View Full Version : Moving script from 2k4 to 2k7
03-10-2006, 02:24 PM
Does anyone know how this will work? Will it be backwards compatible, or will you have to redo most stuff from scratch? There's a total conversion that I want to make, but for right now I'm holding off till ut2k7.
03-10-2006, 02:28 PM
Well, it seems unlikely that they would drop UScript entirely, but seeing as it's a new engine, APIs might differ?
03-10-2006, 02:56 PM
It seems to me they said UT200x from UT99 was a "complete redo" and I've found, while a lot did change, it's still the mostly same syntax, objects, heirarchy, etc.
03-12-2006, 05:49 AM
My best understanding is UT2007 is another complete Redo. The format is even different.
However, I have also heard ways to convert script from UT2k4 to UT2k7 will be in the works.
Backward compatibility? not very likely, but conversions should be possible in some form.
03-12-2006, 04:29 PM
Didn't Epic say they ported all of their UnrealScript to the new engine within a few months? I don't think it will take that long, the hardest part will be figuring out what's different.
03-13-2006, 02:47 AM
Well they said UT99 wouldn't port over, but with some minor modfications it worked fine. I don't think they will change too much, they need the support of mappers and coders to help increase the custom part of the game. Mutator/Mods/Maps I think will still be much the same as it is now!
03-14-2006, 09:54 AM
The class structure is different, but the syntax is all the same. 2k4 stuff doesn't port directly but it's not a huge leap.
03-14-2006, 01:20 PM
Makes me wonder how many mods started with Unreal... never were finished, ported to UT, to 2k3, 2k4, 2k7... with nothing to show for it. :p
03-14-2006, 01:26 PM
The class structure is different
Good, I hope they unified a lot of things, such as Weapon and ONSWeapon and all of that monster stuff that Ape's been having to sort through to get his project off the ground. I'm sure there's a ton of other things that could be improved upon and reworked as well.
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