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Incline Fully playable Ultima Underworld 1 port to Unity with mouse-look

ProphetSword

Arcane
Developer
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Jun 7, 2012
Messages
1,758
Location
Monkey Island
Then why does every fucking RPG made in it have such insanely high system requirements and even then stutters with poor frame rate and heating issues??

Sounds like you've been burned. Which RPGs in particular fell into this category? (This is a serious question, BTW).
 

sk2k

Novice
Joined
Jan 8, 2005
Messages
38
Can i invert the mouse y-axis in this "port" ? If not i stick to UltimaHacks. :(
 

Darth Canoli

Arcane
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Jun 8, 2018
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Perched on a tree
Because it's easy enough to use at first glance that any random jackass can start building a game with it, but then don't know enough about making games or programming to tackle optimization. When people with actual skills make games with it, they tend to run fine.

Unity is known for memory leaks, i'm no expert but so far, i didn't play a single game made with unity without that issue.
 

Elwro

Arcane
Joined
Dec 29, 2002
Messages
11,751
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
Can anyone report whether the jumping puzzles are doable in this port? This is one are in which I'd predict some trouble...
 

Elwro

Arcane
Joined
Dec 29, 2002
Messages
11,751
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
Thanks. Still, I finished the original in DosBox some time ago and had no issues... well, good that the wonderful game is alive in some way :)
 

Skdursh

Savant
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Nov 27, 2018
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Slavlandia
Thanks. Still, I finished the original in DosBox some time ago and had no issues... well, good that the wonderful game is alive in some way :)
The thing about the Unity remake is that it opens the way for graphical improvements and mods like what would have been impossible with the original. For instance, take a look at the Daggerfall Unity remake with some mods and a weird narrator.
 

aweigh

Arcane
Joined
Aug 23, 2005
Messages
18,155
Location
Florida
biggest problem with Unity for me is the apparently impossibility for game devs to make their Unity engine-made game have good loading times.

Normally this isn't an issue in non-RPG games or in open-world games where loading is long but reserved to one-and-done affairs, usually the initial loading of the game world, however in cRPGs with many different locations inside one single space, like for example a village or some other atypical RPG scenario, the need for a loading screen for every entrance/exit from a game space is ludicrous and kills the enjoyment and flow of the game.
 

soulburner

Cipher
Joined
Sep 21, 2013
Messages
843
I wonder why this happens, exactly, the long loading times. Most Unity games are very I/O heavy and putting them on an SSD improves things a lot, but it's still far from good.
With Pillars and Pathfinder, I see there's a huge number of small files (~35000 and ~12000 respectively) - that's why an SSD speeds things up so noticeably, but it might cause the whole operating system become heavier when handling all of it. I remember most games used to have a few big data files (.pak or some form of .zip), but for a few years now, they don't seem to do it anymore.

There are very few Unity games that do not suffer from this. Most Unity games also have high hardware requirements, much higher than the graphic fidelity would suggest. Of course, you can make an Unreal engine game and have atrocious performance, but generally, it's a lot more common with Unity. Maybe the developers buy the engine and leave everything on its shoulders and don't optimize anything anymore? I wonder how much you can get into the internals of Unity with the "full" version, do you get the full source code?

I wonder when will computer hardware become fast enough to load PoE or P:K withing a second or two, like, for example BG ;) By the way, I didn't play BG back in the day, how long were the loading times in that game on hardware at around the time of release?
 

soulburner

Cipher
Joined
Sep 21, 2013
Messages
843
I believe the base is written in C++, but game code is mostly C#, which is not known for it's execution speed.
 

Elwro

Arcane
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Dec 29, 2002
Messages
11,751
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
I wonder when will computer hardware become fast enough to load PoE or P:K withing a second or two, like, for example BG ;) By the way, I didn't play BG back in the day, how long were the loading times in that game on hardware at around the time of release?
Noticeable! Not a real issue, but when you wanted to visit a few houses in a city it could be felt as a nuisance.

You most likely needed to juggle 5 CDs, too :)
 

SlamDunk

Arcane
Joined
Nov 20, 2006
Messages
3,076
Location
Khorinis
The project has changed engine from Unity to Godot, so it seems to be alive, at least.

https://github.com/hankmorgan/UnderworldGodot
That gives me hope, thanks. Maybe I'll finish Ultima Underworld II one day after all.
I am currently replaying Underworld I, followed by Underworld II.

I finished both games in 1992 and 1993. After almost 3 decades of mouse look etc. niceties the original control scheme took quite a while of getting used to. I am rather enjoying it right now.

I also tried this modification: https://rpgcodex.net/forums/posts/6069595, but had quite a bit of trouble with how the mouse controls. Particularly with the acceleration part of it, since trying to make small and delicate cursor movements makes me want to rip my hair out of my skull.
 
Last edited:

Spike

Educated
Joined
Apr 6, 2023
Messages
980
The project has changed engine from Unity to Godot, so it seems to be alive, at least.

https://github.com/hankmorgan/UnderworldGodot
That gives me hope, thanks. Maybe I'll finish Ultima Underworld II one day after all.
I am currently playing through Underworld I, followed by Underworld II.

I finished both games in 1992 and 1993. After almost 3 decades of mouse look etc. niceties the original control scheme took quite a while of getting used to. I am rather enjoying it right now.

I also tried this modification: https://rpgcodex.net/forums/posts/6069595, but had quite a bit of trouble with how the mouse controls. Particularly with the acceleration part of it, since trying to make small and delicate cursor movements makes me want to rip my hair out of my skull.
I am not the only one! UltimaHacks was not that great. Does it play better with the way Unity handled mouselook?

Ultima Underworld... A game so good, even the Codex can't shit on it.
You said it, brother.
 

Arryosha

Learned
Joined
Dec 16, 2019
Messages
146
Anyone know if this unity port has fidelity issues? I noticed I can jump higher than in the original, and items are different, at least in description. In the opening area, for example, weapons you find aren't called worn or very worn.

The QoL improvements are pretty nice, but not worth it for me if balance is out of whack. Never noticed similar problems with the daggerfall unity port, but maybe they were there.
 

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