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  1. #41
    MSgt. Shooter Person
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    WTF, wheres the download on site only stuff for 2k3!

  2. #42
    Skaarj
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    There's a bug with the katana, I know you're not suppose to be able to run with the flag when equipped, but if u lag, you can't drop the flag and your dashing back to your base with it like mad :sour:

  3. #43
    MSgt. Shooter Person
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    I found the file and downloaded but UFO does not work.

  4. #44
    Prisoner 849
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    Any chance you could turn off the bot's hax when they're in a UFO?
    They're way too good in that.

  5. #45
    Skaarj
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    Whenever I play the mut I get REALLY crappy FPS. Some weapons are okay, but alot really slow it down. It's barely playable.

    [edit] I also think the textures (mainly the hand textures)are a little bland. I no this is from UT99, but it'd be nice if u could upgrade them [/edit]

  6. #46
    MSgt. Shooter Person
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    Whoa The IAM is really fun to use

    - Pol-wolt around the level
    - Grab a manta before it hits you and SLAM it againts someting
    - Hurl the enemy high into the sky

  7. #47
    MSgt. Shooter Person
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    Default error?

    When I install and then try to run UT2004 I get

    UT2004 Build UT2004_Build_[2004-03-03_02.42]

    OS: Windows XP 5.1 (Build: 2600)
    CPU: GenuineIntel PentiumPro-class processor @ 933 MHz with 383MB RAM
    Video: NVIDIA GeForce2 MX (5216)

    Bad expr token 50

    History: SerializeExpr <- (50) <- SerializeExpr <- (82) <- UStruct::Serialize <- (Class u4e.reaper) <- UState::Serialize <- UClass::Serialize <- (Class u4e.reaper) <- LoadObject <- (Class u4e.reaper 18059==18059/285624 18009 556) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::LoadPackage <- UCacheManager::ExportCachePackages <- NewItems <- UCacheManager::SaveNewPackages <- UCacheManager::InitCache <- UCacheManager::execInitCache <- (UT2K4GUIController Package.UT2K4GUIController @ Function XInterface.GUIController.InitializeController : 0165) <- UObject::execClassContext <- (UT2K4GUIController Package.UT2K4GUIController @ Function XInterface.GUIController.InitializeController : 0165) <- UObject::ProcessEvent <- (UT2K4GUIController Package.UT2K4GUIController, Function XInterface.GUIController.InitializeController) <- UGameEngine::Init <- InitEngine
    Any idea why?

  8. #48
    MSgt. Shooter Person
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    as for everybody, keep the crashes coming... im fixing them as soon as i can

    @Trel:
    What ut2004 version are you running, and what where you doing at the moment you got the error?

  9. #49
    MSgt. Shooter Person
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    Originally posted by utimer
    as for everybody, keep the crashes coming... im fixing them as soon as i can

    @Trel:
    What ut2004 version are you running, and what where you doing at the moment you got the error?
    Problem was I followed the DL link on the first page and downloaded the ut2k3 version by accident, I fixed it, but the download isn't listed on the page, the only place I saw a link to the 2k4 version was on the homepage, in the news about it.

  10. #50
    Redeemer
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    Hmm... After playing gateways some more, it seems that only UT2003 humans (juggernauts and mercenaries) are usable as bots. Weird. Any idea why, utimer?


    Also one feature that would be super cool is the ability for gateways to use not only DM maps by default but also DOM and CTF maps.. Anyway excellent mod!

  11. #51
    MSgt. Shooter Person
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    Originally posted by Trel
    Problem was I followed the DL link on the first page and downloaded the ut2k3 version by accident, I fixed it, but the download isn't listed on the page, the only place I saw a link to the 2k4 version was on the homepage, in the news about it.
    OOPS! Adding it to our download page now....


    Originally posted by Jefe Hmm... After playing gateways some more, it seems that only UT2003 humans (juggernauts and mercenaries) are usable as bots. Weird. Any idea why, utimer?
    When i created the the code adding bots, i took the invasion code to do that... but after all ill have to re-write it, since something went wrong somewhere, fixing it as we speak though.
    Originally posted by Jefe
    Also one feature that would be super cool is the ability for gateways to use not only DM maps by default but also DOM and CTF maps.. Anyway excellent mod!
    I'll try to add it.

    Also i got some nice teasers for you

    Meet GunWalker... the worst nightmares have this beast in them

  12. #52
    MSgt. Shooter Person
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    A long time ago. The Earth was still flat.
    Now it´s round,
    I wonder how the Earth looks like when your Release will be?

    (Compatibility says UT20004)

  13. #53
    MSgt. Shooter Person
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    hmm we are aiming this final release about 3 weeks from now.
    Also where did you see that 20004?

  14. #54
    Redeemer
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    Originally posted by utimer

    Also i got some nice teasers for you
    http://u4e.beyondunreal.com/cdata/pub_Shot00056.jpg
    http://u4e.beyondunreal.com/cdata/pub_Shot00055.jpg
    Meet GunWalker... the worst nightmares have this beast in them
    LOL Cool creature. No offense intended as I have great respect for your mod, but it looks a bit like a walking vagina :weird:. Has it been cut in half, or is that it's....sensory organ?

  15. #55
    MSgt. Shooter Person
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    it woulld be nice if the next version allowed you to use it as a mutator,and maybe if the mutator could be merged with satore(and maybe even FHINV) becouse gateway''s with the unlimited lives can get boring fast

  16. #56
    MSgt. Shooter Person
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    Default Re: Unreal 4 Ever[Beta]

    Originally posted by utimer
    Name:
    Unreal 4 Ever

    Version:
    2.5 beta 3

    Compatibility:
    UT20004 <-- Here

    Description:
    The mod of unrealisme is back with another beta, it features gateways, a new GUI, the phasor, a brand new vehicle, and all other U4E features...

    Comments:
    Report any bugs on the Bugtracker OR post them into this Thread

    Screenshot:

    More

    Credits:
    The U4E team

    Homepage:
    http://u4e.beyondunreal.com

    Download:
    http://u4e.beyondunreal.com/?p=download
    BTW:
    Good luck with u4e

  17. #57
    MSgt. Shooter Person
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    Dude, I played U4E for UT99, and loved it. The gameplay was weird because everybody was owning everybody else, but the pure fun of pointless and strange frags (coughthebubbleguncough) was great. I love the ut2k4 version, but it takes 5 friggin minutes for me to load up a game with the u4e mod!!!!! It's like friggin insane! I cam running a powerful system, and the longest it has ever taken me to open a game without this mod was 2 minutes!

    Anyways, i am not complaining. I love the mod still. I just came to make 2 suggestions:

    1: Bring back some old weapons, like the big axe from the UT99 map with a ground floor of lava, and all these weird platforms (funfunfun)

    2: make the UFO easier to pilot. I tried to use it to land on the top of the tower in ONS-Torlan, and ended up nearly destroying the ship (i mean my driving is ****ty, but i wouldn't have lost that much health in a raptor)

  18. #58
    MSgt. Shooter Person
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    @D1ZZ:
    Thanks! I really didn't notice that

    @modu
    We are working on porting over stuff as fast as we can, but since we have to remake EVERYTHING from scratch it may takes us 'a bit' more time

    As for the UFO, IMO it already handles better then the Raptor, you got a suggestion on how to improve it?

    And what are you trying to load, since i don't have any problems with U4E loading very slow? (have you unchecked preloadskins?)

  19. #59

    Default

    sorry I've been a lazy ass utimer. You still want a review? I'll do it right now if you do.

    edit: okay, if you want a review, I'll do it after this show... stupid TV

  20. #60

    Default

    Originally posted by modu
    Dude, I played U4E for UT99, and loved it. The gameplay was weird because everybody was owning everybody else, but the pure fun of pointless and strange frags (coughthebubbleguncough) was great. I love the ut2k4 version, but it takes 5 friggin minutes for me to load up a game with the u4e mod!!!!! It's like friggin insane! I cam running a powerful system, and the longest it has ever taken me to open a game without this mod was 2 minutes!
    Either your system's not as powerful as you're making it out to be, or you have "preload all player skins" checked. Because I'm running it on an AMD XP2400 (1.9 gig) with just 512 megs DDR PC2700 RAM and it takes like 30 seconds to open a map with all the mods I play.

    If "preload player skins" is checked, get rid of it, cause you're loading a hundred skins every game, and you'll never see them all in a game ever.

  21. #61
    MSgt. Shooter Person
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    god damn.............thats what the player skins crap is. I was wondering what it meant, and i had it checked just in case. That sucks.:weird:

    And utimer, sorry if i came across as being upset dude. I love the way u4e 2k4 is designed, and i think that it is great, being the first release of the mod. I was just making a few points.


    and in terms of the UFO, i just found that when i pushed the up key, it didn't fly forwards, it friggin zoomed!

    anyways, props for what you got so far, and i can't wait for the rest of the goodies

  22. #62
    MSgt. Shooter Person
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    Originally posted by Nemephosis
    sorry I've been a lazy ass utimer. You still want a review? I'll do it right now if you do.

    edit: okay, if you want a review, I'll do it after this show... stupid TV
    Yeah would be great...

    EDIT: when its done just post it on the U4E forums, i cant sit by the forums to check on it.... I have preset-support to finish
    Last edited by legacy-utimer; 06-25-2004 at 02:15 PM.

  23. #63

    Default

    I don't think thats a good idea, if you know what I mean. *cough*MaxhatesmeandIhatehimandI'msupposedtobebann ed*cough*

  24. #64
    MSgt. Shooter Person
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    ok you got a point there, although i dont think he will hit the ban button that quickly, just post it here (when its done)

  25. #65

    Default

    Good, saves me having to post it on WoD (I hate that process )

    __________________________________________________ ___________________________________
    Man has U4E ever come a long way from Version 1 for UT2K4. The team hasn’t just polished the mod. Imagine polishing stone to the point it shines, and never stopping until it’s done. Then imagine a hundred walls being done in this way and you get the idea of the tremendous effort everyone’s put into U4E.

    Usually I go into detail and describe every weapon in a weapon mod, but come on, there’s got to be about 20 here. I’ll just explain some of the juicier ones to show you what you’re missing.

    The Phasor: Oh is it ever back. Primary fires a thin but powerful beam of energy that reaches one hell of a distance. Secondary does something different this time around. Instead of changing power levels of the phasor (not currently something you can do) it fires a phasor blast. Lower levels do less damage and require long recharge times and the higher levels do more damage and fire faster. Very impressive weapon. Perhaps, since it IS an energy based weapon, it could heal friendly nodes in Onslaught? (It doesn't right now, it should.)

    The BFG: The fireball-spitter itself. Holding primary launches a barrage of BFG fireballs, and holding secondary launches the big green orb of doom. This iteration works a little differently: when it hits it creates a vacuum and then blows up. And it still “heatsinks” meaning if you’re on the wrong end of one of these, the energy tendrils that you got in UT will lash out and drain your life in a hurry. All this for the cost of 20 ammo.

    Fleshbomb Rifle: I know it’s supposed to do a lot of damage, but it does at least 20,000 damage... so this weapon has received a gigantic visual overhaul. No more is it the “block with the block on it” model in UT, now it’s a sleek red rifle with a proper scope that looks like it could be one hell of a sniper rifle model. Secondary zooms to get a better view at your target(s) and primary launches a hitscan dart that sticks into anything soft and fleshy, like, um... flesh... I guess. It will stick into robot armour too, so thank God for that. Must be using cheap low-grade armour or something.

    When these darts find their target, they start their victim’s skin (or armour...) boiling. After a few seconds there is a large explosive reaction and it causes a redeemer-sized explosion. Very fun weapon to use, but does it really need to do over 20,000 damage? I’ll get to that in a bit.

    The last “really awesome” weapon isn’t a weapon so much as REALLY REALLY fun. It’s called the IAM, or the Industrial Anti-gravity Mover. Holding primary does nothing, until you realie you need to be in range of something like a person or vehicle. When you get in range, the IAM kicks into gear and grabs a hold of your intended target. Now this is the tricky part, but once you learn it you can have some real fun. While you are holding on to your target, flick the mouse forward to look up really fast and let go of fire, and you’ll catapult your target over your head. This can be extremely fun. Try it on Mantas! Scorpions and Hellbenders tend to blow up if they flip end over end with this thing.

    Secondary tethers YOU to the end of the beam. Try aiming at the ground on a 60 degree angle or so, then flipping the mouse down to look down fast and letting go of secondary. You can go absolutely flying across the map. Screw the vehicles in Onslaught, this is the fastest way to travel. But wait a minue, now that you’re up there in the air you aren’t going to stay there forever. Down you come! This is where you look straight down and before you hit the ground, use secondary again to “grab” the ground and stop your fall. If you time it good enough you can use the IAM like a pogo stick to fly around the map.

    This is just a small, small taste of what U4E has to offer. There’s pistols, five types of grenades including shrapnel, flying and gas, there’s a Katana, there’s the awesome Quicksilver which doesn’t suck like it used to in UT, and there’s a Dollbomb. Can’t forget the Dollbomb. Even then this is only about half the arsenal. (And I’m on a page and a half, see why I’m not going on about all of them?)

    There is also a QSG but they made it next to worthless. Primary fire now fires a freakin projectile instead of the insta-beam, and secondary still raises a shield but it’s so hard to see out of it’s worthless. The whole weapon is just one I’ll never touch again after this bastardization.

    That’s just WEAPONS. You’re going to NEED all that firepower if you tackle the redone U4E Gateways game mode. Currently bugs limit you to setting only 5 of each kind of gate through the in-game menu, however you can change this manually in the U4E.ini file under the section that starts with [u4e2.gateways] (its right there) and changing the number of each gate to whatever you want. DON’T use the in-game menu to alter this number or you’ll break it and have to re-do it manually again.

    So the premise is, there’s these gateways (size and number configurable) that spawn monsters (how many, how fast and what kind configurable) that you have to destroy. Destroy all the gates to win the match. Sounds easy until you come across a huge gate. Thousands of health points later, and you’ll quickly be saying “well gee that’s not as easy as I thought”.

    Think the monsters are a walk in the park? Come on, this is U4E. Not content to just use the stupidly omniscient Epic monsters, the team made their own “more realistic” ones. They have a certain distance they can see, and if you’re out of that range you can attack with impunity, until they get wise to you that is. There are the tiny little blobs that are more of a nuisance than anything, ranging up to these big freakin elephants on steroids called Goros. They run after you and nail you with those big tusks. Fortunately they seem to be blind as bats because if you stand still they run up to you and then... sit their asses on the ground and scratch themselves. I’m not kidding, they have a “sit down and scratch self like a dog” animation. They also seem to have strange eyesight. Sometimes they can see you from across the map, and other times you can get to within three feet of them and they’ll be scratching themselves.

    Not enough carnage? Try Vehicle Gateways, played on Onslaught maps with vehicles. My current setup is playing with 10 huge gates, 5000 health each, all spawning Goros, set to open all at once. Lots of running and crapping my pants in fear. Well, not literally, but you know.....

    Of course, no mod is perfect no matter how much people might want to think it is. U4E berzerk is probably a really dumb idea to be in U4E. The idea is that when you kill, you get mad, and the madder you get the more Rage you build up. (Man, this sounds familiar. Where have I heard this before?) When you hit a certain amount of Rage you start using your fists. This might not be such a bad idea in and of itself, but when you start firing and see how fast the hands move, well.... it just looks stupid. Good idea, but it’s out of place in this mod. Besides, is it rage or idiocy to use your hands against a guy with a BFG? Yeah. Give me the gun please.

    The QSG is a waste as I alluded to earlier.

    The Fleshbomb Rifle model looks great, when it actually lights up. I think it’s made of some kind of reflection-resistant material that only the light of a thousand suns can light up cause the damn thing is always too dark. See the pictures. Standing in one spot I have one weapon and standing in the exact same spot and switching weapons gives me this. Once Max told me that this was his best model. Well, there’s visual proof that it’s not.

    Pistols. Why? Why do we need these? That’s right, it’s such a hard choice to make between “pistol” and “phasor”. I really have think THIS one over.

    The Grenades should go farther the longer you hold the fire button. Utimer has said he is working on this last I heard, so that’s good to know.

    Well I’ve tried to at least touch on all the major points, but U4E is so huge I could go on for ten pages and still not cover everything. There’s a world to explore out there, and it’s unreal. Forever.
    __________________________________________________ ___________________________________

  26. #66
    MSgt. Shooter Person
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    Have you U4E guys got a public irc channel?

  27. #67
    MSgt. Shooter Person
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    how do you get a higher power phasor, in UT GOTYE you could do it from picking up a second phasor, but I can't find a way to do it in UT2k4

  28. #68

    Default

    uh, you pick up another Phasor, just as always. Can't do it if weaponstay is on, you'll need to actually kill someone using a Phasor and then pick up their dropped one.

  29. #69
    MSgt. Shooter Person
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    I tried tossing a phasor, picking one up from a place where it always is, then picking up the tossed one. Didn't work

    I tried summoning more than one, but itonly lets me pick up one, so didn't work.

    I tried summoning one at the blue base as a red player, then picking one up, then switching teams so I'd die, I then picked up the summoned one when on blue, and tried to pickup the one I left when I died, but that too didn't work.

  30. #70
    Redeemer
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    Summoned weapons are similar to weapon pickups - walking over a weapon pickup won't give you ammo.

  31. #71
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    why didn't the third way work then?

  32. #72
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    the rift gate from the rift pad can only transport humans. I was hoping it could transport vehicles. Although it does do something weird to the tank.

  33. #73

    Default

    Originally posted by Trel
    why didn't the third way work then?
    Tossing a weapon, collecting another than picking up the tossed one was a good way to exploit getting lots of ammo, so epic made it so you can't do that.

    If you want to pick up another phasor, you need to either:

    1. Kill a guy who's using one.

    2. Have weaponstay OFF, then summon them or grab them from the weaponbase.

    That's how you get your phasors.

    Originally posted by vehicle lover1
    the rift gate from the rift pad can only transport humans. I was hoping it could transport vehicles. Although it does do something weird to the tank.
    Do you think you could be just a little less specific please? What exactly does it do?

  34. #74

    Default

    edit: oopsey

  35. #75
    MSgt. Shooter Person
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    Good review nem, I wouldn't say the QSG is _completely_ useless though, very fun to watch hellbenders/goliaths getting dragged across the ground to their doom.

    Also - is there any ETA on the realese of Beta2/3 [Can't remember the Vers.]

  36. #76
    MSgt. Shooter Person
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    What exactly does it do?
    It makes it kind of hover in the air and then when you jump out it goes through the gate. SOrry no screenshot.
    specific enough???


 
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