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#1 |
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Senior Member
Join Date: Oct 2002
Posts: 7,327
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Welcome to Prometheus! This forum is for discussion of the UDK demo build of Prometheus as well as the upcoming commercial version.
The Prometheus UDK build can be downloaded here: http://www.fileplanet.com/promotions...x?_cmpid=fp194 Any comments or feedback is welcome! ![]() I'd like to thank Epic for providing us with our own forum section. Thank you! Prometheus is: Rachel Cordone - Creative Director, Programmer, Designer Jos Hendriks - Level Designer, Environment Artist Glynn Smith - Lead Environment Artist Aaron Clifford - Environment Artist, Technical Artist Mike Brainard - Environment Artist, Concept Artist Tobias Danbo - Environment Artist Vadym Flinta - Environment Artist Artem Rynkovoy - Environment Artist Tobias Frank - Character Artist Nathan Fulton - Character Artist Jorge Gecov - Concept Artist Glenn Storm - Animator Danny Saiz - Music Mike Jones - Sound Designer, Audio Engineer Robin Arnott - Sound Designer Todd Agnello - Voice Actor Kevin Paez - Voice Actor, Audio Engineer Dana Detrick - Voice Actress Mark Chandler - Marketing and PR Advisor
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Angel Mapper - Prometheus - UDK Transfer Utility 2.0 - UDK Backup Batch File To have said goodbye to things! |
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#2 |
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Senior Member
Join Date: Jun 2007
Location: Christchurch
Posts: 646
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Good luck, and congratulations!
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#5 | |
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Senior Member
Join Date: Oct 2002
Posts: 7,327
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Quote:
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Angel Mapper - Prometheus - UDK Transfer Utility 2.0 - UDK Backup Batch File To have said goodbye to things! |
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#7 |
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Senior Member
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Really good work on the game
Congratulations!
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#8 |
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Member
Join Date: Jul 2007
Posts: 58
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Excellent job with the game as always, but, playing it, I think I'll stay with the mod version for a while.
I have nothing against making it a standalone game, but it seems to have picked up a few issues during the transfer. Most notably, the performance seems to have taken quite a hit, though that may be a coincidence. The quantum states, as a consequence, are doing more and more of that quirk where they slow down for a second then speed up to try and match what I assume is a record of their movement. Also, the buttons sometimes don't react to your quantum states (I can't tell you precisely where/when this happens because it seems to happen completely at random, and often fixes itself the next state). This also applies to the blue door-opening-thingy in Parallel. That's Kismet for you, I suppose, or at least whatever version came with the UDK. No offense, it just occasionally fails to work. Speaking of Parallel, the music just flat stopped on me after a minute or two of playing it. One last thing, very minor: the ending cutscene in Breach is a little ill-timed, as you can see the guy spawning just as you round the corner of the hallway. This may be a one-time thing, I'll play it again just to check. Otherwise, the game is great. Good job at fixing the music layering glitch with Breach. Also, since this is also technically a thread about the commercial version: Do you have any plans for an endgame "boss", or just a fiendishly difficult/awesome puzzle? I know bosses for puzzle games are hard to come up with, but I at least liked the way the mod Portal: Still Alive did it. Not that that example in particular would really work here. Perhaps a state duel with yourself? Heh, I have no idea how that would work, but it's just an idea. Hoping to see more of you guys' work in the future, be it this game or another, XCase. |
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#9 |
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Senior Member
Join Date: Jul 2006
Location: UT40k
Posts: 2,000
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would you be so kind and show us how to set things up to use UDK for a TC/game
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#10 | |
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Member
Join Date: Aug 2006
Location: Spain
Posts: 50
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Quote:
![]() I get more or less the same performance in both UDK and UT3 versions. The framerate is slightly better in UDK Epimetheus levels but the 'Select Quantum State' screen feels very laggy compared to UT3 version... Triggers not reacting to quantum states I think it may have something to do with performance: I never noticed any problem with quantum states in my usual comp, however in my older laptop buttons sometimes are glitchy, especially the Parallel's door-open thing Xcase has mentioned. Music in Parallel was OK here, but it stopped playing in Gambit's 2nd quantum state. The lighting of doors sometimes was weird and achievements aren't working, but none of those bugs stopped me from enjoying the game once again... Looking forward to the next release...
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