Results 1 to 38 of 38
  1. #1
    MSgt. Shooter Person
    Join Date
    Jan 2007
    Location
    San Diego
    Posts
    196

    Default 2 ? about the Comic-Con Demo

    Two questions about the Demo we played at Comic-Con.

    #1) Will the hand holding the gun be different depending on your character in the final version of the game? From playing I noticed no matter what model was being used the hands/armor was the same while holding the weapons.

    #2) Will each race have deferent grunts while dodging? I noticed at comic con even while using a girl, there was generic man grunt being used. It sounded great but just wanted to know if there would be more. Examples, Robot, Krall, Female, Male.......


    Any info anyone has would be great. Thanks in advance.

    Great job by the way to everyone at Epic who was involved in UT3. I have never been more exited about a game. If the game came exactly the way it was a Con I would still love it. Simply amazing!
    Last edited by Mr._>X<_; 07-31-2007 at 08:24 PM.

  2. #2
    MSgt. Shooter Person
    Join Date
    Jan 2007
    Posts
    189

    Default

    remember, it was just a 'demo' build.

    There were different grunt sounds in all the other UTs, so it's safe to say they will be different in UT3.

    as for the hands, I don't know. but I would assume they would want to make them match the character being used. Maybe they already do, just not in that build. *shrug*
    blah blah blah

  3. #3
    MSgt. Shooter Person
    Join Date
    Jan 2007
    Location
    Liandri
    Posts
    241

    Default

    Quote Originally Posted by Redeemer_x_ View Post

    From playing I noticed no matter what model was being used the hands/armor was the same while holding the weapons.
    really? It seemed to me all hands fitted with their character in BU videos, at least the krall and some human

  4. #4
    MSgt. Shooter Person
    Join Date
    Jan 2007
    Posts
    118

    Default

    Well, there were different sounding grunts in UT2K4, so why not in this game? And only having one hand model on gun would be unacceptably lazy.

  5. #5
    Skaarj
    Join Date
    Jul 2007
    Location
    in my house
    Posts
    10

    Wink

    Quote Originally Posted by !PaRaNoiD! View Post
    And only having one hand model on gun would be unacceptably lazy.
    yeah, it'll be like UT99 all over again

  6. #6
    MSgt. Shooter Person
    Join Date
    Jan 2007
    Location
    Liandri
    Posts
    241

    Default

    Quote Originally Posted by !PaRaNoiD! View Post
    And only having one hand model on gun would be unacceptably lazy.
    Quote Originally Posted by clogmonkey View Post
    yeah, it'll be like UT99 all over again
    What da...

    You both are kidding arent you? Didnt you see Beyond Unreal's comiccon vids?

    Look at this video. You can see CLEARLY that the hands holding the impact hammer and the stinger are krall hands, not human.
    If you wanna see it in hi-def, download it from here.

  7. #7
    Iron Guard
    Join Date
    Aug 2006
    Location
    Belgium
    Posts
    641

    Default

    In UT2k4 I play with Divisor and she has male grunts when dodging

  8. #8
    MSgt. Shooter Person
    Join Date
    Jun 2007
    Posts
    218

    Default

    Quote Originally Posted by HarleyKing View Post
    What da...

    You both are kidding arent you? Didnt you see Beyond Unreal's comiccon vids?

    Look at this video. You can see CLEARLY that the hands holding the impact hammer and the stinger are krall hands, not human.
    If you wanna see it in hi-def, download it from here.
    I hadn't seen this before. I also noticed in that video the hand loading the Enforcer is a Krall hand for sure (its much easier to tell here as you see the palm etc, rather then the armour over the wrist like on the others). When the guy has the Shield Belt his hand glows too.

    Bring on the UT99 style goodness!
    ziadoz

    "The Flak Cannon, pwning whiners and pro's since 1999."
    "Everytime a UT2k4er mentions bringing back double dodge jumping in UT3 I kill a puppy."

  9. #9
    Veteran
    Join Date
    Jan 2003
    Posts
    6,933

    Default

    EPIC, please, no different hands for different characters. !!!!!!

    If you put different hands in, there would be too much complaining that this game isn't like UT from 99.

  10. #10
    MSgt. Shooter Person
    Join Date
    Jan 2007
    Location
    San Diego
    Posts
    196

    Default

    Quote Originally Posted by HarleyKing View Post
    What da...

    You both are kidding arent you? Didnt you see Beyond Unreal's comiccon vids?

    Look at this video. You can see CLEARLY that the hands holding the impact hammer and the stinger are krall hands, not human.
    If you wanna see it in hi-def, download it from here.

    Cool, I did not see that. I noticed in my video when I'm playing ,the character is the red girl and the hands on the stinger are bulky yellowish armor.

    Just observation on a unfinished game. Just wanted some feedback. Thanks.

  11. #11
    Banned
    Join Date
    Jun 2007
    Posts
    484

    Default

    Quote Originally Posted by fuegerstef View Post
    EPIC, please, no different hands for different characters. !!!!!!

    If you put different hands in, there would be too much complaining that this game isn't like UT from 99.
    Epic does what epic wants

  12. #12
    MSgt. Shooter Person
    Join Date
    Jun 2007
    Posts
    60

    Default

    Quote Originally Posted by fuegerstef View Post
    EPIC, please, no different hands for different characters. !!!!!!

    If you put different hands in, there would be too much complaining that this game isn't like UT from 99.
    What? I know people here enjoy whining incessantly about the most petty crap they can find, but I think you're taking that a little too far.

  13. #13
    MSgt. Shooter Person
    Join Date
    Aug 2006
    Posts
    81

    Default

    I think so far they have race-specific hands. Cause I saw yellow human hands on one of those Twin Souls (red) characters, but still Krall hands for the Krall.

  14. #14
    Veteran

    Join Date
    Dec 2002
    Location
    A world of possibilities
    Posts
    5,818

    Default

    I think fueg was trying to be funny but in this case it fell a little flat

  15. #15
    Palace Guard
    Join Date
    Jan 2004
    Posts
    3,899

    Default

    yeh, sorry to see that
    I laughed at you fueg ! you are funny !

    oh and about the hand ? I couldn't care less (hidden weapons FTW !)

  16. #16
    MSgt. Shooter Person
    Join Date
    Apr 2007
    Posts
    250

    Default

    Quote Originally Posted by toniglandyl View Post

    oh and about the hand ? I couldn't care less (hidden weapons FTW !)
    Sure for competitive or instagib, hidden for sure - but it's always nice to see some uber cool model when you're just blowing off steam on random servers.

  17. #17
    MSgt. Shooter Person
    Join Date
    Aug 2006
    Location
    The Netherlands
    Posts
    241

    Default

    I hope they have distinctive grunts this time around. In UT2004 this was so retarded, I always use the Domina skin but whenever I dodge I get this really inappropriate sound along with it. Would be nice if they put some proper voice acting into that this time.

  18. #18
    MSgt. Shooter Person
    Join Date
    Aug 2006
    Location
    Chicago
    Posts
    136

    Default

    Quote Originally Posted by Mastame View Post
    In UT2004 this was so retarded, I always use the Domina skin but whenever I dodge I get this really inappropriate sound along with it.
    Was she like, "Ohhhhhhhhhhhhhh yeah, uh, uh, uh, uh." That kind of inappropriate? I mean, the game is rated M.

  19. #19
    MSgt. Shooter Person
    Join Date
    Jul 2006
    Location
    Bulgaria
    Posts
    66

    Default

    Quote Originally Posted by Redeemer_x_ View Post
    #1) Will the hand holding the gun be different depending on your character in the final version of the game? From playing I noticed no matter what model was being used the hands/armor was the same while holding the weapons.
    That's the main reason I prefer to see only weapons on the screen with no hands holding them

    Quote Originally Posted by fuegerstef View Post
    EPIC, please, no different hands for different characters. !!!!!!

    If you put different hands in, there would be too much complaining that this game isn't like UT from 99.
    LOL

  20. #20
    MSgt. Shooter Person
    Join Date
    Apr 2007
    Posts
    250

    Default

    Quote Originally Posted by fuegerstef View Post
    If you put different hands in, there would be too much complaining that this game isn't like UT from 99.
    All joking aside, so far it looks like it might actually be MORE ut99 than ut99 was!

    Even less hitscan focused, more balanced than UT99?
    Even more dynamic visuals than ut99? (as opposed to flat looking 2k)
    Even faster gameplay, heavier gravity, more damagin weaponry?
    Powerups even more realistic in concept and look? (decent looking armor/shield belt opposed to stupid big glowing energy shields)
    Even slower moving rocket launcher rockets???

  21. #21
    MSgt. Shooter Person
    Join Date
    Jan 2007
    Posts
    118

    Default

    Quote Originally Posted by HarleyKing View Post
    What da...

    You both are kidding arent you? Didnt you see Beyond Unreal's comiccon vids?

    Look at this video. You can see CLEARLY that the hands holding the impact hammer and the stinger are krall hands, not human.
    If you wanna see it in hi-def, download it from here.
    You misunderstood what I was saying. I was saying that it would be lazy if they did that, which they wouldn't.

  22. #22
    Seriously...
    Join Date
    Dec 2002
    Posts
    11,832

    Default

    They did in UT.

    booshack: UT1 was really a lot of hitscan because of the overpowered sniper rifle. It was one of the major flaws of the game, so being less hitscan isn't exactly hard.
    Slow rockets also make the game more hitscan oriented, not less, but from the looks of it the rockets in UT3 are more or less as fast as in UT2004. (which really isn't all that fast either)

  23. #23

    Default

    Quote Originally Posted by fuegerstef View Post
    EPIC, please, no different hands for different characters. !!!!!!

    If you put different hands in, there would be too much complaining that this game isn't like UT from 99.
    lol
    I thought it was funny!
    Losing faith in gamers/people, one forum rant at a time...

  24. #24
    Iron Guard
    Join Date
    Jan 2007
    Location
    Taxachusetts
    Posts
    527
    Gamer IDs

    Gamertag: mouse_kybd_rulz

    Default Are you sure..

    Quote Originally Posted by Entil'Zha View Post
    In UT2k4 I play with Divisor and she has male grunts when dodging
    Are you sure she's really a she? lol

    Intentsly
    ~UT99~ [--]Torturia formerly [HS]Torturia - Long Live the Fighters!

    '99 Kick A$$ old skool server: Dawn's Deathmatch Palace (8.9.8.142)

  25. #25
    Iron Guard
    Join Date
    Jan 2007
    Location
    Taxachusetts
    Posts
    527
    Gamer IDs

    Gamertag: mouse_kybd_rulz

    Default It wasn't all sniper...

    Quote Originally Posted by Boksha View Post
    They did in UT.

    booshack: UT1 was really a lot of hitscan because of the overpowered sniper rifle. It was one of the major flaws of the game, so being less hitscan isn't exactly hard.
    Slow rockets also make the game more hitscan oriented, not less, but from the looks of it the rockets in UT3 are more or less as fast as in UT2004. (which really isn't all that fast either)
    C'mon, you know there were just as many shombo-ho's, if not more of them than sniper ho's in UT99!

    Intentsly
    ~UT99~ [--]Torturia formerly [HS]Torturia - Long Live the Fighters!

    '99 Kick A$$ old skool server: Dawn's Deathmatch Palace (8.9.8.142)

  26. #26
    Seriously...
    Join Date
    Dec 2002
    Posts
    11,832

    Default

    There were a lot of shock combos too, of course.

  27. #27
    MSgt. Shooter Person
    Join Date
    Sep 2006
    Location
    Covington, Ohio USA
    Posts
    150
    Gamer IDs

    Gamertag: {§ÎR}çyßêrhåwk

    Default

    Epic has put much effort into the weapons this time around. They're larger and pushed forward farther so you can see more of their detail. In doing so, you'd about have to place arms in the mix. I always thought the sniper rifle and a few others in UT2004 looked funny without arms. Would you ever shoot a rifle one handed? Put your hand down Governor Schwarzenegger!

    My rifle mutator "Leviathan" has arms, but they are for the model I use. If you were a girl or a robot, human male arms just wouldn't fit. I'm glad Epic's arms in UT3 change with the character. If you're going to do it, that is definately the way. It's going to make it interesting for people that design custom weapons for the game. Do you think the arm meshes are separate from the weapon meshes? It seems like it would be more efficient that way, scripting the hands to a certain bone(s) of a weapon.
    Last edited by çyßêrhåwk; 08-02-2007 at 10:49 AM.
    Unreal Central: "Keeping It Unreal!"
    IK-Stealth-V2 for UT2004 * IK-Soldiers-LE for UT2004 * IK-XARK-V1D for UT3

    Intel® Core™2 Duo E8500, EVGA nForce 750i FTW Sli, EVGA GTX 260 FTW, Asus PhysX P1, 8 gb Crucial Ballistic Tracers DDR2(8500), Sound Blaster X-Fi XtremeGamer Fatal1ty Professional Series, Logitech® G9+ Laser Mouse, 580 watt psu.

  28. #28

    Default

    Rockets should continually accelerate. That keeps them reasonably valid at different ranges.

  29. #29
    MSgt. Shooter Person
    Join Date
    Jun 2007
    Posts
    68

    Default

    #1) Will the hand holding the gun be different depending on your character in the final version of the game? From playing I noticed no matter what model was being used the hands/armor was the same while holding the weapons.

    Nope, watch all the videos. The hands are different and correct to the model.
    Let the fires of chaos reign upon this world. Let the tortured screams echo fourth as a thousand souls descend into the fiery abyss of all that once was... Who then, shall save you?

  30. #30
    MSgt. Shooter Person
    Join Date
    Jan 2007
    Location
    New Zealand
    Posts
    125

    Default

    Quote Originally Posted by fuegerstef View Post
    EPIC, please, no different hands for different characters. !!!!!!

    If you put different hands in, there would be too much complaining that this game isn't like UT from 99.
    This is, quite honestly, the worst reason I have heard. If it was because of some other reason, as in the game would be better with no different hands, then fine. But we shouldn't impede UT3 becoming a better game just because it would be "less like UT99". We should be trying to encourage Epic to make the best game possible, and that will likely involve taking the good parts from UT99, and the good parts (maybe slightly fewer or more depending on your point of view) from UT04, and any new good parts they can think up.

  31. #31
    Veteran
    Join Date
    Jan 2003
    Posts
    6,933

    Default

    Quote Originally Posted by EyeOfTheJackal View Post
    This is, quite honestly, the worst reason I have heard.
    This is, quite honestly, the worst sense of humour I have heard.

  32. #32
    MSgt. Shooter Person
    Join Date
    Apr 2007
    Posts
    35

    Default

    well,
    You suck!!
    You like that!?
    etc..

    but, weapon hand > hidden, anyone??

  33. #33
    Seriously...
    Join Date
    Dec 2002
    Posts
    11,832

    Default

    Quote Originally Posted by Xyx View Post
    Rockets should continually accelerate. That keeps them reasonably valid at different ranges.
    This didn't work in UT, and it didn't work for the linkgun in UT2*. It won't work for UT3.

  34. #34
    Banned
    Join Date
    Mar 2007
    Posts
    336

    Default

    Quote Originally Posted by Xyx View Post
    Rockets should continually accelerate. That keeps them reasonably valid at different ranges.
    OOO my!! Thats going to be bad. You see the mind makes assumptions on where the missile/grenade would land and if you add acceleration...That would be really bad hence it makes the tasks of making assumptions extremely complicated when you add acceleration.

  35. #35
    MSgt. Shooter Person
    Join Date
    Jan 2007
    Posts
    200

    Default

    Quote Originally Posted by doped View Post
    well,
    You suck!!
    You like that!?
    etc..

    but, weapon hand > hidden, anyone??
    Well I always play with hidden weapon just to be able to see more things/ennemis. So I'll do the single player campaing with weapons but I'll hide them right after to go on multiplayers.

  36. #36

    Default

    Quote Originally Posted by Boksha View Post
    This didn't work in UT, and it didn't work for the linkgun in UT2*. It won't work for UT3.
    Subjective. What, according to you, is the problem?

    Quote Originally Posted by durtytarget View Post
    it makes the tasks of making assumptions extremely complicated when you add acceleration.
    So you have a weapon that does not merely depend on you moving the crosshair over a specific pixel. This is odd. The usual forum response is "more skill = good", but this indicates the exact opposite.

  37. #37
    Seriously...
    Join Date
    Dec 2002
    Posts
    11,832

    Default

    Quote Originally Posted by Xyx View Post
    Subjective. What, according to you, is the problem?
    Because the time it takes for the rocket to arrive at it's destination is no longer linearly dependant on distance it becomes incredibly hard to lead.
    That's a pretty big tradeoff considering it won't really make it more useful at long range.

    Quote Originally Posted by Xyx View Post
    So you have a weapon that does not merely depend on you moving the crosshair over a specific pixel. This is odd. The usual forum response is "more skill = good", but this indicates the exact opposite.
    The rocketlauncher is already harder to use than hitscan weapons. There's absolutely no reason to make it harder than it already is.

  38. #38
    MSgt. Shooter Person
    Join Date
    Aug 2006
    Location
    Near Ulm, Germany
    Posts
    112

    Default

    If rockets accelerate it would be more difficult to hit air rockets like on grendelkeep at the lift.
    If a map is virtual 100m long and the rocket accelerates by 10% within 10m it'd mean it's 2,6 times as fast at the other end of the map but only 1,1 times as fast about 10 m away. So this doesn't help at all in infight (what rockets are meant for primarily) and for a longer distance it also doesn't help since it's already 98% luck. Adding acceleration will make it 99,8 % luck I don't see any sense in that since it makes rocket predicition even heavier. As boksha said: There's absolutely no reason to make it harder than it already is.
    < youtea.de > - a german UT news blog


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.