See you!
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#6
Posted 09 July 2014 - 05:07 AM
Well time line wise, and discussed in a Twitch cast, is it's going to take four months to get the framework done for Unreal Tournament and made available on github so one can get early access. This was about six weeks ago,
Something that missing here though is if you want to develop anything for any game under UE4 then one must be able to load the complete or part of the game in PIE (play in editor) before it gets baked to the distribution release. Once baked there is no way to access any part of the game as at that stage only the engine has read/write privileges and is no longer tied to the closed edit environment of the Unreal project environment.
This is where Shooter comes in as it is a example/sample of a complete FPS game that can be read into and played by PIE from the development side of things and is complete as to how a fully functional game would run before it's baked to client access only.
Howe to play the game from the developer side you would load in the ShooterEntry.umap map, press the PIE button and the game plays just the way it would as a client distro but does so before it's baked that once baked even if we wanted to there is no way to do so as the editor can no longer read it as a project.
Based on what you want to do this is how you would need to do it and a completed game is not going to be of any use to you.
Hope that helps.
Something that missing here though is if you want to develop anything for any game under UE4 then one must be able to load the complete or part of the game in PIE (play in editor) before it gets baked to the distribution release. Once baked there is no way to access any part of the game as at that stage only the engine has read/write privileges and is no longer tied to the closed edit environment of the Unreal project environment.
This is where Shooter comes in as it is a example/sample of a complete FPS game that can be read into and played by PIE from the development side of things and is complete as to how a fully functional game would run before it's baked to client access only.
Howe to play the game from the developer side you would load in the ShooterEntry.umap map, press the PIE button and the game plays just the way it would as a client distro but does so before it's baked that once baked even if we wanted to there is no way to do so as the editor can no longer read it as a project.
Based on what you want to do this is how you would need to do it and a completed game is not going to be of any use to you.
Hope that helps.
doing "stuff" with dead things.
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