Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Difference between revisions of "Legacy:Unreal Engine Versions/1"
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|Disney's Brother Bear | |Disney's Brother Bear |
Revision as of 19:30, 19 September 2008
Contents
Engine Development Credits
Unreal Engine Core System Design
- Tim Sweeney
Engine Development Management
- Tim Sweeney
Engine Management System
- Tim Sweeney
UnrealEd
- Tim Sweeney (UnrealEd 1)
- Warren Marshall (UnrealEd 2+)
Rendering Engine
- Tim Sweeney (Main, scene graph, animation system)
- Erik De Neve (Optimized renderer, procedural texture effects)
- Daniel Vogel (Renderer devices, skeletal animation)
Physics Engine
- Tim Sweeney (Unreal Physics)
Network Engine
- Tim Sweeney (Unreal Network)
Sound Engine
- Carlo Vogelsang (Galaxy Audio)
- Module Musics (Freeware)
A.I. System
- Steven Polge (Unreal A.I.)
Console Porting
- Brandon Reinhart (PlayStation 2 Porting)
- Secrel Level (Dreamcast Porting)
Builds Version
- [Unreal] Builds 1~333 (32-bit Windows, 32-bit Linux, MacOS)
- first released out of box on Unreal build is 100
- final released Unreal patch version of build is 226, but licensees offer at build 333
- [Unreal Tournament] Builds 338~613 (32-bit Windows, 32-bit Linux, MacOS, MacOS X)
- first released Unreal Tournament demo build is 338
- first released out of box on Unreal Tournament build is 400
- final released at Unreal Tournament patch version of build is 436
- [Unreal Tournament] Builds 613 (PlayStation 2)
- [Unreal Tournament] Builds 613 (Dreamcast)
Engine Details
Rendering Technologies
- 3DFX Glide, S3 Metal, PowerVR SGL, Direct3D 5 (Build 216), Direct3D 6 (Build 218), Direct 3D 7 (Build 226), Direct3D 8 (Builds 500+) and OpenGL (Builds 209+), software rendering support
- 32-bit fully colored soft animated dynamic lighting
- Multicolored lighting
- with true colored intermixing of fuzzy shadows
- Supports raytraced and enveloped lighting
- Radial, cylindrical, spotlight, searchlight, ambient, spherical, shell, and 20+ special effect lights
- Caustic effects such as "fire waver", "watery shimmer", and the like can be applied to lights
- Supports lens flares and coronas
- Multicolored lighting
- Extensible BSP and portal technology
- Mirror surfaces
- Semireflective materials, such as marble surfaces which partially reflect light
- Non-euclidean, redirectable "warp" portal effects for seeing through teleporters
- Seeing through windows into an infinite sky zone in which a sky, planets, mountains, and other objects are constructed
- Skies and backgrounds with independent coordinate systems for independent translation and rotationz
- Enhanced Quadtree/Octree support (Builds 400+)
- Major enhancements to the rendering engine speed (Builds 400+)
- Curved-surface rendering support
- with an adaptive level-of-detail subdivision surface rendering algorithm
- eliminating polygonization
- 32-bit colored 512x512 size texture support
- Emboss bump mapping
- Multi-texturing
- Dynamic range scaled detail textures
- Procedurally animated textures
- ClipTexturing
- Multiple channels of vertex animation support
- Skeletal animation support (Builds 432+)
- Smooth-skinned Geometry (Builds 500+)
- Facial animation (Builds 500+)
- With lipsync animation (Builds 533+)
- Hardware brush with static meshes (Builds 500+)
- Height-mapped filed terrain support (Builds 500+)
- Decal support (Builds 300+)
- Light bloom
- Fog volume
- Distance fog
- Volumetric lighting
- S3TC texture compression (Builds 400+)
- High resolution texture 1024x1024 size support (Builds 400+)
- Environment mapping support
- Multy-skybox system
- Very improved multi-skybox system (Builds 400+)
- Complex particles system
- Extensible particles system (Builds 400+)
Other Features
- Fully digital audio based module sound system
- Digital music, MP3, CD Audio, module music, s3m, etc support
- Doppler shift
- A3D support
- Software 3D sound
- Surround sound
- Dynamic Music System
- Improved support on A3D, EAX, DS3D (Builds 400+)
- Newly highly enhancing A.I. algorithms and BOT A.I. and teamwork A.I. (Builds 400+)
- Newly very improved network code (Builds 400+)
- Real-time recording of in-engine footage as replayable 'demo' files
- Enhanced demo reconding system (Builds 400+)
- GUI editor
- Imploved GUI editor (Builds 400+)
- Native support for localization of text to 8-bit languages, via CODEPAGE 850 and replaceable fonts
- Built-in UnrealScript and C++ support for externalization of all text, enabling non-programmer translation to all 8-bit languages
Development Tools
- UnrealEd 1 – Builds pre 420
- UnrealEd 2 – Builds 420+
- Ucc
Projects
Announced Projects
Project | Developer | Release Date | Engine Build |
Duke Nukem Forever | 3D Realms | When it's done | Build 613 |
- Duke Nukem Forever is NOT using Unreal Engine 2. It's still a based on heavily modified Unreal Engine 1 build 613, which supports Hardware Brush with Static Meshes, Height Field Terrain etc.
DNF developed history:
- early 1997: 3D Realms, started the DNF project with their own PREY engine.
- summer 1997: changed to id Software's QUAKE 1 engine.
- winter 1997: upgraded to id Software's QUAKE 2 engine.
- E3 1998: Released on QUAKE 2 engine based DNF at E3.
- summer 1998: changed to Epic Games' UNREAL engine.
- autumn 1999: upgraded to the Epic Games' UNREAL TOURNAMENT engine.
- summer 2001: they have written a tremendous amount of their own rendering system.
- summer 2002: updated to the Unreal Engine 1 build 613 stuff such as HARDWARE BRUSH WITH STATIC MESHES, HEIGHT FIELD TERRAIN and more.
- winter 2003: they have a 100% REWRITTEN RENDERING CODE and PHYSICS ENGINE, GAMEPLAY TRIGGER SYSTEM, AI SYSTEM, SOUND SYSTEM a.s.o.
- spring 2005: included MEQON Physics Engine.
- late 2005: once again 100% REWRITTEN RENDERING CODE.
Currently DNF engine Spec
- massive heavily modified Unreal Engine 1 build 613
- uses a Unreal Engine 1 Core System Technology
- uses a Unreal Engine 1 Based Framework
- uses a Unreal Engine 1 Based Trigger System
- uses a Unreal Engine 1 build 613 techniques such as Static Meshes
- heavily modified Unreal Engine 1 based UnrealEd 2.0 called the DukeEd
- 3D Realms own Rendering engine, Sound engine, Gameplay trigger system, AI system
- Meqon Physics Engine
- uses a Unreal Engine 1 Based UnrealScript Programming Language
- Unreal Engine 1 build 613 based Network Engine
Released Projects
Unreal Engine 1 using released projects on more than 50 over titles, included all of the unknowned PC, PS2, Dreamcast titles
Project | Developer | Release Date | Engine Build |
Unreal | PC (Windows, Linux) / Macintosh – Epic Mega Games / Digital Extremes | May 25, 1998 | Builds 100-226 |
Star Trek: The Next Generation: Klingon Honor Guard | Microprose | November 1, 1998 | Builds 216-219 |
TNN Outdoor Pro Hunter | DreamForge Entertainment | December 1, 1998 | Builds 216-220 |
Unreal Mission Pack 1: Return to Na Pali | Legend Entertainment | June 26, 1999 | Builds 224-226 |
Dr. Brain's Thinking Games: Action/Reaction | Knowledge Adventure | August 19, 1999 | Build 224 |
Virtual Reality Notre-Dame: A Real-Time Virtual Reconstruction | Digitalo Studios | August 30, 1999 | Builds 224-226 |
Nerf Arena Blast | Visionary Media | October 31, 1999 | Build 300 |
Wheel of Time | Legend Entertainment | November 11, 1999 | Build 300-333 |
Unreal Tournament | PC (Windows, Linux) / Macintosh / PlayStation 2 – Epic Games / Digital Extremes Dreamcast – Secret Level |
PC – November 23, 1999 PlayStation 2 – October 21, 2000 Dreamcast – March 13, 2001 |
PC – Builds 338-436 PlayStation 2 – Build 613 Dreamcast – Build 613 |
Unrealty | Perilith Industrielle | May 18, 2000 | Builds 405-436 |
Deus Ex | PC (Windows, Linux) / Macintosh – ION Storm Austin | June 23, 2000 | Builds 400-436 |
Star Trek: Deep Space Nine: The Fallen | Simon & Schuster | October 27, 2000 | Build 338 |
Rune | Human Head Studios | October 31, 2000 | Builds 420-436 |
Clive Barker's Undying | DreamWorks Interactive | February 21, 2001 | Build 420 |
Adventure Pinball: Forgotten Island | Digital Extremes | March 23, 2001 | Build 420 |
X-COM: Enforcer | Microprose | April 19, 2001 | Build 420 |
Tactical Ops: Assault on Terror | Kamehan Studios | April 23, 2002 | Build 436 |
Rune: Halls of Valhalla | Human Head Studios | April 27, 2001 | Build 533 |
Rune: Viking Warlord | Human Head Studios | June 28, 2001 | Build 613 |
Harry Potter and the Sorcerer's Stone | KnowWonder | PC – November 16, 2001 | Build 613 |
New Legends | Infinite Machine | Febraury 17, 2002 | Build 613 |
Deus Ex: Conspiracy | ION Storm Austin | March 26, 2002 | Build 613 |
Mobile Forces | Rage Software | May 11, 2002 | Build 613 |
Harry Potter and the Chamber of Secrets | KnowWonder | PC – November 8, 2002 | Build 613 |
Disney's Brother Bear | KnowWonder | November 11, 2003 | Build 613 |
Non-gaming Projects
Unreal Engine 1 is used in some non-gaming projects including construction simulation and design, training simulation, driving simulation, virtual reality shopping malls, movie storyboards, continuity, pre-visual, etc.
Related Topics
Discussion
Xian: So from what I understand, UE1 officially stopped at build 613 (used for licenses) which include a prototype version of what UE2 features, am I correct ?
El Muerte: no, there is no official "end" of UE1 or "begin" of UE2.
Xian: I see. So all those "new" features are things each developer added by themselves?
El Muerte: yes and no, in quite some cases licensees added features, but it also happens a lot that they backport features of newer versions of the engine, rather than completely upgrading to the newer version of the engine. For example, if you're using version 600 and have most of it nailed down and stable, you don't want to migrate to version 700 just for one new feature. You would backport it to version 600. It's much less work. You should take the engine version information about 3rd party titles with a grain of salt.