Doc Shock
08-28-2006, 10:26 AM
Ok, let me explain what I mean. Epic always claims that they really care about the Mod community, and they proved it a lot of times, so these are no hollow statements at all.
Just remember the vCTF gametype. It was left out, but they added support for it and the modders did the rest. It is now a very popular gametype.
What I'd like to know is, can we expect similar things like the UT2k4-vCTF-support in UT2k7?
One example would be the hidden monster AI that was present in every UT incarnation and gave birth to a bunch of cool co-op mods. I treated this particular topic quite intensively here (http://utforums.epicgames.com/showpost.php?p=24609405&postcount=67).
Another thing would concern the vehicles. UT2004 wasn't out for a few weeks and the first modders tried to build mech-style vehicles, simply because mechs seem to be the most popular form of sci-fi vehicles. But most of them failed and the rest had to create "fakes", i.e. hover vehicles with leg animations. To build "real" mechs, foot placement calculation is needed, that way it doesn't feel like driving a hover vehicle, and it prevents its feet from sinking into the ground. I don't know if UT2007 will provide something like that, because the Darkwalker legs seem(!) to work quite different (pulling an antigrav weapon-platform around is not really walking) and we haven't seen all necris vehicles yet, but if no necris vehicle will be a real walker, it would be great if there was at least a basic codebase there for modders to work with. I'd take any bet that among the first user-made vehicle announcements, there will be at least one or more plans for mech-style vehicles. UT-fans are sci-fi fans, and most sci-fi fans love mechs. Period. Would be cool if Epic had put that into consideration. And hey, even the next incarnations of BF and ET will have cool looking bipedal mechs, would be bad if UT wouldn't prove that it is capable of that as well.
Another thing would be restrictions and how easy the devs made it to get past those. Take the hoverboard grapple for example. In most interviews it was said they can attach to vehicles only. So, if a modder decides to remove this restriction to be able to grapple to terrain and structures as well (to go spider-man style with his hoverboard, or to make sharp turns by attaching it to the ground), can he do this with a few lines of code (or even a simple change of a boolean value), because the devs already thought that someone might want to do such a thing, or will he have to re-write half of the thing's functionality to make it work? By the way, it would also be nice to know if it is possible to control the length of the grapple beam with the mousewheel, and if not, if it was considered and now easy to re-implement by modders.
There might be dozens of similar examples I just didn't thought of, but I think you guys got my point. Please, Epic, do not ditch code that wasn't implemented, the community might be able to put it to good use after release.
I might ask for a bit much, when I say I'd like to read some kind of official statement here, but it would be good to know Epic did take notice of these concerns.
For now, let's see what the rest of the community thinks about it. I'm looking forward to your replies, guys.
Greetings,
Doc Shock
Just remember the vCTF gametype. It was left out, but they added support for it and the modders did the rest. It is now a very popular gametype.
What I'd like to know is, can we expect similar things like the UT2k4-vCTF-support in UT2k7?
One example would be the hidden monster AI that was present in every UT incarnation and gave birth to a bunch of cool co-op mods. I treated this particular topic quite intensively here (http://utforums.epicgames.com/showpost.php?p=24609405&postcount=67).
Another thing would concern the vehicles. UT2004 wasn't out for a few weeks and the first modders tried to build mech-style vehicles, simply because mechs seem to be the most popular form of sci-fi vehicles. But most of them failed and the rest had to create "fakes", i.e. hover vehicles with leg animations. To build "real" mechs, foot placement calculation is needed, that way it doesn't feel like driving a hover vehicle, and it prevents its feet from sinking into the ground. I don't know if UT2007 will provide something like that, because the Darkwalker legs seem(!) to work quite different (pulling an antigrav weapon-platform around is not really walking) and we haven't seen all necris vehicles yet, but if no necris vehicle will be a real walker, it would be great if there was at least a basic codebase there for modders to work with. I'd take any bet that among the first user-made vehicle announcements, there will be at least one or more plans for mech-style vehicles. UT-fans are sci-fi fans, and most sci-fi fans love mechs. Period. Would be cool if Epic had put that into consideration. And hey, even the next incarnations of BF and ET will have cool looking bipedal mechs, would be bad if UT wouldn't prove that it is capable of that as well.
Another thing would be restrictions and how easy the devs made it to get past those. Take the hoverboard grapple for example. In most interviews it was said they can attach to vehicles only. So, if a modder decides to remove this restriction to be able to grapple to terrain and structures as well (to go spider-man style with his hoverboard, or to make sharp turns by attaching it to the ground), can he do this with a few lines of code (or even a simple change of a boolean value), because the devs already thought that someone might want to do such a thing, or will he have to re-write half of the thing's functionality to make it work? By the way, it would also be nice to know if it is possible to control the length of the grapple beam with the mousewheel, and if not, if it was considered and now easy to re-implement by modders.
There might be dozens of similar examples I just didn't thought of, but I think you guys got my point. Please, Epic, do not ditch code that wasn't implemented, the community might be able to put it to good use after release.
I might ask for a bit much, when I say I'd like to read some kind of official statement here, but it would be good to know Epic did take notice of these concerns.
For now, let's see what the rest of the community thinks about it. I'm looking forward to your replies, guys.
Greetings,
Doc Shock