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UT3 Nightshade Beta 2

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    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 Files

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

    Comment


      #3
      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!

      Comment


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

        Comment


          #5
          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 :/

          Comment


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

            Comment


              #7
              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

              Comment


                #8
                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

                Comment


                  #9
                  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

                  Comment


                    #10
                    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.

                    Comment


                      #11
                      I'ved tested it for several hours and the spiders didn't crash the game o0
                      well, as i said, it was just a coincidence
                      but the log have many lines similar to this one
                      Code:
                      Error: UT3Nightshade VCTF-magisFunmap-v1.UT3Nightshade (Function UT3NightshadeBeta1.UT3Nightshade.bHasAmmo:001D) Accessed array 'Mines' out of bounds (0/0)
                      another thing is that this bases don't stick to the ground

                      and what the hell? xD

                      Comment


                        #12
                        Yes, I know they don't stick to the ground, I think I have the fix for it, but didn't try it yet.

                        About the last screenshot, ye...pretty weird bug, I don't know what causes it :/

                        The lines on the log I can fix, seems I need to check the log when testing to check for thoose things xD

                        Comment


                          #13
                          I don't know what causes it
                          well you can do it easily by driving backward off cliffs with ~90° =)

                          and it takes a long time to get back to the normal position

                          i can drive it in this position all the time using walls

                          or even do a barrel roll xD

                          probably it needs some limitation on the angle of rotation in the z(and y mb)-axis
                          or maybe change this manta-style type of movement to the goliath's one

                          Comment


                            #14
                            Originally posted by 100GPing100 View Post
                            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 :/
                            Does it really need to be done with Volumes?
                            Can't you simply add an Actor with a mesh that has the shape of the field, make it colliding but not blocking and then use it's Touch() and UnTouch() to interact with whatever enters or leaves it's collision hull?

                            And for the pickups of the deployables: Do you mean which inventory slot it should occupy or really a replacement Mutator? Why don't people simply accept that level designers would be happy to just have the ability to place those items on their own and don't even want any mutator to replace superweapons.
                            But maybe you can make a Mutator that simply adds them to any WildcardBase when there is one in the map.

                            Comment


                              #15
                              But maybe you can make a Mutator that simply adds them to any WildcardBase when there is one in the map.
                              Best and only option I would like to see, other than that deployables as items for mappers would be just fine.

                              I can imagine that it would be hard to make the spider mines grab one's head and still show it from first person. You know, in UT3 some explode and others jump onto your head and drill a hole into it and you see it from first person which is just awesome (especially the sound - that one when a spider grabs a robot head is the best, metal on metal scratching sound, EFF, YEAH! ).

                              Comment

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