Will it be possible at least to create darkmatch as mod if it not included in retail version?
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Darkmatch in UT2007
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Oops. I casted my vote too fast. I assumed the poll requested darkmatch in the retail game, to which my statement is a certain No.
Then again, I don't see how the actual question is actually poll-worthy. If unrealEd ships with UT3, of course it will be possible to make a mod that dims the lights and gives people flashlights.
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**** hit no by accident, but meant to vote yes.
It would be lovely if UT2007 had DK but it probably won't. The last game that had it built-in was UT (in which it was hidden). It would be great if it was made as a mod, prehaps with specific DK maps (the one that came with the original Unreal was very errie and had some nice fog effects).
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Originally posted by StalwartUK**** hit no by accident, but meant to vote yes.
It would be lovely if UT2007 had DK but it probably won't. The last game that had it built-in was UT (in which it was hidden). It would be great if it was made as a mod, prehaps with specific DK maps (the one that came with the original Unreal was very errie and had some nice fog effects).
I really see no reason why it couldn't simply be added as a mutator that could work on any level (ok ONS might be a bit odd in the dark...).
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I think Darkmatch would work best as a unique type all its own, as opposed to a mutator that just dims lights. There seems to be too many lighting optimization techniques that "fake" complex lighting (such as texture baking, and using selective unlit actors and meshes) in order to achieve a given result with the lighting as presented. To eliminate the lights themselves might just reveal the occasional mesh that is strangely "lit", because of a tex-bak or other technique, or your flashlight would reveal a still-present shadow coming from something past a light that's been turned off (like the lights past the turbines, giving us those nifty shadows on the floor).
Maybe this won't occur as much in 2k7, with the more advanced lighting engine making this sort of thing less useful. I certainly hope so, because in theory the new lighting engine would rock *** with flashlights. With just one long-range flashlight per player, the shadow calculations should be bearable. Stll, I assume that custom maps (without unlit or special-lit meshes, tex-baked or projected shadows, etc.) would work best.
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Given the nature of the lighting in the engine, projected shadows done as in UT2k4 should be completely unnecessary. Tex-baked shadows should also not be required due to normal mapping, and the real-time lighting system. Unlit and special-lit actors can be have their respective properties set to false via the mutator. Darkmatch should work fine, imo.
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I find Darkmatch boring if all you got is a completely dark map with flashlight. There needs to be tiny bit of lighting or fog, but you should be able to see where you're going a bit. I tried DarkMatch in UT and it was boring, all the map are 100% Dark (except unlit textures) and it was more annoying than fun.
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Originally posted by The_Deacon View PostGiven the nature of the lighting in the engine, projected shadows done as in UT2k4 should be completely unnecessary. Tex-baked shadows should also not be required due to normal mapping, and the real-time lighting system. Unlit and special-lit actors can be have their respective properties set to false via the mutator. Darkmatch should work fine, imo.
Perhaps a slight volumetric fog present, so the flashlights cast visible beams? First time that sort of thing's been possible. Also, the light engine will do blooms and such, so shooting toward someone shining a light at you will be a bit harder, due to the dazzle effect.
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Originally posted by The_Deacon View Posthttp://www.planetunreal.com/features/darkmatch/ - for anyone who wants to try darkmatch in UT
I really see no reason why it couldn't simply be added as a mutator that could work on any level (ok ONS might be a bit odd in the dark...).
Don't vehicles have headlights? And those nodes and cores look like they should give off light as well.
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