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.
The last one sounds especially sweet to me.. :D
----------------------------------------------------
‘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.