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UNrealSpeed Beta 1.3 out!

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  • replied
    NecroticzZ: yes we do, check the announcements in the UnrealSpeed forums.

    Sett: You have to start the game using your shortcut in the start menu. If you have still problems, check the troubleshooting part of the uspeed forum, i think all issues are adressed there.

    http://www.planetunreal.com/unrealspeed/forum.html

    Leave a comment:


  • replied
    Originally posted by Kaoh

    NecroticzZ: very cool o have a dutch map for uspeed, as 3/4 of the team is dutch we surerly like that a lot, zantvoort is surely a cool fast track and would be a great addition .
    hehe im dutch myself u guys got an irc channel? or sumthing

    Leave a comment:


  • replied
    Got it to work sorta

    But car just sits there doesn't move

    checked key bindings et al.

    Leave a comment:


  • replied
    Umods didn't work for me with UT1

    And now umods don't work on UT2k3


    Any non-umod d/l?

    or umod extractor?

    jeez and I had to use fileplanet ...feel ..so dirty

    Leave a comment:


  • replied
    yes i only make for 1.x full patches.

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  • replied
    Do I need 1.3 and both patches?

    Leave a comment:


  • replied
    Re: No damage from terrain at all

    Originally posted by BaronMasochist
    I think UnrealSpeed is great, but if there was one thing I would change is the damage system. I don't think it is a good idea to have the terrain damage the player at all. (If I am racing by myself, then I should be able to complete all laps of a race without my car exploding.)

    To me, it's like a slap on the wrist, and is more annoying than challenging to have to deal with. I guess a suitable analogy would be setting lifts/movers to "crush when encroached". It's more frustrating than realistic to have to deal with.
    I understand what you mean, and agree to a certain point, yes crash damage WILL stay in the game, but I will reduce it. Well small crashes will do less damage and heavy ones will have the same amount.

    Leave a comment:


  • replied
    Well the news on the MOD is that we just released 1.39 beta patch, this should fix most problems, and adds some cool new features like a ingame car selection menu if you decide that you need another one for this particular track etc.

    the site (with the news) is on http://www.planetunreal.com/unrealspeed

    So be sure to check that out.

    NecroticzZ: very cool o have a dutch map for uspeed, as 3/4 of the team is dutch we surerly like that a lot, zantvoort is surely a cool fast track and would be a great addition .

    Leave a comment:


  • replied
    ive started preparations to recreate the circuit of zandvoort (Netherlands) for this mod.. for those of you unfamiliair with this circuit you can watch the layout by following the following link and press the play icon

    http://www.circuit-zandvoort.nl/circ.../index-bb.asp#

    i have no screenshots yet cuz im still doing some static mesh work.. pitbox building and some other ****

    edit: btw that link is for dsl of cable users, modem/isdn users press the blue word hier under the movieframe

    and for people to lazy this is an air photo:

    Leave a comment:


  • replied
    No damage from terrain at all

    I think UnrealSpeed is great, but if there was one thing I would change is the damage system. I don't think it is a good idea to have the terrain damage the player at all. (If I am racing by myself, then I should be able to complete all laps of a race without my car exploding.)

    To me, it's like a slap on the wrist, and is more annoying than challenging to have to deal with. I guess a suitable analogy would be setting lifts/movers to "crush when encroached". It's more frustrating than realistic to have to deal with.

    Leave a comment:


  • replied
    Any news on where this mod is going? Looking forward to seeing more cars and maps.

    Leave a comment:


  • replied
    Did you use the shurtcut in the start menu from windows?

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  • replied
    the car wont move.. .wtf

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  • replied
    Yeah, we are aware that the maps our at this moment our major weakness, togetehr with teh car/player models. We do need some modellers and mappers.

    I agree with your damage complaint, I am thinking of how to do it differently, I now use the force of impact, and I dont know any other way, but some of the maps are more rally style then speed racing. And we need mroe maps with nice smooth roads around nice terrains.

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  • replied
    Sweet mod. The handling has improved a lot since the first version. Love the Viper but is there any chance of a skyline or a tvr tuscan?
    Two things I think could use some improvement. First is it's way too easy to damage yourself. Even hitting the ramps in Garage at around 30kph takes off some health. With the bumpyness of the outdoor maps, there's no way to get round them without your health going down to one. The cars need to be alot tougher.
    Secondly is the maps. No offence but they're pants. Garage needs a lot more variation in the levels to stop being as repetitive as it is now. NewHigh is just way too big. It also needs some more sharp bends, chicanes etc. The only chalenge right now is trying to make it over the bumps without taking too much damage. Also, a little variation in hight would help to keep it from getting boring. Think Ridge Racer.
    Overall it's a great mod but with just a few improvments it could be alot better.

    Leave a comment:

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