Unreal Tournament 99 running on WASM (2017)
icculus.org
icculus.org
I took it a step further and made an iframe-embedded version of Quake deathmatch pop up when you typed the konami code. It was a hit :)
EDIT ...and now the title has been updated, so I look like an idiot!
Correct me if I'm wrong, but it seems like a massive opportunity for both game engine providers and portals, especially with the arrival of WebGPU on the horizon.
Then there's examples like Townscraper (https://oskarstalberg.com/Townscaper/) which are graphically nice and already playable on the browser. There are also many games on itch.io of varying quality, but IMO Townscraper is the nicest.
The problem of storage is also quite important, it's hard to push a high quality game on the browser when a lot of people won't stick around for the 10GB+ download needed, not like they would if they're downloading from the Xbox store or something like that. So it's a bit of a cultural issue as well on that front.
It's like sound. People are OK with video games with clicky sounds going through menus with background music playing, but find it very obnoxious if a website does the same. Not a technical problem, but one of culture and how we view the mediums.
Browser games have no idea how long their data is around and how big the cache actually is.
Browser based games will go to GaaS subscription or even "Insert $.25 to Continue" very quickly.
Definitely interesting technically-wise, but considering the implications, no thanks.
WebGPU will help with the 'graphics API feature set from a decade ago' problem but you may have to wait like 2 years extra for it to show up in Safari and ordinary Android phones since Apple delays new features and Android phones don't get updates. Android phones also have horrible video drivers, so it may not work on many handsets ever. Plus you have to rewrite all your shaders in their special snowflake shader language and wait for them to compile on every page load.
Ultimately, Apple doesn't want you shipping browser games because they would rather get 30% of your revenue via the App Store. The Chrome team probably does want you shipping browser games but they're in a difficult situation with the state of the mobile market, they probably need to do painful stuff like implement compressed pointers if they haven't already.
And even the PS3 at least had a proper graphics debugger.
https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing...
That said, nobody really releases games that way and nobody plays them that way. Not everything needs to be a web app.
And UE5 does not have support for it out of the box at all.
https://github.com/UnrealEngineHTML5/Documentation/issues/10...
What, in your mind, would be the killer advantage?
Anything besides easy distribution?
But it seems to me that, esp. in the case of gaming, it isn't just distribution that win, but the ability to discover, and pay, for games easily in a single place. So App Stores seem to have won the distribution game and have added several other capabilities that are all together make for a more compelling story than easy distribution alone.
If that weren't the case, why aren't we seeing more games distributed this way (web)?
He was an electrical engineer and very DIY/handy, so had gadgets and new tech about the house constantly.
You can find the latest patches on GitHub.
I still fire UT99 up and play a few bot matches once in a while.
Now I can do it in my browser?
Part of the problem is many of the modern FPS games have adapted arena FPS features (even Halo now is much faster than it used to be) making it difficult for people to go back to them unless they were deep fans of arena FPS games in the first place.
Ultrakill is a great one for singleplayer though!
Anybody can download a version of this client along with a mostly playable version of quake [1] (that includes only the first chapter of the original maps like the shareware version but many or most popular multiplayer maps. And if you have the original you just need to place the pak1.pak inside the id1 directory and have access to everything)
There are many ongoing tournaments and QHLAN is about to be held in Sweden on November 17-20. You can find all about these in the quakeworld wiki [2]
To find the servers and games you can use one of two websites [3][4] or the in-game browser. The quakeworld EU and US communities are found on Discord. [5][6]
There is also an automated Twitch channel built by a community member that streams quakeworld 24/7 [7]
[0] https://github.com/QW-Group/ezquake-source
[2] https://www.quakeworld.nu/wiki/Overview
[4] https://hub.quakeworld.nu/
[5] http://discord.quake.world (invite link for QuakeWorld EU Discord)
[6] http://discord.usquake.world (invite link for QuakeWorld US Discord)
if that were the only catch then people like myself and parent wouldn't return to these games simply to fight a bot match.
I have a hunch that most the people still hosting servers for games 20+ years later are very good at it. The noobs and casuals like myself moved on ages ago.
Being blown to bits before the whole spawn animation plays repeatedly is amusing for a while, but the charm wears off fast. I don’t have the time to dedicate to get good.
This was my Quake experience a couple years ago, at least.
Is the browser coming back as a gaming platform yet?
If this shit becomes mainstream say goodbye to ever owning your data ever again
1. We're in that world now. You think you 'own' those mobile games you bought? You think games couldn't be pulled from your digital Steam library?
2. In the era of Flash and before mobile, browser gaming used to be a much much bigger thing.
I don't want to rent something that doesn't recognize platform conventions or take full advantage of my hardware and storage, when it can and should have
Neither do I want to have to pay some rent-seeking wanterpreneurial fuck a monthly fee to access content that runs better locally
Web will be huge for increasing accessibility, especially for casuals who have never downloaded Steam before. Imagine the Cambrian explosion that will take places when playing becomes as simple as clicking a link?
We've had Canvas/WebGPL since 2011. Emscripten came out 10 years ago. WebAssembly 5 years ago. I've seen countless of these kinds of demos over the last decade. Literally no difference between this one and what was demoed years ago.
So for years a plugin-free browser was good enough for 'modern fidelity' gaming - but it never happened.
There is no 'Cambrian explosion' coming. Casual mobile killed casual browser gaming.
It has taken a decade, it will arrive without proper tooling, and require everyone to rewrite their shaders as well.
> This is just the intro flyby to show it works. The whole game is not included because it's a big download and not mine to give out.
So 100 to 200 MB of PRECACHING /s
It's a shame. I still have some hope that it'll get dusted off, polished and given the attention it deserves at some point. A few people in the community feel quite hostile towards Epic, though, so they may have to work extra hard to regain that following.
Edit: ALSO I figured I'd add something interesting. The UT99 unrealscript source was semi-officially released and Epic did permit the community to release patches ... on the condition that they didn't break compatibility with the released version. That is, if I went back to my parents' house, dug out my old CD copy from 23 years ago, installed it and tried to play on one of the community servers, it would still work. Which is a shame since there are a handful of updates and quality-of-life improvements (for example, net code is supposed to be a bit janky) they would like to do but simply can't. Another missed opportunity :-/
Might be fun as a technical exercise if you're bored, though :D The UT99 UnrealScript sources are here if you ever want to play around - text editor support for UnrealScript files isn't great but if you can move past that, it's really quite moddable and extensible, I really wish I made the effort to dig into it earlier when the game was more current: https://github.com/Slipyx/UT99
UE4 (and thus UT4) abandoned UnrealScript entirely in favor of Blueprints and C++. The majority of code from the previous games (including base engine code) is all UnrealScript. It would be more feasible to take UT4 source and add features of the old games.
One of the main benefits of the older games is the mod community, but without UnrealScript it's not really doable in the new engine. Mods would have to be DLLs which are not really safe to distribute.
It really needs Epic's support to either add back unrealscript or host a distribution hub where the game can download the DLL mods.
I have a tiny glimmer of hope that the yet to be released versescript will allow a new UT with scripting support, but I'm not holding my breath.
Don't know why, but the UT series has, for me, been more enjoyable than modern FPS games like CoD. I'd take UT99 or UT2003/4 or the more recent UT over any crap that EA puts out every year.
Edit: Quake Live it was called. Unclear if it's still offered in the browser as it seems to have made it's way to Steam.
Uncaught 72428808 - Exception catching is disabled, this exception cannot be caught. Compile with -s DISABLE_EXCEPTION_CATCHING=0 or DISABLE_EXCEPTION_CATCHING=2 to catch
when starting a game, anyone have an idea why? On both chrome and edge.
> This is just the intro flyby to show it works. The whole game is not included because it's a big download and not mine to give out.
> Since there are files missing, the main menu crashes if you try to start a game. This is known.
Localization: No localization: Core.Progress.Loading (int)