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  1. #1
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    Exclamation Skaarj returns in ut2007

    Heres link http://en.wikipedia.org/wiki/Unreal_...7#Release_Date

    * Krall

    A veteran clan of alien warriors, slaves to the Skaarj during the time period of Unreal.

    * Twin Souls

    Not much is known about this team at this point. One of the characters of this team can be seen in a publicity screenshot - he is a black man wearing red armour.http://www.beyondunreal.com/image.ph.../ut2007_28.jpg

    so they just havent published krall(skaarj) team, twin souls is that redarmor team so i hope skaarj returns
    Last edited by FrostBiteEST; 09-22-2006 at 04:02 PM.

  2. #2
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    ...say what?

    Both the Krall team and the Twin Souls team have been known about for some time now. Sure there's likely going to be teams we haven't seen yet, but so far no indication of the Skaarj being in.

  3. #3
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    Krall != Skaarj.

  4. #4
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    yea epic should release a pic about krall team!!!

  5. #5
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    I need more information about the teams, Ive see the Information Page on Planet Unreal but I need more! I want to get on my wacom n do some fan art before I start playing the game!
    BANG BANG BANG
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    CHOOE CHOOE CHOOE
    BPOUCH BPOUCH BPOUCH.
    Expect these noises in UT3

  6. #6
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    Wikipedia isn't really a source for serious answers since anyone can write his own content anywhere.
    (I recently had to read that the imaginary unit would be the square root of -1)
    Waves of the same length can also interfere destructively.

  7. #7
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    Smile

    The Skaarj and the Krall are two different races. The Krall were a race of warrior aliens with a military style social structure. They were working under the Skaarj in Unreal 1. I'd bet my Hrangoes on it

    see pic

    http://www.unreal-info.net/unreal/cr...ages/krall.jpg

  8. #8
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    http://wiki.beyondunreal.com/wiki/Races_Of_Unreal

    Well theres alittle info there, Im gonna see if I can fill it in some more

  9. #9
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    Quote Originally Posted by blackout
    Wikipedia isn't really a source for serious answers since anyone can write his own content anywhere.
    (I recently had to read that the imaginary unit would be the square root of -1)
    A lot of the technical stuff is accurate & that page linked to states at the top that it may contain information of a speculative nature. But it basically contains what is already known & it all seems to be as accurate as it can be (the UT2007 page, unless I missed something).

    What has 'j' (or 'i') got to do with it anyway?

  10. #10
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    So were Hybrids the result of a Skaarj and a Krall getting it on? :P

  11. #11
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    That's what UT has in team description of two Hybrid teams in SP ladder:
    The N.E.G. has long recognized the superiority of the Skaarj warrior as a military fighting machine, as was made clear in the brutal Human-Skaarj wars. The Skaarj Hybrid is the result of secret military genetic research using both human and Skaarj DNA performed after the capture of a Skaarj scout ship. If proven in Tournament battle, the Hybrids shall become a leading force in ground based ops.
    "As the online community learns more about building levels, we will see complete online worlds spanning hundreds or even thousands of levels, interwoven by teleporters."
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  12. #12
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    at Chromatiks pic.Hard to imagine playing something like that now.Looks like a cartoon compared to Frost's pic.

    That sure shows UT has come a long way.Judging from the pics(above)on this forum banner and Frost's pic the characters no matter who they are,will be so madly detailed you will be like a deer in headlights just gazing in awe at them.

    If Skaarj returns I hope they look similar to Predator or as mean.

  13. #13
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    Cool

    Quote Originally Posted by iLL
    at Chromatiks pic.Hard to imagine playing something like that now.Looks like a cartoon compared to Frost's pic.
    I agree, I remember when UT levels were supposed to average around 300 polygons. Now... http://www.unrealtechnology.com/html...ogy/ue30.shtml
    I grew up after, in the ruins...

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  14. #14
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    300 polys omg, I couldnt even try that if I wanted to lolz

    DM-superultraprosubtractwithlesspolysthanaquakecharac ter.ut2

  15. #15
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    don't you mean:

    AS-]KZW[superultraprosubtractwithlesspolysthanaquakemodel RACE_EXTREME-LE-Alpha9.ut2

  16. #16
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    oh how did you know that was my second favourite map

  17. #17
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    That was 300 in view at one time. Actually, wasn't it supposed to stay under 250 when the game was released? Cliffy wouldn't accept Ownage maps that went over that. I remember when he had a post about how people could now make maps utilizing up to 400 polys in view at once, "to make use of newer technology".

    Man, times change fast! That was only five years ago!

  18. #18
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    Yeah its interesting, they say the 2k7 weapons have more polys than a 2k4 level has. I do find that alittle unbelievable even looking at the clips, they do have a heap more than the 2k4 weapon but Im sure they are talking about the models they use for the normals not the actual mesh's you see ingame. With the bit they showed on the displacement mapping in realtime the wireframe was almost non-existant :S

  19. #19

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    Yeah its interesting, they say the 2k7 weapons have more polys than a 2k4 level has. I do find that alittle unbelievable even looking at the clips, they do have a heap more than the 2k4 weapon but Im sure they are talking about the models they use for the normals not the actual mesh's you see ingame. With the bit they showed on the displacement mapping in realtime the wireframe was almost non-existant
    http://www.gameplasma.com/screenshots/1265/1.jpg

    The rocket launcher displayed in the link above is no more than a two or three thousand polygons. (look at the curved edges)
    Last edited by Luseferous; 09-24-2006 at 08:49 PM.

  20. #20
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    Quote Originally Posted by Luseferous
    http://www.gameplasma.com/screenshots/1265/1.jpg

    The rocket launcher displayed in the link above is no more than a two or three thousand polygons. (look at the curved edges)
    The source art for the lighting model for a weapon is likely to be upwards of ten times the actual rendered weapon mesh. I think this is what is being referred to when talking poly counts (which is a bit misleading of course, but big numbers sound better)

  21. #21

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    Agreed, though that is what MonsOlympus was getting at previously. I was trying to illustrate his point.
    Last edited by Luseferous; 09-24-2006 at 09:08 PM.

  22. #22
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    Quote Originally Posted by Luseferous
    http://www.gameplasma.com/screenshots/1265/1.jpg

    The rocket launcher displayed in the link above is no more than a two or three thousand polygons. (look at the curved edges)
    Oh man, I really don't like that MASSIVE weapon model.
    Takes away liek 45% of my view. Just silly.
    Really hope we will have the option to choose (a lot) smaller weapon models.
    (No, I don't want to use invis handedness)

  23. #23
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    Off topic!!!!!


 

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