SurrealEngine: Open-source reimplementation of Unreal Engine with playable UT99
github.com
github.com
I wish Epic had GPL'd their old releases the way id Software did. I'd especially like to have UT2k4. I played a lot of ONS-Torlan in college.
Instead of UT I may do Serious Sam next. Serious Engine was open sourced and there's already a web port (without multiplayer): https://www.wasm.builders/martinmullins/serious-sam-in-the-b...
Seems like the genre is just not popular.
I'm not really a gamer. When I discovered original UT I'd play it at work because my home computers never had good enough graphics. I loved the atmosphere of many user-created maps.
Is there no similar experience that's popular today?
I’m optimistic, though. Adventure games were dead for a while but eventually came back with a vengeance. I doubt the desire for quick, pure shooty fun will ever go away.
I eventually appreciated it a bit more, but UT will always have a special place in my heart.
As opposed to, say, team orientated Capture the Flag scenario's.
And Epic's removal of titles from stores: https://www.gamingonlinux.com/2022/12/epic-games-are-killing...
His thinking perpetuates the problem, doing the more laborious thing of supporting Linux will net more freedom
Absent anything else, I feel supporting the status quo does just that. Must break some eggs to make an omelet; quantities/plate count/portions matter.
When I say 'loaded', I truly mean it. One could argue this in a positive self-fulfilling direction or the other: fallacy, 'sunk cost'.
I feel as if this is capitulation, personally, but am clearly biased. Very idealistic, would prefer they be the change we want to see
For the curious, FTEQW has an emscripten port as well, and FTEQW allows you to play Q1, Q2 and most Q3 maps: https://github.com/fte-team/fteqw/blob/1f9f3635f0aef3b2eed6b...
Also, the LvL LiveView is a great way to check Q3 maps in your browser: https://q3js.lvlworld.com/play/2043/media/633a9623b1b6458735...
What a time to be alive. :)
Code is here: https://github.com/jdarpinian/ioq3 https://github.com/jdarpinian/HumbleNet
Multiplayer on the web is tricky. For non-action games you can get away with WebSockets but for arena shooters or other action games I think UDP is important, and you can only get that with WebRTC and all the baggage that comes with it. I'm using a library called HumbleNet to handle WebRTC, but I had to make a lot of changes for it to be usable. https://github.com/jdarpinian/HumbleNet
WebRTC is available today in all browsers and supports peer-to-peer unreliable UDP.
The problem with WebRTC for this kind of application is the need for a whole separate "signaling server" just for connection establishment, plus STUN/TURN, plus your actual application server makes three required servers. It puts a really high minimum on the complexity of any WebRTC app. For a client-server only application you might be able to combine all three servers into the same binary. I haven't seen a library that does that, but maybe it exists, I haven't looked extensively.
The HumbleNet library that I use provides an implementation of the signaling server for connection establishment, and for the client app it hides all the WebRTC complexity behind the BSD sockets API. So all you need to do is host the server.
https://eikehein.com/stuff/sabatu/
I'll upstream the work to tr1x (which I contribute to) at some point.
Not a day goes by that I don't pine for turn of the century FPS gameplay. (and maybe my turn of the century reflexes)
I play regularly and the couple of servers I play on get full to the point nobody else can join...
Before that point bots seemed only capable of team death match.
The player base is small, and the skill ceiling is extremely high, but it's a shockingly solid piece of work for a free, open source game.
Honorable mention to UT2k3's menu music:
https://www.youtube.com/watch?v=IberpcWz9mU#t=0m10s
The NFL themes had nothing on it.
Hopefully you find something from the past that can bring even more happy memories!
The developer has a bunch of WIP videos on YouTube: https://www.youtube.com/@dxu2424/videos
Surreal98 (formerly DXU24) hosts UE1 games inside UE5. Plans to release as a commercial product?
SurrealEngine (this post) is a standalone UE1 reimplementation. This one is open source.
There's no point on reimplementing a game needing either a propietary engine (cough, cough, OpenMafia's switch into Unity) and/or a modern one with crazy requeriments defying the original purpose of replaying a game when a low end machine can't run a 20-24 years old game.
Also, Deus Ex it's one of the most played games ever due to its cult status (and, well, people loves conspiracy theories on the 9/11 and the Covid and in-game terror attacks). Having a GL 2.1 renderer (even a software one) will be one of the first succesful tasks being done.
I'm pretty sure even PPC Amigans would love playing it on their machines.
DX might be like the old Nethack 3.4.3 which have been ported everywhere, even to more platforms than Doom.
>We definitely can’t open source Unreal Engine 2 or 3, because of dependencies on a large number of external closed-source middleware packages with complex licensing requirements.
>Open sourcing Unreal Engine 1 might be possible, but getting the source and dependencies into a releasable state would take a lot of cleanup effort that we just haven’t been able to find time for. I hope we can do it someday. [0]
[0] https://forums.unrealengine.com/t/unreal-engine-1/14084/6
then I see that comment made almost 10 years ago. I feel a lot of that goodwill went out the door once Fortnite became a cash cow.
Plot: https://imgur.com/a/fortnite-killed-unreal-engine-developmen...
From: https://forums.unrealengine.com/u/Tim_Sweeney/activity
Where's an Epic Arcade bundle of their 2D masterpieces like OMF2097 and Epic Pinball and Solar Winds? Why isn't Jazz Jackrabbit appearing in half a dozen mascot-themed Super Smash Bros ripoff?
Compare vs Capcom's remakes of all their classic Resident Evil games (Unreal 1 and 2 could get this treatment) and rebundles of all their arcade fighters and beat-em-ups. Or Id's annual rebundling of Quake 1-3 for new generations.
And it's not just big companies like Capcom doing that. How many times has little Croteam re-released Serious Sam 1st and 2nd encounters?
Meanwhile can you even buy UT2004 anywhere anymore?
I'm a sucker for software rendering and unreal engine 1 has even more advanced features in that department compared to the original Quake (1 and 2) engines.
Would love to port that to wasm if this ever happens.
There is https://github.com/RedPandaProjects/UnrealEngine but I don't know what are the legalities and such...
mkdir -p ~/.ut2004/; sudo docker run -it --rm -e DISPLAY=$DISPLAY -e XDG_RUNTIME_DIR=$XDG_RUNTIME_DIR -e HOME=/ --network=host -v /tmp/.X11-unix/X0:/tmp/.X11-unix/X0 -v /run/user/$UID:/run/user/$UID -v ~/.ut2004/:/.ut2004/ --user $UID:$UID --privileged --name ut2004 ikuinen.earth:5000/ut2004Urban Terror's death has been exaggerated before =]
I would love to also see some sort of diverged reimplementation of the Unreal Engine that worked on a fixed tilmestep instead of a variable one, but it seems like maybe this implementation is faithful to the original engine behavior as well.
So many engines are getting the open source reimplementation treatment. I wish them all the success in the world and hope their numbers continue to grow.
A nice capture-the-flag game with deplorables & vehicles. Amazing set of 3rd party maps. It'd be amazing to see this brought to a modern engine, especially if the maps could be imported.
Look, I get it: they named their library "dumb" so they felt they just have to be cutesy with the license file, but please don't. If you hate licenses that much, https://spdx.org/licenses/WTFPL.html is probably for you
(the actual project seems to be BSD-3)