I don't want to go into much detail since I don't want dig into an old story, but basically when the best version of U227 was released (with particles, static meshes, and other extremely good stuff), Creavion was apparently told from Smirftsch directly that the same things could be implemented in UT as well, and that he was going to do so (as the engines are very very similar to each other, and well, why not?).sana wrote:Care to enlighten me about the "Creavion/UT/Smirftsch" issue? I remember Creavion leaving our community with rather notorious opinions, so I'm curious about what happened between him and the 227 dev team that could influence opinions like that.papercoffee wrote:Since the Creavion/UT/Smirftsch issue I'm very cautious about such announcements and celebrate only when I see the actual product.
Creavion was a beta-tester back then, and you can imagine based on his known maps what was going in his head and what kind of new stuff he was already imagining to do... such as a CMP3 (a sequel to our CMP2), where he along other mappers would do a series of quality maps, I, Paper and Gen would remake some UT pickups and all the UT weapons, and all using Smirftsch's stuff to promote it, test it, showcase it and try to input some life back into the game, given that at least as Unreal-only material there aren't many people using it or even aware of it. And we actually started to work on it for the first weeks (Creavion was doing an awesome terrain as you can imagine, Paper and Gen did an awesome armor pickup along with other things, and I didn't start anything since back then I was still to occupied with something else, but I promised to help out).
... however it was canceled before any more work because there was no further sign of Smirftsch's willing to provide something to UT and it seems he backed off from it for the time being, leaving UT in the dust that is v451. Creavion was obviously disappointed at it since plans were already being made to use Smirftsch's stuff the way they were meant to be used.
Now, this is what I have been told (more or less), and regardless what went on, I can understand Smirftsch's reasons for it, as he's not obligated to do anything at all even if he has potentially the power to (and the only one to boot), and the guys at OldUnreal are very lucky to have someone like him with the source and still working actively on it. If I was in his place, probably I would do something similar but in the opposite direction (making the patches for UT and not Unreal, as UT is the game I am interested in and the one that for me still holds most potential if well used, to not mention that I don't own an Unreal copy in the first place), so I understand him in that regard.
But, fact is, we were expecting something and support Smirftsch with it, and we were left hanging there. Note that Smirftsch never told us anything directly, only Creavion did, but he was a beta-tester for U227 (and a good one at it), testing things that were not even out before, so there was no reason for him to lie about something like this, so I trust his version of the story.
Hence even his topic about how UT could get the patch of its lifetime and the potential of it.
That's probably why I also believed in this topic at first ("maybe Smirftsch did find some time and liking to dedicate to UT to level it up to the same level as Unreal?" - that's what I thought when I first read it), due to that event, and the fact that Dots contributed a lot to it and almost always made the same things working with UT and the fact that a UEd2.1 effectively exists with tons of good stuff in it.
Having that said, it's best if no one toys with this sort of thing again. As someone mentioned, it's not April 1st, and waving a candy no one can really consume I dare to say that is quite heart-breaking. For me it was at least, since for me it was a light at the end of the tunnel to pull my own things through a lot quicker and probably in a much better platform, and now I got in the state of "well, I guess this would be all good and stuff, but as long it's secluded to Unreal alone it's useless to me..., so I will have to implement my own things in full after all, oh well...".