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Unreal Tournament 99 running on WASM (2017)

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Re: Unreal Tournament 99 running on WASM (2017)

#102
post #67

Earlier quoted context omitted.

You already can, Unity has their own section of Unity on the web games you can play. They aren't graphically impressive usually but comes down to lack of development resources. 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 pr…

I don't think it's a cultural issue. The difference is you only have to download a game once from the store compared to downloading 10GB+ every time you load the webpage.

You need to design a web game around the download bandwidth, and only stream data right when it's needed instead of preloading everything upfront. Porting existing games with a different streaming model usually doesn't make much sense. And once you build a web game from the ground up anyway, there's little reason to use one of the humongous game engines like Unity or Unreal which have been designed for a very different data streaming approach.

Re: Unreal Tournament 99 running on WASM (2017)

#104
post #19

There's something about the pace of older FPSes that the new ones don't match. Plus, turns out realism isn't something I ever wanted in an FPS. I still fire UT99 up and play a few bot matches once in a while. Now I can do it in my browser?

check out https://openarena.live

https://quakejs.com/

Re: Unreal Tournament 99 running on WASM (2017)

#106
What I'm curious about is how this has been done. I don't think that the source for UT99 has been released, so does icculus have access to the source and has then ported it to emscripten, or has it been decompiled from x86 and then recompiled for WASM, or is it running on an x86 emulation layer programmed in WASM? I presume it was from source, given that everything else is prohibitively hard just for a demo like this.

Re: Unreal Tournament 99 running on WASM (2017)

#107

What I'm curious about is how this has been done. I don't think that the source for UT99 has been released, so does icculus have access to the source and has then ported it to emscripten, or has it been decompiled from x86 and then recompiled for WASM, or is it running on an x86 emulation layer programmed in WASM? I presume it was from source, given that everything else is prohibitively hard just for a demo like this…

Some members of the UT99 community have access to the sources

Re: Unreal Tournament 99 running on WASM (2017)

#108
post #15

Earlier quoted context omitted.

Technically a DLC

The joke was that the very first screen in the game is blue text "PRECACHING..." on the black screen which stayed for minutes on 99' hardware, so it could also be an intro of sorts.

A year or so back I got back into UT99, and was pleasantly surprised that on ~2021 era hardware PRECACHING flashes for a couple miliseconds or so :D

Re: Unreal Tournament 99 running on WASM (2017)

#109
post #95

Earlier quoted context omitted.

I had no idea about this until my friend - who's still active at the top level in UT99 in a couple of game modes - gave me the lowdown a year or so ago. For anyone who doesn't know what we're talking about - a sequel to Unreal Tournament was announced in the mid-2010s. But it was to be developed relatively openly and in collaboration with the existing UT community. There are builds available that are very playable (i…

Could that source code, in theory, be ported to UE5? So basically, it looks and feels like UT99 but maybe with upscaled assets and better rendering quality?

Not really.

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.

Re: Unreal Tournament 99 running on WASM (2017)

#110

Cool cool cool ... though these kinds of browser proof-of-concepts have been around for a decade (more than a decade if you include Flash+alchemy running Quake). Is the browser coming back as a gaming platform yet?

I see MMO's relying on browsers, because the web model and the subscription model align nicely. We had browser based (probably still do) text based "MMO's" that relied on the browser, and there's no reason that something like World of Warcraft or Second Life couldn't run in the browser fairly easily today.
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