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466 points chocmake | 3 comments | | HN request time: 0.627s | source
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modeless ◴[] No.42191063[source]
I wish they would GPL it like Quake. Even if it was missing some proprietary dependencies I bet the community could replace them.

I recently helped port ioquake3 to the web, complete with UDP multiplayer, and set up an online demo using the internet archive's copy of the Quake III demo: https://thelongestyard.link It would be cool to be able to do the same with Unreal Tournament.

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deafpolygon ◴[] No.42191223[source]
Im willing to bet the code for UT is being used for Fortnite.
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pests ◴[] No.42191242[source]
My first introduction to Unreal was via the "Unreal Tournament: Game of the Year Edition" right around the year 2000. I fondly remember some of those maps (Facing Worlds for one) but to think that lineage ends up at Fornite is crazy to me.
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1. ZaoLahma ◴[] No.42192118[source]
The base game was fantastic. Never could say no to a game on dm-morpheus. But what really made it great for me were the total conversion mods.

I spent probably thousands of hours playing Infiltration back in the day. I can't imagine how much time and energy must have been poured into completely re-doing a game like that.

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2. rounce ◴[] No.42192255[source]
That’s a name that brings back memories. Infiltration was so far ahead of its time, and it’s interesting to look at how many of its features are now standard on even run-and-gun FPS these days.
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3. ZaoLahma ◴[] No.42192343[source]
Indeed. It's a shame that Sentry Studios never transitioned into a "proper" game development studio. They were at least 10 years ahead of the curve.

But it's good that the games industry caught up so the infiltration-itch can be scratched in other ways.