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  • #16
    Originally posted by Waverun View Post
    Please, no fighting! That's the last thing this forum needs!

    Let's just all have faith that Epic will achieve something BIG soon! Okay? Okay.
    How can they achieve something big when they even can't respond to one of the several threads saying the same thing - what's going on?

    Bubbaxm2 was so kind to say it's because of Fortnite, but apparently it's just another theory.

    I was defending the development of UT left and right and I don't want to be all entitled or anything, but I think we deserve at least one official statement.
    Don't tell me "they" banned everyone from writing a post about a game they supposedly care so much about.

    I'm getting really emotional about this, because I wanted this game to succeed and now these two weeks send a message they don't care at all.
    >ZK<Drakir: demorec d;)
    The time has come to prove you are the best. To crush your enemies. To win the tournament. To help the community.

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    • #17
      From Steve's Discord announcement:

      Sorry we've gone silent for the last couple of weeks. Epic has some big releases coming out for both Fortnite and Paragon, and most members of the UT team are helping out with those games right now. We're still working on UT in a different branch, but are doing some large refactoring that is reducing build stability and doesn't make sense to merge to the main branch until it settles down. We will update you on status soon. Until then, we look forward to seeing what the community continues to create with the current build of UT, which is the most stable and best performing version we have released.

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      • #18
        That makes sense. Waiting patiently to see the result.
        C++: Spray prototype | Compilation Tweaks | Maps: Quayside (inactive)

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        • #19
          Originally posted by Bubbaxm2 View Post
          From Steve's Discord announcement:

          Until then, we look forward to seeing what the community continues to create with the current build of UT, which is the most stable and best performing version we have released.
          ... WTF, are they smoking crack? How? We cant make anything! (See thread title) There is no current code that can be compiled, that will work with the current UT!

          Current UT version:
          Code:
          LogInit: Build: ++UT+Release-Next-CL-3525360
          LogInit: Engine Version: 4.15.0-3525360+++UT+Release-Next
          LogInit: Compatible Engine Version: 4.15.0-3525109+++UT+Release-Next
          LogInit: Net CL: 3525109
          The latest version on GitHub:
          Code:
          #define BUILT_FROM_CHANGELIST 3436913
          Author: Domination Game Mode (Native UT4 Plug-in)
          Get the Install on ModDB.com
          Source Code available on GitHub

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          • #20
            *with Blueprint.

            Let's be honest, the support for C++ wasn't really existing. Even the programming section or in general mods didn't get the acknowledge/attention level as these concept arts, community maps (or at the very early stage the cosmetics). And even if a new Github update comes up, it's just a matter of time till the next outdated Github repository exists. It's a time consuming process modding (or "create"-ing) code content for/with the current engine version which UT runs on. This will likely never change.

            I personally didn't really delve already into modding or creating gameplay content due to the nature of development (specifically game development) where things heavily change later on. I was more into checking what the engine/UT could really needs regarding modding support based on the content and knowledge I had/have with earlier UTs. UT is not ready to be modded to the extent earlier UTs could, and the developement is in a stage where devs could not discuss or take the time to look into modding support, code contributions, etc. And I fear this will be a thing which will be stripped. UT as a toolset for modders doesn't exist anymore. It's more like "here are some Blueprint properties you can play with, have fun modding". For anythng else, there's the full engine which is just fine.



            Drugs might actually be helping to understand the mess with Github and launcher builds. The reason devs needed to work on Fortnite/Paragon for the time and couldn't work on UT is unbelievable. I mean, there is a public build/releasse which is likely built from a given source. Why is the process not already automated (in some sort) after more than 3 years that once a build is released (or tested!) changes are pushed from P4 to the Github release branch. That the release branch is actually cherry picked (with a merge) is another problem. And also disregarding the fact that engine changes could actually be overridden with an engine upgrade (codewise) and several others.

            At this point, I would never suggest anyone intersted in modding or creating content for/with UT to actually do so unless they really earn something out of it (knowledge, reputation or even $$). Sad but true. **


            PS:
             
            Spoiler
            ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
            ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

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            • #21
              I see people are learning the hard way, i wish it wasn't so, i gave up a long time ago and i wish that all others had as well, to put ut in the grave, as much as i love the ut universe with mods and community its not going to happen, very few will be willing to dl 25gb+ just to make a map or mutator, not sure if there's a market nowadays for an arena shooter most younger people want a bit more depth (me 50+).

              i'll still follow but have given up hope
              UT40K:The Chosen - Warhammer 40,000 for UE4
              ut40kgeodav - UE4 Tutorials

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              • #22
                Originally posted by RattleSN4K3 View Post
                *with Blueprint.

                Let's be honest, the support for C++ wasn't really existing.

                Ahahahahaa.

                This brings me back to when i was just a youngster fighting the power.

                https://www.epicgames.com/unrealtour...465#post302465

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                • #23
                  Originally posted by Snake.Pliskin View Post
                  ... WTF, are they smoking crack? How? We cant make anything! (See thread title) There is no current code that can be compiled, that will work with the current UT!
                  Originally posted by RattleSN4K3 View Post
                  *with Blueprint.
                  At this point, I would never suggest anyone interested in modding or creating content for/with UT to actually do so unless they really earn something out of it (knowledge, reputation or even $$). Sad but true. **
                  Well, I must agree on both counts, though I also appreciate positive attitude of hope others are giving out that things will improve. I hope so.

                  Currently, at Chaos we are a closed team so we use a cached build from one or two releases ago. That works for a closed team, but when we go public, and for mods which are public right now, this putting out of a build without updating git basically would seem to take the mod server down, because it can't be synced to the launcher build, and the dreaded Version Error disallows backward compatibility. imo it's a very bad move for them to do this, regardless of the reason. mods are up and servers are running and, imo, they s/b maintained, so all this to the community must feel like a nut punch.

                  The curve on modding c++ is really high right now. At Chaos we lost our original dev leader due to something like this, and it has continued to intimidate each and every developer who has come (and gone). Only after buying a 2017 Kaby Lake rig did my compile times get smaller by a good margin, but god help the rest of the world who don't have such high specs. This has gone on for a few years now from our perspective, and though some improvements have been made, it's still the same intimidating process, and the community is losing good people.

                  and imo there is no "*blueprint" to save the day. one of our prior devs stated to us what a nightmare it would be to implement some of our stuff in blueprint-only.

                  Why do I do it? Pretty much, what he said ^^, I have other compensation. For me, it's a fun project, and a great team to work with, and great experience in modding being with such a team to put in my belt(never had a sound man, QA, a graphics team(or anything), etc, before). Without all that, no way I would continue. It's why I joined, and it's why I stay. Without that, all this stuff in dealing with the process flow would make the process not feasible for me at all.

                  I am also made of a lot of gristle and testosterone and other ugly guy stuff(because, ima guy..), puppy dog tails and snails and etc, so I keep on at it and push through the pain, but as Sir Brizz once stated: "It's not for the faint of heart". He was correct a few years ago when he said that, and it is still true today.

                  I totally get what everyone is saying here and understand the frustrations and abandonment. Personally, I advocate hope and patience, but I do urge Epic, if anyone there actually reads this stuff, to address these issues and iron out the modding process(um not to mention all the 'other' stuff). We love you Epic, but everyone has their breaking point, each person just hits their own at a different time than others, and remaining unchecked, Cost Vs Benefit will eventually become too unbalanced to convince even the most diehard of modders to hang on. Not many left, really. To those who are, I salute you.

                  The thing is: We are here, now. The process is here, such as it is, now. Being such, it ought to be maintained and improved, but this is not happening (imo). If the plan wasn't to move it along, then it should never have been opened in the first place. Sitting on the display floor, the machine is fine, but once the machine is in place and in operation, it needs to be maintained, or it breaks.

                  Until such a day, I continue to crawl through the trenches...
                  Last edited by warhead328; 08-09-2017, 06:11 PM.
                  Bombing Run for UT3 Coder https://forums.epicgames.com/threads...ease-Candidate
                  The Reliquary TRBP team Coder http://unrealtournament2004.filefron...tEffects;92208
                  https://www.youtube.com/channel/UC0p...Q7l8s-0ug_Etgg

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                  • #24
                    thx Bubba for the quote. Personally i never worked with C++ but can create a mod with blueprints now and it is stable. I will continue bombing run mod, when i got time. Its the best gametype for me and i got a stable community in ut2004. It's just sad epic has a huge game going to waste here.

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                    • #25
                      The release branch is very close to the master branch since UT is on hold since kinda latest release.
                      Solution/trick for testing mods with current release using the master branch.
                      Edit version.h and change BUILT_FROM_CHANGELIST property to fit with release version number (3525109)


                      With that i was able to test my mod on UT4 server.

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                      • #26
                        I wish I'd understood this post a week ago. I've spent a few days trying to get a C++ game mode working to fix the spawn system in instagib and couldn't figure out why I couldn't package it...

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