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[UT] COMING SOON

For discussion and promotion of Unreal Engine single-player campaigns, mapping projects and total conversions.

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Subject: [UT] COMING SOON

Post Posted: 12 Feb 2018, 23:47

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~ GLORY TO KHUFU ~

Ancient Terran history transcending the Solar System.
An adoration from the outer space, leading to the nascency of a sacred land as an act of respect and zeal.
The Pharaoh is not alive. He may however have discerned the efforts from the afterlife. Or so they think.
Or what else?
No one will know. They are long gone, but
what they've done is everlasting, permanent, imperishable.


- - -

Possibilities of exploration beyond reaches for Terrans have arisen for decades.
So for many others.
It's a virulent race of who gathers the most marvelous technologies lost in the absoluteness of the Universe.
The vanquishers shall open the gates of excessive strength. Then, the new advanced era will impel.

This is one of many tales.

radios
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Subject: Re: [UT] COMING SOON

Post Posted: 15 Feb 2018, 03:03

is this a new movie?.

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Subject: Re: [UT] COMING SOON

Post Posted: 15 Feb 2018, 11:49

I think this thread wants to hype up for whatever he was going for with this: viewtopic.php?p=75411#p75411

Mission accomplished! Moar info please ;)
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Subject: Re: [UT] COMING SOON

Post Posted: 15 Feb 2018, 15:45

editor Dave wrote:I think this thread wants to hype up for whatever he was going for with this: viewtopic.php?p=75411#p75411

Mission accomplished! Moar info please ;)

DUMBSHIT HYPE
M'nali

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Subject: Re: [UT] COMING SOON

Post Posted: 15 Feb 2018, 15:55

Diego96 wrote:
editor Dave wrote:I think this thread wants to hype up for whatever he was going for with this: http://www.unrealsp.org/viewtopic.php?p=75411#p75411

Mission accomplished! Moar info please ;)

DUMBSHIT HYPE


The .unr is still named like that at the moment, lmao
EPISODE 2 RELEASED - Up to seven maps of the redesigned campaign.
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Subject: Re: [UT] COMING SOON

Post Posted: 15 Feb 2018, 20:09

Serious notes aside it's far away from being ready. There are crapload things yet to be done, alongside testing (which will be done under all difficulties, it's a single map).

In the meanwhile go play&comment Hard Crash since it's fun to play as fuck viewtopic.php?f=4&t=4304
EPISODE 2 RELEASED - Up to seven maps of the redesigned campaign.
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Subject: Re: [UT] COMING SOON

Post Posted: 21 Feb 2018, 23:14

Some update: finally reached testing phase for the map. Has been a massive headache so far because it pushes the engine (not the amount of custom content used but for the particular use of lighting) to the point that in the editor it crashes with lights on. Thanksfully this never seems to happen in-game! The limitations of the engine definitely stink, almost killing all the satisfaction of developing the level.

Since I'd wanted this completed under at least 6 weeks and I'm close to finishing the 4th week so to say I'll probably make a short intro map as well.
Screw that this map doesn't need intro support

Ok fine have some shot


You may have noticed the Minigun having an abnormal amount of ammo.
YES.
The map has a rather more colorful weapon inventory; the Minigun for example can now have up to 800 ammo, does not share ammo with the Automag (which is here your "last resort" weapon) and with the improved scripted pawns the weapon is finally useful and fun to use.
EPISODE 2 RELEASED - Up to seven maps of the redesigned campaign.
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Subject: Re: [UT] COMING SOON

Post Posted: Yesterday, 11:48

I see some Shrakitha influence there, nice!

I have always had to deal with lighting issues and what I noticed is that the editor crashes when a single light actor emits light on too many surfaces at once (so reduce the radius; I have been told that 23 is a safe bet, usually), or when a single surface is lit by too many light actors (so you would have to reduce the overall light actors in some places, or their radii as well). When you move lights without rebuilding lighting, or rebuild new geometry without a lighting rebuild, you might cause one of these two errors as well. I hope you can create a stable map!
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Subject: Re: [UT] COMING SOON

Post Posted: Yesterday, 23:05

Beta testing on Easy/Medium successful, Hard/Unreal runs will be done tomorrow. So expect a release Saturday.

Probably as issues go there might be some slowdowns and brushes-becoming-invisible-when-you-look-at-a-certain-angle bugs. The latter is a mainstay annoyance that I got to know since months/years and frankly the engine can go fuck itself in this case. Not like the issue appears right in front of your face - besides they are nowhere near as static HOMs or killer BSP.
Also RMusic_Player is still wonky when it comes to saves/loads on oldskool when the music is stopped, even if the correct gametype is used. EDIT: fixed by letting it play a silent mp3 instead of using AC_STOP.

Few things:
  • Map will make use of the EXU framework for better and more stable actors, advanced pawn orders and lots of quickly available customization (as seen in this thread). Epic's stuff feels obsolete, plus this is also a great test for Waff's ultra-massive EXU system in a non-EXU environment. I didn't even have to use a single MONSTER SPAWNPOINT! NOT EVEN ONE. What a goddamn relief.
  • With what is said above, there will be two DL links: first installation is with the release itself, the entire EXU 7.1 and its side content packaged without its maps and music (those are strictly BI campaign content, unrelated to the main packages) and the general setup files that EXU2 always brings (oldskool, bp4 etc - again thanks Waff for this really good idea); second link is for those who already have v7.1 installed, which is just the map and the content it exclusively uses.
  • The map is tested under EXUOpenGL, which I'm hoping at least everyone is using that one. D3D10 should be fine too. Once again, both drivers are included in the full installation download, and since I'm prudent as fuck, I'll paste in my settings too.

That should be it. The story premise will be slightly expanded on release; even the incoming logo screenshot will be canon to the story.


editor Dave wrote:I see some Shrakitha influence there, nice!


To answer this, I wasn't influenced by Shrakitha at all actually. As Unreal goes I guess the only thing going for it was aiming for a ultra robust single map like TLF and Triamid.
Proper visual inspiration is from Egyptian architecture (generally as seen now, i.e. the ruins, not as they looked in ancient times) and from Serious Sam BFE where devs did an extremely good job recreating current Egyptian temple ruins. You don't need to go full-detail mode with that architecture - and it's also a plot point.
I could potentially add more details but that means adding more light actors and I don't want to risk. Unreal sadly was made for being dark and gloomy with pisspoor sunlight; I'm not sure how much 227 improves on a midday style sunlight but even then I never used the 227 editor and my gameplay ideas were based on the EXU framework, so had to choose the latter. Engine limitations are tilting.

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Subject: Re: [UT] COMING SOON

Post Posted: Today, 17:40

Honestly, I was simply referring to that certain lighting technique which probably was first used in Shrakitha. :D Actually, I was thinking about Serious Sam, as well. So, from what I understand, this will rather feel like a regular map than the hyper-scaling of HP and fire power found in EXU. In that case, I will probably play it soon after the release; EXU styled maps need a longer time frame to prepare and finish. ^^
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