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1  Guests Area / Off Topic / Re: Spam Board for all XD on: Tue 29.12.2015 04:03:29
Hanukkah matata Pumba to you and everyone else as well. Lol.
2  Guests Area / Other Games / Re: SOMA on: Wed 04.11.2015 16:54:07
F.E.A.R meets BioShock? Looks good.
3  Unreal Tournament 3 / Dark Clan & Unreal Tournament 3 / Re: Demos on: Fri 20.03.2015 16:55:03
And at least you can spec who you want when you want.  Plus if in the future people don't have them then I would feel ashamed that I didn't ask.  Tongue

I actually planning/planned a batch recording feature for UT3 (not really sure when... this year?  whistle).

And I already wanted to create an example video just like this video but with different players as views:

Lately, Youtube announced Multi-Angle-video for everyone... who knows if this feature will be useful for gaming videos :D.
4  Unreal Tournament 3 / Dark Clan & Unreal Tournament 3 / Re: Unreal Engine 4 released on: Mon 02.03.2015 18:15:36
... for free.

5  Guests Area / Other Games / Re: Toxikk (vs UT3) on: Tue 17.02.2015 15:55:50
That manta is clearly too big. I cannot even see a difference in those two models, Raptor and Manta.
6  Guests Area / Other Games / Re: Toxikk (vs UT3) on: Sun 01.02.2015 23:49:16
7  Guests Area / Screenshots / Re: The way it used to be played and the way it is now on: Sun 01.02.2015 06:14:02
Blame the map. Probably no one switched due to the map... and they wanted a map change. But yeah, imbalance is always a bad thing. I would have switched  whistle
8  Guests Area / Other Games / Re: Toxikk (vs UT3) on: Mon 26.01.2015 00:29:49
1999 is just the date where it all began. It's quite logic to use it as a term to not exclude anything. It's pretty obvious that no new game will be like a game back in the days. There is always some sort of advancing throughout a game (implemented as expierence-value) as that's what people care about these days - competing by "I'm on level X"/"I got a KD-rate of X.XX"/"I unlocked that X skin"/etc.. A Quake/Doom/UT 1:1 port won't work IMO.

I know (judging from posts) that one dev was working on demo replication. Since they are using UDK (not UE3 full) they have to work with that what Epic is providing (natively). Many features of UT3 were stripped off UDK. UT3 2.0 had many features which didn't got added to the base UE3/UDK version (I've read that also from one Epic dev somewhere).

As mentioned by Reakktor, they started Toxikk because Epic didn't want to work on the franchise for a long time. They pretty much got the intention to create a UDK UT-like game in 2012. I got the same intention back in 2010/11. I officially asked Epic (via PM@Flak; July 2012) to create such project in collaboration with the UDK community using UT3 assets but also likely implementing a UT3 login validation check so only users wit the original game could use that community UDK-UT3. But that game was planned as the same as Toxxik, addressing all UT fans (99, 2kx, UT3 and also UCx). The legal department was against it. That was a big rock on that journey. That project was on pause for a long time. But with the release of UE4 OT was created and I joined that small group. Not sure if Epic ever reveal why they are creating UT now and not a new retail UT4 but I guess OT was one reason and they wanted to 1. never actually adandon UT, 2. don't have issues with OT being a simple rip-off (as the initial plan for that game wasn't good after all) and 3. to get interets in working collaborative on a new UT by using the new UE4. OT got dropped quite fast, the same could have happened to Toxikk if UT4 would have been release in late UT2012 or early 2013.

After that small background information about my own plan for a UT-like game, I see no reason to bash Reakktor (or any other small indie group) which are trying to create a UT-like game (as clone, rip-off, inpiration, ...) as all the intentions go back to only 1 thing: We all love UT because of its gameplay and less about it looks. That's what all the games have in common. And I could have been in the same position as Reakktor, being bashed and justify the look and direction of my game. I actually like the direction of Toxikk. Even more as the current process/direction of UT(4). But that's a personal thing and might only be temporarily.

Once the SDK is released/accessible, a RypelCam adapted version for Toxxik could be created. Probably not by me as I don't plan to buy an access-code for Toxxik for the moment (still too much on my todo-list as you may know whistle). It actually looks like the trailers are already made from captured live demos and using some sort of camera tool.

PS: UE4 doesn't prevent us/anyone from creating RypelCam4 msn012.gif don't think that Rypel, you or me will work on that in the near future tho.

PPS: UT will have a free SDK but that won't be as accessible as the full engine editor (said quite recently by one Epic dev). Without knowing anything about the plans, I would say one can expect the same editor like it was available for UT3 but this time for UE4 and not UE3. Since you won't need to have script access for BluePrint, the game can be extended like UT3. It might be a big security problem, but Epic could also allow C++ modding without having to provide the source code by provinding just the header files.
9  Guests Area / Other Games / Re: Toxikk (vs UT3) on: Sat 24.01.2015 19:06:42
AFAIK, it was planned as a rip-off isn't it? I think the creater of RöcketForest is on the team. If you look closely, you can see the remake in Toxxik in its debut trailer.

The UT forum is also bashing Toxikk but some player really like it.
10  Guests Area / Videos / Re: UT3: Countdown Fragmovie on: Fri 09.01.2015 01:12:36
Nice video. Interesting message ^^. Nice deemer run on Sandstorm.

Such RypelCam project shows that we have to work on the major changes on RypelCam hardly to actually release the new version which will feature so many new features and bugfixes (and probably also a better usability).

Makes me wanna play UT3 again.  msn004.gif msn004.gif

Quick note: Firefox does not support 50FPS videos on Youtube. Chrome (even IE) is recommended.
11  Unreal Tournament 3 / Dark Clan & Unreal Tournament 3 / Re: Unreal Tournament 4? :-O on: Sat 20.09.2014 22:09:17
I was not talking about the ability to wall dogdes, i was talking about what you see in the video.

And yes, sprint exists as concept and as a featuire in game, but they reduced it. You will normally walk about 940-960 UU (UE4), and after 1sec the auto-sprint kicks in which results in 1250 UU.

I am calm btw.. My point was, everything they have said they would reduce by changing X, made it worse. I'm waiting and trying to contribute. And I will probably play it even if it's not my taste. I don't even want to have it like UTX.

PS: Quite = quote :D
12  Unreal Tournament 3 / Dark Clan & Unreal Tournament 3 / Re: Unreal Tournament 4? :-O on: Sat 20.09.2014 16:16:00
Don't download it. You'll be very much disappointed.

Epic tried to introduce a different speed mechanism by adding sprint. They did not want that dodge spam fest (it's a quite). They added single tap dodge. You can pretty much hold a key, and press in any direction and you do a dodge.

The current build hasn't get any delay between dodge (or its very very low). The game looks quite fast with it, but if everyone does that new spam fest, we will get a Q3 bunny hop movement just with dodge spam.

Take a look at this video.

No more wall dodge in order to gain speed. Pure grounded gameplay. And THEY said UT3 was grounded.
13  Unreal Tournament 3 / Dark Clan & Unreal Tournament 3 / Re: Unreal Tournament 4? :-O on: Wed 20.08.2014 16:08:34
Yes. It's pretty funny: Most of the 99er or 2ker fanboys have said UT3 is slow and grounded (dodge for instance) but the strange thing tho, UT4 seems like more grounded and slower.

Such pre-alpha is needed. This is how game development works. All the UTs used the same mechanics from older UTs (in case of 99 it was the BotMatch addon for Unreal). Epic pretty much build this UT from ground up and trying to involve the split community to developer our game and not just theirs.

If you ask me, the complete approach is really nice and something unique which no one did before. It could turn out very well.

The example visual clarity screenshot from Perna (the art guy) was really good looking. But that one did not feature all the decorations but the overall look they are going to create.

Very high-res screenshot:

PS: It's not just you. Expected more.
14  Unreal Tournament 3 / Dark Clan & Unreal Tournament 3 / Re: Unreal Tournament 4? :-O on: Sat 16.08.2014 04:22:12
Yes, looks like. Not sure what they plan but UT3 and all the previous games ran on 1.1x that's why the projectiles look slow. The Rockets look like about half as slow and there is the slomo ragoll once you die...
15  Unreal Tournament 3 / Dark Clan & Unreal Tournament 3 / Re: Unreal Tournament 4? :-O on: Thu 14.08.2014 21:17:50
Not actively anymore but reading forums etc. yes.
16  RypelCam / Unreal Tournament 3 / Re: Rypel Cam for UT3 on: Fri 04.07.2014 16:11:08
Playing the sound  based on phys state + velocity is the only method
How to know whether the player isn't jumping from the hoverboard, jumppad, vehicle selfdestruct or gets kicked through the arena from shock rifle hits, as these examples all may fulfill the physics and velocity requirements?

Velocity is replicated. So it should be a valid check in demo playback. Once it changes, you need to track the difference from the previous value. You would need to calclute the value back based on the formula for dodge.
VelocityZ = Velocity.Z;
Velocity = DodgeSpeed*Dir + (Velocity Dot Cross)*Cross;

if ( VelocityZ < -200 )
Velocity.Z = VelocityZ + DodgeSpeedZ;
Velocity.Z = DodgeSpeedZ;

You would need to calculate DodgeSpeed and compare that with the stock value if it's nearby.

Is it possible to read the active player animations from somewhere?
The animations are done based on the velocity when the player is in a specific state. These are done by the anim tree.
17  RypelCam / Unreal Tournament 3 / Re: Rypel Cam for UT3 on: Thu 03.07.2014 23:55:20
The dodge sound is only replicated to non-owning clients.

The only thing which is replicated is the actual sound cue. That one is pooled into a AmbientComponent (AC).

Take a look at PlayerController::ClientHearSound. But that one wouldn't be filled if the dodge sound was out of reach (due to occlusion). But if the sound is stored in a AC, it should be played in the demo.

Playing the sound  based on phys state + velocity is the only method but it might not work for custom servers where the dodge speed is changed. Strange that dodging is not replicated (at least for visual effect it could have been down to fix this "crouch dodge" clientsided).
18  RypelCam / Unreal Tournament 3 / Re: Rypel Cam for UT3 on: Thu 03.07.2014 21:37:18
Isn't the dodge sound already replicated and played in demos? Or is it not working in first person?
19  Unreal Tournament 3 / Dark Clan & Unreal Tournament 3 / Re: Goodbye, GameSpy on: Sat 31.05.2014 15:48:53
dfb is providing the stats dump from 26th of may. Pretty nice.
20  Unreal Tournament 3 / Dark Clan & Unreal Tournament 3 / Re: Goodbye, GameSpy on: Wed 28.05.2014 22:27:11
If you could dump all of it, it would be great (pure and custom, and all the detail stats). I didn't got the time to work on something like that (or setup the scripts properly) because my priority was the →Profile Dump Exporter for the casual players (like me msn012.gif) who wants to keep such things like the friend list etc..

(privacy terms in gaespy's end user agreement).
That's one thing they say, because GameSpy own's the implemenation, they cannot provide a stats server.
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