Earlier quoted context omitted.
> to the web you mean like to browser? If yes, how did you achieve UDP connections? To my best knowledge, browsers allow TCP only
WebSockets are TCP-only. WebRTC can run over UDP, but it's not raw UDP. I think that's what they meant.
Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
101–110 of 121 posts
Re: Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
#102Re: Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
#103Earlier quoted context omitted.
> to the web you mean like to browser? If yes, how did you achieve UDP connections? To my best knowledge, browsers allow TCP only
WebSockets are TCP-only. WebRTC can run over UDP, but it's not raw UDP. I think that's what they meant.
Re: Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
#104Earlier quoted context omitted.
Im willing to bet the code for UT is being used for Fortnite.
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.
Re: Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
#105No link to the actual downloads? Update, found it: https://www.oldunreal.com/downloads/unreal/full-game-install...
This is where the installer you linked to downloads the iso's from. The iso's have been on IA for quite a while already.
Re: Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
#106I 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.
I can't find a link to your port's code. I think you have to include it as per GPL's license (and also because it's awesome and I want to see the code!)
Re: Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
#107Unreal Tournament multiplayer with mutators[1] was awesome fun, like the one that made the player avatar grow bigger when the player scored a kill, and vice versa. It's a shame later multiplayer games didn't pick up on the mutator concept. Being able to easily tweak the gameplay mixed it up and added extra challenge or fun. [1]: https://unreal.fandom.com/wiki/Mutator
Re: Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
#108Re: Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
#109I 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.
The state of things here is that Unreal Engine 1 may be open sourced one day but would need cleaning up first. And they just never got around doing it: https://forums.unrealengine.com/t/unreal-engine-1/14084/6
Re: Epic Allows Internet Archive to Distribute Unreal and Unreal Tournament Forever
#110I had worked all summer to be able to buy myself a computer for college (and made sure it had a decent video card).
I recall, some weeks into my Freshman year, one Saturday night getting a call from a friend of mine who lived down the hall, "Hey I'm at this party, and my friend (Jenny or some other common lady name) wants to talk to you". So he puts this girl on the phone.
Her: "What are you doing?"
Me: "Playing Unreal."
Her: "So, you're going to be doing that all night?"
Me: "Yes."
Her: "OK... I guess I'll talk to you later"
All these years later, I still think I made the right decision.