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Freakish
05-06-2002, 04:01 AM
redef posted the following since he got to go meet with DE, etc about UT2k3..he's going to write up a full report in the next few days but posted the following to tide us over..

The last one sounds especially sweet to me.. :D
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‘Rag doll’ physics are now in. When a player dies the Karma engine takes over and provides an elegant death. No longer will silly death animations play and characters clip into walls. They’ll roll, fall off edges, bounce off walls, and do everything imaginable.

A pre-release demo is confirmed. An actual release date isn’t, but it will probably include the bombing run game type. Digital Extremes will be looking for the community’s feedback on it, and WILL make alterations to their game based on feedback.

The level editor now depends HEAVILY on prefabs. Mappers who are unable to create their own prefabs in 3D Studio Max, Maya, or similar, will need to depend on prefabs already included in the game or downloaded from sites. With prefabs it’s very easy to create a level that looks fancy.

Terrain can be easily modified, but it designed for rolling hills and large landscapes. Sheered mountains and similar will depend on static objects. Almost all of the content in the Unreal Developer’s Network will be released in order to teach mappers how to use the new (or rather highly modified) editor.

The physical size of levels will be approximately the same as UT’s (depending on the amount of new prefabs used).

Cache management will be improved. It will no longer empty in 30 days, and have the ability to compare downloaded mods/maps with versions that you might have installed manually.

AI has been improved to provide much more dynamic actions. Bots do not stick religiously to their paths (they will veer off slightly), and may identify zones that are high casualty zones (identifying where not to go due to snipers, or similar).

There will be between 3 and 5 remade UT maps. They will be sequels to the originals.

The newly introduced Shield Gun combines the actions of the Impact Hammer. The secondary fire generates a shield that can reflect projectiles. Some, such as the Shock Rifle’s plasma, will actually bounce off the shield.

Adrenaline capsules have been introduced. Gathering them and by gathering more frags will build up your adrenaline. When it is maxed you can triple-tap forward and gain a speed bost. Players may strategically use it when running with the flag in a CTF game.

IHopeToGod
05-06-2002, 06:04 AM
The new editor looks like it will promote messy level design

.....but .... RagDoll physics is in :D :rockon:

Freakish
05-06-2002, 06:07 AM
Originally posted by IHopeToGodThatsMilk
The new editor looks like it will promote messy level design

.....but .... RagDoll physics is in :D :rockon:

All the easier for you to excel...

I hope that AnthonyB guy doesn't find the new editor though. Oh man.. AnthonyBsDomain2K3a..lol. :moon:





just kidding..hope you do sequels to some of your maps in addition to the all-new super-sweet ones you've got planned.

IHopeToGod
05-06-2002, 06:59 AM
Hehe. With the new editor Domain1a can now be twice as large :D. It was designed for 20 players or more now it will be 60 ... Actually I will never do a multiplayer map that large again unless its for a game like tribes2. The level design in that is actually very good. No deadends, no two places the same. You can cut off anyone anywhere, and beat the flag carrier home even if he has a large headstart . If people use the defense points as a team they can stop any flag carrier. Taking the flag ranges from 15 seconds to close to 45+ seconds. The weakness in that map is that people do not work as a team like the bots do and do not use the bots to learn the level. Any way enough about my first UT release :D. It will not make a reappearance.

Unfortunately for most a good UT map is a box with flags at both ends with a couple of redundant-repetitive pillars thrown in.

Or a map with unintentionally created architecture with redundant non functioning structures, or bizarre structures which make no sense in the context of the map or odd angle texturing not rotated in alignment with the rest of the map - Ronsico2 for example - lol! Just kidding -hehe

And that's just what I'll be creating for UT2k3 if I'm not too disappointed with the editor. :evil: :moon:

LoPing
05-06-2002, 02:32 PM
Originally posted by IHopeToGodThatsMilk
Unfortunately for most a good UT map is a box with flags at both ends with a couple of redundant-repetitive pillars thrown in.

Or a map with unintentionally created architecture with redundant non functioning structures, or bizarre structures which make no sense in the context of the map or odd angle texturing

IHTGTM, you know it's only funny 'cause it's true :blah:

uncledumpy
05-07-2002, 05:11 PM
Man, IHopeToGodThatsMilk, you just described all my maps! lol

[pepe]
05-08-2002, 02:32 AM
Is it june yet!!!! :scratch:

blito3
05-08-2002, 10:25 PM
does that mean u cant wrap your own shapes and
create your own brush...hmmm
argggy barggy

IHopeToGod
05-09-2002, 06:04 PM
Anything u can do in Unrealed now u should be able to do in the new editor, but it may be wiser to use newer techniques;)

UncleDumpy - seeing that stairs of health has like the most votes -i'd say u are on the right track :D