Fiesta 2.0 - Client in UE4

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  1. #1
    Newbie Spoooon is offline
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    talk Fiesta 2.0 - Client in UE4

    So,

    We all know Fiesta is well on it's way to death; pservers and even official fiesta seems like it's on the decline. The thing that Fiesta is most limited by is it's game engine, Gamebryo. So, over the past month, we've been putting together a client built in Unreal Engine 4. We want some feedback along with some suggestions on what could be added to our client to further improve it or just any general ideas/questions/whatever. Please watch all 3 short videos before commenting though. Some questions are answered in them.

    Please remember: This has only been worked on for a month. Also, another thing to keep in mind is positioning and movement. The fiesta maps now are very small compared to Unreal maps. going from position (1000, 1000) to (1010, 1010) on the regular client is going about 500 units. On unreal, that is going only 10 units. As a result, things on our client are a little more clumped together when connecting to a live fiesta server. However, this issue is resolved when we connect to our custom server, made specifically for this client.

    In the following video, we connect to Uruga on Isya server on Fiesta NA.
    https://www.youtube.com/watch?v=3DaQVxgG0UI


    This video gives details about graphics, and how easy we made our client be able to change every model in the game.
    https://www.youtube.com/watch?v=Dn2VzelznQE


    Here is the first video we made, a little battle testing.
    https://www.youtube.com/watch?v=Q_OzlrPDbrw


  2. #2
    57 61 72 72 65 6e 32 47 6 Dec is offline
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    Re: Fiesta 2.0 - Client in UE4

    Absolutely stunning - will still require a lot of work, but the progress so far is outstanding!

  3. #3
    Queen Bee AtPixel is offline
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    Re: Fiesta 2.0 - Client in UE4

    I'm in love <3 I can not wait to work with those graphics! Love love loveeeee low poly meshes!
    +1

  4. #4
    Account Upgraded | Title Enabled! RageZooner is offline
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    Re: Fiesta 2.0 - Client in UE4

    outrageously gorgeous

  5. #5
    Member spectra51 is offline
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    Re: Fiesta 2.0 - Client in UE4

    You're telling me it wouldn't have taken OnsOn or Gamigo but a month to update fiesta's graphics.

  6. #6
    Account Upgraded | Title Enabled! Krum is offline
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    Re: Fiesta 2.0 - Client in UE4

    Why is Thor playing Fiesta? lmao

  7. #7
    əʇılə ɯɐ ı MrFarbodD is offline
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    Re: Fiesta 2.0 - Client in UE4

    Why not just make your own game at that point? You could even take ideas from Fiesta, but what's the point of cloning it on a newer engine? Better off making your own game if you're going to do that.

    Fiesta Online | Developer | Contact me



  8. #8
    Newbie xTimex is offline
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    Re: Fiesta 2.0 - Client in UE4

    Quote Originally Posted by MrFarbodD View Post
    Why not just make your own game at that point? You could even take ideas from Fiesta, but what's the point of cloning it on a newer engine? Better off making your own game if you're going to do that.
    because they're having fun. stay in yo own lane kid

  9. #9
    Rada Rada. Delius is offline
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    Re: Fiesta 2.0 - Client in UE4

    Interesting... reach out if you'd like an additional hand :) Love to see where I could help

    Quote Originally Posted by xTimex View Post
    because they're having fun. stay in yo own lane kid
    There's the toxicity we know and love haha.

    Plenty of good reasons to stick to Fiesta and plenty of reasons to make a new game as well. With Fiesta you get to 'piggy back' off existing content + ideas as well as the reputable name. A new game you need to come up with your own playerbase, idea's, content, etc.
    Last edited by Delius; 4 Weeks Ago at 09:20 AM.

  10. #10
    Newbie xTimex is offline
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    Re: Fiesta 2.0 - Client in UE4

    .....

    .
    Last edited by xTimex; 4 Weeks Ago at 05:00 AM.

  11. #11
    ◝(⁰▿⁰)◜Smile◝ (⁰▿⁰)◜ Taiga is offline
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    Re: Fiesta 2.0 - Client in UE4

    Quote Originally Posted by xTimex View Post
    because they're having fun. stay in yo own lane kid
    I think he knows more about Fiesta than you'll ever know. So stay in your own lane kid.

    Anyways he is totally right asking this question since I asked it myself as well. But then in the end if the people developing this client are having fun then it's up to them to decide what they do with the project. Basically what @Delius said.


    Moderator & Developer
    I CAN NOT HELP YOU WITH YOUR SERVER, USE THE CORRECT HELP SECTION INSTEAD.
    I AM ONLY TAIGA ON RAGEZONE!


    DO NOT PM ME FOR GAME RELATED QUESTIONS, THESE MESSAGES WILL BE IGNORED!


  12. #12
    əʇılə ɯɐ ı MrFarbodD is offline
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    Re: Fiesta 2.0 - Client in UE4

    Quote Originally Posted by Delius View Post
    Interesting... reach out if you'd like an additional hand :) Love to see where I could help



    There's the toxicity we know and love haha.

    Plenty of good reasons to stick to Fiesta and plenty of reasons to make a new game as well. With Fiesta you get to 'piggy back' off existing content + ideas as well as the reputable name. A new game you need to come up with your own playerbase, idea's, content, etc.
    That's great and I completely support them, but I'm just curious as to why honestly. Because you're effectively recreating the game, you can keep the same contents and game play and improve it, but I don't know, I would rather not get into the legality issues with that to be honest.

    In terms of playerbase, Fiesta has not much left, you would be just as better off starting from ground zero and then inviting all of your Fiesta friends and players onto your new game, because most of them would probably be willing to give it a try, if you advertise it.

    Anyway, whatever floats your boat I suppose, good luck!

    Fiesta Online | Developer | Contact me



  13. #13
    Newbie Spoooon is offline
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    Re: Fiesta 2.0 - Client in UE4

    To answer the question about making our own game, we are.


    While we were first starting exploring the engine, we realized that the best and fastest way to use UE4 for an MMO (which it is for sure not made for) is to use what we already know best: Fiesta.


    Why would we spend months even years working on a new server backend, when we already have a 100% complete fiesta emulator (that actually works wink wink). We decided the best course of action would to get the client matching to our emulator software. Once that is complete, we have the source to a fully working client, and a fully working server. From there, we can start making all the changes we want; ultimately turning it into a whole new game of our own. Possibilities from there on are endless.



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