Game Development Community

Which is simpler? UScript or torque script

by Patrick Rho · in Technical Issues · 01/25/2004 (2:34 pm) · 26 replies

I have a question

I just want to know which is a simpler programming language..

Unreal Script that Unreal engines use or the Torque script

ive asked many people but they 100% said Unreal Script.

but i just want to ask garagegamers what they think

thank you
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#21
01/26/2004 (9:51 pm)
Exactly. Making mods means you're basically doing work on something you can _never_ own. If you're very lucky you might get hired by the company that owns the game you're modding...
#22
01/26/2004 (11:13 pm)
If you are interested in making mods then a short term reason for choosing the Unreal engine is that Epic/Nvidia are running the MSU comp at the moment (final phase closes in Aug) so it's possible to win some cash and PC prizes. There's also a grand prize of an Unreal engine license if yours is judged to be the best of the best mods.

I've worked on a UT2003 mod (Conquest Marines) and in my experience the unreal engine offers better graphics and the scripting is more structured (its in built state handling is also very useful). For smaller projects there's a very nice system of mutators and hooks into the existing game code that allow you to add in new weapons and gameplay logic very easily - this is very good if you are just starting out as it allows you to get results very quickly. I would also say that the world editor UnrealEd is more advanced than the world editing options in Torque.

However, the downsides are u can't change anything in the C++ and a mod is only ever going to be a mod - it's highly unlikely you'll be able to take it any further on that engine. The installed userbase of UT also have pretty specific tastes in terms of gameplay so if your mod falls outside those then it won't really get played. (unless u manage to convert alot of people with the brilliance of your work :) ). The GarageGames forums are also imho better for finding information on.

For me the total control and commercial possibilities of the Torque engine outweigh the fact that the UT engine is more cutting edge. It all really depends on the bigger picture - what are your goals and which path suits them better.

@Ben - I think on a mod you still own the ip you just can't sell the implementation on that engine.
#23
01/27/2004 (9:59 am)
@Adam - AFAIK it varies from publisher to publisher... in general, you may own the IP, but the company usually has full rights to use and distribute your work.
#24
01/27/2004 (10:00 am)
Wow!!

I learned some great facts here..
yes mod is a mod
but I had a great opportunity in IRC to talk with popular Unreal Mod developers and they told me sometimes they do it for fun..and some of their team members have been hired by various companies and thats what they want too..

Basically their ultimate goal is to have fun and get a job..but they say its a pain in the @$$..

Some of them have used Torque engine, and they told me that graphics that Unreal Engine offer is far beyond what Torque can offer

According to them, you can make a game with Unreal Engine more easily than Torque

I guess all people have different aspects of various engines, and like Brad said, if steam changes so that I would be able to sell games with it, I would definitely go into that.
#25
01/27/2004 (11:22 am)
Brad brings up a lot of excellent points in all of his responses. It is good to have people share their experiences.

@Patrick: If you have an incredibly talented mod making team, and you really want to get hired by a AAA studio (this is unlikely to turn out to be as much fun as you imagine... but that is another rant), then mod making may be the way to go.

But, consider how many CounterStrikes there have been as compared to the number of failed and ignored mods. The odds are not good. The game has to be truly exceptional. That is a very rare thing.

As an artist, a really beautiful demo mod will prove your experience with the engine, and perhaps get you a position in a big company. Of course really high quality art will get you a job even if it doesn't use the latest tech. Adding shaders to your art pipeline won't make up for bad or inneficient art assets. A potential employer is more likely to look at your mesh itself than at the shiny effects on the surface, or the engine that it is running in.

As a coder, knowing UnrealScript will not get you as much job opportunity as you might think. A company is more likely to value someone with in-depth C++ experience. If you are so concerned with having some shaders, try adding them into Torque or another engine whose source you can use. Doing that will get you a lot more marketable skills than scripting, as you'll actually understand some in-depth graphics coding. That is something the hundreds of scripters clamoring for work won't be able to compete with.
#26
01/29/2004 (9:08 am)
Quote:posted by Dylan:
But then again, I havent seen any good games using the unreal engine that didnt have access to the source code (mods or TCs).

I guess that means you haven't played Checkmate ;) (and yes I'm part of the dev team for it).

I would also say that developers are looking for talent and one way to prove your talent is to develop a mod, which could be argued are easier to complete because they have a smaller scale. It still requires a lot of dedication but dedication to a mod project with really no other benefits is why developers will look at you.

That just makes them a tool for potential developers to get noticed, so if you're already established it would probably be in your best interests to either start your own project or lisense an engine like Torque and go from there.
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