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Thread: UT3 Nightshade Beta 2

  1. #1
    100GPing100
    Guest

    UT3 Nightshade Beta 2

    Name: UT3 Nightshade

    Version: Beta 2

    Compatibility: Unreal Tournament 2004 latest patch.

    Description: Although there have been no confirmed sightings of the Nightshade, recon teams claim to have encountered an unknown "camouflaged support vehicle" in the field. These teams describe seeing minefields and other traps materializing out of thin air in battles with the Necris. Most likely, the Nightshade is surrounded by a cloaking system that permanently bends light, similarly to the temporary cloaking device that Axon Tech teams sometimes deploy to infantry captains. More research is needed, and ARC scientists would pay dearly to get their hands on this technology.

    Comments: There is no Stasis Field yet, so if you try to deploy one you get a shield generator. AI is there, might not be the best, but it works for now.

    Screenshots:
    [shot]http://forums.epicgames.com/attachment.php?attachmentid=6938&d=1331072369[/shot]
    Cloaked.
    [shot]http://forums.epicgames.com/attachment.php?attachmentid=6937&d=1331072368[/shot]
    Deployed.
    [shot]http://forums.epicgames.com/attachment.php?attachmentid=6936&d=1331072355[/shot]
    Uncloaked + Shield Generator.
    [shot]http://forums.epicgames.com/attachment.php?attachmentid=7046&d=1331660515[/shot]
    Healing node.

    Credits: 100GPing100(José Luís) for the coding, mesh importing (custom meshes too, so the turret would turn), custom animations (needed because the system is diffrent from UT3), sounds, custom sounds (arm retract sound is a modified arm extend sound), shader creating.
    Epic Games for the textures, meshes, animations, sounds.

    Download: You are allowed to create mirrors, but keep the zip file unchanged.
    NOTE: To download click on the version name (for example: "Beta 1").

    (Beta 2)
    » Fixed bug with physics.
    » Mines no longer float.
    » Decreased effects of momentum.
    » Removed debug leftovers.

    » Can no longer deploy on water (warning message included).
    » Fixed bug with placing mine while grabbing a new one.
    » Fixed log warning.

    » Added the primary weapon (beam similar to the link gun's altfire).
    » Includes AI logic for the primary weapon.
    » Touched up AI logic for placing deployables.

    » Compressed textures for smaller file size (~12.761Mb less).
    » Minor Fixes.

    Spidermine Trap:
    » No Longer has unlimited spiders (Max: 15).
    » Fixed spiders being spawned for corpses.
    » Fixed spiders being attracted by corpses.


    (Beta 1)
    » First release.
    » Includes: 3 mines (Spidermine trap, EMP and Shield Generator).
    » Basic AI logic.
    » Ability to cloak (while cloaked moves slower).



    Attached Images Attached Images

  2. #2
    Baryonyx
    Guest
    Hehe! I really would have never guessed that. Looking very good though, going to try it out soon!

  3. #3
    Crusha K. Rool
    Guest
    Awesome. Thought would be fine if you could do the same as Stealth Bender with the basic UT2k4 Hellbender mesh (without spawning the WeaponPawn turret in the back seat). Of course has the Stealth Bender different pickups: Link Station and X-Ray field (you can simply make it a deadly field that only damages infantry but also when they are in vehicles, while leaving the vehicle intact)

    Still have the code of my attempt on the deployables (as Pickups) here, but had to let them slide. Will you make the deployables available as pickups too? Shaped Charge ftw!

  4. #4
    Private Tux
    Guest
    Good one m8. I thought it was a monster (lol); downloading.

  5. #5
    100GPing100
    Guest
    Quote Originally Posted by Crusha K. Rool View Post
    Awesome. Thought would be fine if you could do the same as Stealth Bender with the basic UT2k4 Hellbender mesh (without spawning the WeaponPawn turret in the back seat). Of course has the Stealth Bender different pickups: Link Station and X-Ray field (you can simply make it a deadly field that only damages infantry but also when they are in vehicles, while leaving the vehicle intact)

    Still have the code of my attempt on the deployables (as Pickups) here, but had to let them slide. Will you make the deployables available as pickups too? Shaped Charge ftw!
    The stealth bender is planned

    But I planned to make it using the mesh from UT3, wouldn't it be better with the original mesh?
    Also planned on doing the deployables has pickups, the only problem I came across is what weapon should they replace? Super weapons? Would be bad to replace the super weapons.


    The X-Ray wouldn't be hard, the problem is I can't seem to spawn volumes properly... that's why the stasis field isn't in this beta.
    When I spawn my physics volume it only affects the center of the deployable mesh (where it is spawned), like if it had a really small size even tough I've set it's size properly :/

  6. #6
    unrealloco
    Guest
    wow 28.7mb thats like a map what you put in it
    nice work man

  7. #7
    UnShame
    Guest
    the game has crashed when spider attacked an enemy (im not sure, mb it was just a coincidence =)
    UT2004 Build UT2004_Build_[2005-11-23_16.22]

    OS: Windows XP 5.1 (Build: 2600)
    CPU: GenuineIntel PentiumPro-class processor @ 1731 MHz with 1007MB RAM
    Video: Mobile Intel(R) 945 Express Chipset Family (4906)

    General protection fault!

    History: KBodyGetActor <- BodyGetDoubleRate <- KBuildPartitions <- KWorldStepSafeTime <- KTickLevelKarma <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Manta park (advanced by magis) <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
    also sometimes i can move in the deployed mode

    but, as always, great job, im waiting for next betas

  8. #8
    100GPing100
    Guest
    Quote Originally Posted by UnShame View Post
    the game has crashed when spider attacked an enemy (im not sure, mb it was just a coincidence =)

    also sometimes i can move in the deployed mode

    but, as always, great job, im waiting for next betas
    I'ved tested it for several hours and the spiders didn't crash the game o0

    You should be able to move because when you're deployed it has no physics,... so kinda weird too lol

  9. #9
    100GPing100
    Guest
    Quote Originally Posted by unrealloco View Post
    wow 28.7mb thats like a map what you put in it
    nice work man
    There are more less 6 SkeletalMeshes, tons of sounds and textures.
    The .u and .ucl files together are only 2.47Mb in size, then the animations file is 4.29Mb, the textures packages is the biggest one 94.6Mb and the static meshes are 3.66Mb. Then the source + .wav files are ~4.99Mb.

    The zip file is actually small compared to the textures package alone xD

  10. #10
    Sly.
    Guest
    the textures packages is the biggest one 94.6Mb
    Did you compress the textures to DXT format?
    DXT5 or DXT3 should be fine I think, you should talk with Great Emerald about that though as I'm very sure you do this for his UT3 Style mutators like the Viper.

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