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Unreal source code

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ljbade
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Unreal source code

Post by ljbade »

Where does everyone get the source code for Unreal from?

There seems to be a lot of patches mods etc which claim they are based on Epic's source code.

The newest one I have seen is http://www.moddb.com/mods/unrealtournamentsdk

But the only source release from Epic I can find is OpenUT but that seems to be old?

If only Epic released a GPL version of their old games (Unreal 1 and UT 1 should fit this) engines then lots of cool stuff could be done!

They could keep the 'content' copyrighted so people still need to purchase game to use with the open source code.

I enjoy hacking around with id Software's source code when I play the games, like adding antialiasing to Quake 2!
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Marzanna
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Re: Unreal source code

Post by Marzanna »

http://www.oldunreal.com/editing.html
Only part of sources is available. It's enough to make mods.
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GreatEmerald
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Re: Unreal source code

Post by GreatEmerald »

Well, when you have UDK, there's no more any real purpose for UE1 source, although it would allow a little more freedom.
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ljbade
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Re: Unreal source code

Post by ljbade »

Ah... thanks for the link. Interesting that they have the render code in their! (id Software never let modders get renderer source until the whole engine was GPLed).

So I guess this is what oldunreal's patch is based on?
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Re: Unreal source code

Post by unregistered »

ex member
Last edited by unregistered on Sat Aug 07, 2010 3:34 pm, edited 1 time in total.
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Smirftsch
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Re: Unreal source code

Post by Smirftsch »

Ah... thanks for the link. Interesting that they have the render code in their! (id Software never let modders get renderer source until the whole engine was GPLed).

So I guess this is what oldunreal's patch is based on?
No, for maintenance and support reasons I got the complete Unreal sources from Epic on which 227 is based on.
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Raven
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Re: Unreal source code

Post by Raven »

AFAIK only Smirftsch and UTPG has access to full source code - everyone else has to relay on headers (even though it's not full source code - it's quite powerful). And yeah - there are lot's of engine patches for UT and SDK is one of few that exists.
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Gizzy
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Re: Unreal source code

Post by Gizzy »

Smirf, since you have full access to the source, do you also think Epic would allow you to have any beta versions too? There could be some more cool unused stuff (Like fully animated Hawk and the dragon and such crap)

I don't see why they would disagree. You already have an NDA for the source, and the source code to the game is much more valuable than the old, unfinished and glitchy betas.
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Jet v4.3.5
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Re: Unreal source code

Post by Jet v4.3.5 »

Who knows if they still have them, though. I know some people who might have been friends or something might have had an old floppy of one of Unreal's beta versions, but I've hardly ever heard of anyone that had or were willing to share them. There's always the possibility, though, that someone could pass on that content if they had and were willing to give it away.
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Smirftsch
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Re: Unreal source code

Post by Smirftsch »

Smirf, since you have full access to the source, do you also think Epic would allow you to have any beta versions too? There could be some more cool unused stuff (Like fully animated Hawk and the dragon and such crap)

I don't see why they would disagree. You already have an NDA for the source, and the source code to the game is much more valuable than the old, unfinished and glitchy betas.
What kind of beta ??

Yes, I have an NDA which binds me strictly and the question is not if they allow THIS but more if they will allow anything in the future at all.
The idea of giving out the sources didn't work out as they expected I assume, and if you take UTPG f.e. which was a bigtime failure in the opinion of most UT gamers and the time I / we needed here to have some productive result makes it somwehat understandable.

In short, I usually get no or very short answers at all regarding questions and the answer is usually that they can't help with whatever it is. Also can be assumed that they will not give an NDA to anyone else in the future.

If 227g will change their interest with the Linux and now the Mac port can be doubted too.
True, I think that we reached a stage where 227 can even be compared with many modern games out of the last few years and that although Unreal is >10 years now, but they really abandoned the old UEngine 1 and with it Oldunreal too.


Last edited by Smirftsch on Wed Apr 07, 2010 5:34 pm, edited 1 time in total.
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Shivaxi
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Re: Unreal source code

Post by Shivaxi »

We can pretty much do ANYthing that ut2004 can...except the thing with grated textures and the lighting actually making the grate shadow in the wall behind it or w/e...but that's easy enough to replicate in U1. At this point...I'm convinced this engine is capable of just about anything. Can't wait when ragdoll physics come out ;D
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GreatEmerald
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Re: Unreal source code

Post by GreatEmerald »

Well, the Static Mesh support isn't 100% complete yet.
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[]KAOS[]Casey
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Re: Unreal source code

Post by []KAOS[]Casey »

g_25 is really only missing BSP->StaticMesh button atm.

26 will help fix larger mesh lighting

The collision appears to work 100% as expected though.
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Marzanna
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Re: Unreal source code

Post by Marzanna »

Does NDA allow rewrite any Unreal code?
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GreatEmerald
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Re: Unreal source code

Post by GreatEmerald »

Interesting, do you have smoothing and sharpening commands implemented yet?
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[]KAOS[]Casey
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Re: Unreal source code

Post by []KAOS[]Casey »

Smirf can essentially re-write anything as long as it doesn't breach contracts {the installer, upak .DLL dependency}.

Dynamic arrays were mostly rewritten from the ground up since they don't function at all in UE1

Dunno what sharpening and smoothing tools are so that's a no.
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Hellkeeper
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Re: Unreal source code

Post by Hellkeeper »

Dunno what sharpening and smoothing tools are so that's a no.
I guess GreatEmerald was thinking of the smoothing and sharpening of lighting on static meshes
You must construct additional pylons.
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GreatEmerald
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Re: Unreal source code

Post by GreatEmerald »

I guess GreatEmerald was thinking of the smoothing and sharpening of lighting on static meshes
+1. If you convert BSP to an SM, it usually keeps the BSP-style sharpness where every polygon gets light differently. For things like caves, it looks very unnatural, and a smooth command in UE2 makes it apply different lighting rules that make polygons lit similarly so there are no sharp corners visible, which looks a lot better for natural environments.
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Jet v4.3.5
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Re: Unreal source code

Post by Jet v4.3.5 »

Are you saying that there are Static Meshes in the latest 227g, or is this just discussion on those features?
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Hellkeeper
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Re: Unreal source code

Post by Hellkeeper »

It seems that 227g has static-meshes.
You must construct additional pylons.
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[]KAOS[]Casey
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Re: Unreal source code

Post by []KAOS[]Casey »

if you have access to g_25 or higher{no higher is out yet as of this post}

set an actor's bUseMeshCollision true

Try it on a plant with a trace weapon like a minigun

ie:

open harobed -> set decoration busemeshcollision true -> ??? -> go nuts!

It only works on frame 0 of the actor's mesh and will work only if it's non-moving. It's setup fine for traces, touch/bump{could be useful for trip lasers}
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Jet v4.3.5
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Re: Unreal source code

Post by Jet v4.3.5 »

I see. I saw the additive mode (awesome how it's set to use the skyzone info properly) and I have tweaked around with some of the features like the static mesh function. One thing I haven't found yet is the water surface actor. I can't hardly remember where it was but I remember testing it at one point. Also, I had a problem with Autoplay.unr after I installed 227g_25 and maybe even _24.
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Gizzy
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Re: Unreal source code

Post by Gizzy »

What kind of beta ??
What I meant by beta, is any beta versions of Unreal (Ones with the gargoyle, dragon, bigman etc...) or even older tech demos. Problem is, is that Epic do seem to change their mind about this. First they claim they don't exist, and recently, Cliff Blezinski said that if anyone finds them and wants to release them, he would have to clear it with their legal department. I figured that with your connection to Epic through the source's NDA and the level of trust, that they would allow you to have them. As you said though, they have been rather quiet on such matters and getting a genuine reply from them, rather than a generic "no" is difficult/impossible.
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Smirftsch
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Re: Unreal source code

Post by Smirftsch »

a generic "no"
LOL, what a fitting summary.
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Hellkeeper
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Re: Unreal source code

Post by Hellkeeper »

a generic "no"
LOL, what a fitting summary.
I think I can feel some slight traces of sarcasm here !
You must construct additional pylons.
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