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Unregistered(d) |
Know any Mac C++ programmers out there? |
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There are some amazing mods which are coming out soon but some of these like Thievery UT have enhanced the gameplay using C++. It would be great to see the likes of thievery released for Mac UT and I spoke to the team regarding a Mac version. They said it wasn't possible as none of them own a Mac (*sigh*) and they would let a Mac programmer convert the mod (ie some C++ coding) if they had any Mac porters applying to help.... unfortunately none have. If there are any wiliing Mac programmers to convert C++ (and I'm not one!) it would be great if thet could speak with the guys at www.thieveryut.com who definately would like to see a MAC version. We really need some programmers as more modders are starting to delve deeper into the code of UT to make their mods bigger + better (and this'll probably happen with UT 2003 too), so it would be great if there are some Mac programmers (don't need to be proffesional!) to help port these mods. If you're a programmer the Mac UT community would definately owe you one!
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The McBain |
Re: Know any Mac C++ programmers out there? | ||
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I had 38% in my C++ course... didn't even made the final exam, couldn't pass
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eko |
Re: Know any Mac C++ programmers out there? | ||
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/me gets on his soapbox...
It still baffles me to no end how a project can choose to implement Windows only code to a game that has a very large multi-platform fanbase. It's like shooting yourself in the foot while at the starting line. Do you think that TacOps (for example) would have been as popular as it is if it was a PC only mod of UT? Sure, it would have been popular, but I guarantee you it would not be the success that it is today. UT and it's UnrealScript programming language will really let you do anything you want to do without having to use Windows specific code. There is absolutely no reason to do it. The only reason I can think of for using Windows code is that folks don't want to try and figure out how to do it with UnrealScript, and go to the path of least resistance for them. If this is innacurate, I would really love for somebody to correct me, or explain to me the specific reasons why Windows only code needs to be used. (I am assuming, of course, that it is windows DLL's which are being written.) If you need to implement something into UT that just doesn't exist, program it INTO the game. Who knows, your magnificent skills at implementing a new feature into the UnrealEngine might land you a job working on the next version of the UnrealEngine! I refuse to support any project that does not have the forethought to take these issues into consideration. I boycotted RealCTF UT for these same reasons as well. Hmmm... let's see.. just HOW popular is RealCTF... do you think it may have something to do with the fact that Linux and Mac users could not play it? I wonder... |
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Unregistered(d) |
I can see what you mean..... | ||
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You're right,Eko, about the fact that some modders can't be bothered to support multiple platforms (as you said with the likes of Real CTF) But with some really advanced mods (like Thievery, sorry for using it all the time but it's the only solid example I have!) they seem to be adding some really advanced features into the mod and seeing that these guys are doing it on a voluntary basis, correct me if I'm wrong (I'm no programmer!), it would be incredibly hard to incorporate these features using UScript when they seem to be perfectly well versed in C++. I agree with you Eko there are some mods out there which would be dead easy to incorporate ALL platforms and they're stupid not to realise the ease of making their mod that way. But some of these upcoming 'out of the ordinary' mods may be different. The guys at Thievery said that they had to change some advanced UT code using C++ to implement their new features and when you use Windows machines the edited files are obviously going to be saved as Windows dlls. With these mods the question is, seeing that you're doing all of this on a voluntary basis, are you prepared to go away and learn loads of advanced UScript when you can quite easily use (or HAVE to use) C++? Remember some of them DO want Mac programmers to help out...
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eko |
Re: I can see what you mean..... | ||
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Mounty, that is my point EXACTLY. The UnrealEngine is designed to be completely flexible and fully modifiable. So they can't figure it out, and choose to do a windows only solution? Fine. I'll just keep on walking and try something else besides their mod.
I even have a PC which I do all my gaming with, and I STILL won't support any mod that is platform specific with the UnrealEngine because of these aformentioned reasons. Their intentions are all good, no doubt, but this is my way of saying... it's not a windows-centric world, and I won't support that philosophical mindset. The complexity of a mod is not an issue. If you wish to do it... UScript will allow it. This is the path that all modmakers must take. |
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Unregistered(d) |
Well if that's the case... | ||
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If that's the case that UScript allows you to do practically anything then I completely agree with you Eko. It's just a pity that some of these newer mods (I now add Godz to the list) don't seem to want to support the Mac. Oh well... Let's just hope that it doesn't start off like this when UT 2K3 is released.
BTW does anybody know ahat happened to project Seppuku (or what ever it was called)? This question will bare more relevance if UT2K3 doesn't come with a Mac editor! |
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Unregistered(d) |
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I've done some porting stuff and would be more than happy to port this if I learned more about the UT engine. If I can get mod authoring working in VPC (hrm, I should try that), I'll take on this project with some help.
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eko |
Re: . | ||
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UT2K3 will still not come with an editor for the mac (unless somebody managed to include it in the license deal), and I can guarantee you that any mod worth it's salt... or wanting to become more than just a "niche" will make sure to support all three platforms and use UScript exclusively. The engine for UT2k3 is now even MORE customizable, and EPIC has put forth even more energy into promoting user creations, and there is absolutely NO REASON IN HELL that any mod maker should even think of using PC specific code.
I believe we won't see barely any at all with UT2k3, and if there are some... I can tell you I will be extremely vocal in my opposition. I believe EPIC wants for everybody to work within the confines of the Unreal Engine, and have stepped up their efforts even more to provide UScript coding support, etc. They DO NOT want the community scene to become "PC Only" Mac sales of the Unreal series have been brisk and good over the years.. |
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INF Dragon |
Re: . | ||
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Try your post at......
www.idevgames.com It\ is a Mac game development site. I am sure that you could find C++ programers there. Dragon |
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