Opera going to ut2k3
C0nan_The_Librarian
Join Date: 2002-07-31 Member: 1039Members
in Off-Topic
<div class="IPBDescription">Waahhhhh</div>Today i just found out that one of my favorite mods is moving from HL to UT2K3, The Opera a assasin style deathmatch game where you can dive, roll, kick, and many other cool stunts....gone... Well i guess that doesnt matter cause NS is coming out soon, so its all good.
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Opera Going UT2K3?
10/3/2002 11:26 PST | Community | by Galadriel |
The Redeemed Assassins, creators of the popular mod for Half-Life, "The Opera", have announced through their forums that their next version will be for the Unreal Tournament 2003 engine. We bring a tidbit of the update:
We have thought about this long and hard, and we know it's not a decision to make lightly. Whereas some people will create a mod for UT2K3 simply because it's the "next best thing", we did careful, detailed research to ensure that UT2K3 can do everything we want to do. We don't want to make the quick change and suddenly realize we've made an error.
And, believe me, it can do everything. Preliminary experimentation shows it supports custom movements such as dives, rag doll and Karma physics, vehicles, custom special effects, high detailed textures, great AI, massive polygon counts, modular coding environment, etc... etc... The list goes on and on. Everything that Half-Life wasn't, UT2K3 is, at least from a development standpoint. And, whereas in the original Unreal Tournament the mod development tools were nothing short of dismal and annoying, UT2K3 is designed for mod developers, providing things such as an UnrealScript IDE, UnrealScript debugger, Maya Personal Edition and numerous other tools to make our lives easier. It is what we believe to be the perfect engine to bring "Release Two" to life.
Also, we are bored of Half-Life. We've been working on it for over three years, and our team members are currently in a state of limbo, wandering about, not particularly pleased on working on Half-Life. As soon as talk of UT2K3 began, the flurry of posts on the team forums was very uplifting - it brought a new energy to the team we have been sorely lacking in a long time.
<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Opera Going UT2K3?
10/3/2002 11:26 PST | Community | by Galadriel |
The Redeemed Assassins, creators of the popular mod for Half-Life, "The Opera", have announced through their forums that their next version will be for the Unreal Tournament 2003 engine. We bring a tidbit of the update:
We have thought about this long and hard, and we know it's not a decision to make lightly. Whereas some people will create a mod for UT2K3 simply because it's the "next best thing", we did careful, detailed research to ensure that UT2K3 can do everything we want to do. We don't want to make the quick change and suddenly realize we've made an error.
And, believe me, it can do everything. Preliminary experimentation shows it supports custom movements such as dives, rag doll and Karma physics, vehicles, custom special effects, high detailed textures, great AI, massive polygon counts, modular coding environment, etc... etc... The list goes on and on. Everything that Half-Life wasn't, UT2K3 is, at least from a development standpoint. And, whereas in the original Unreal Tournament the mod development tools were nothing short of dismal and annoying, UT2K3 is designed for mod developers, providing things such as an UnrealScript IDE, UnrealScript debugger, Maya Personal Edition and numerous other tools to make our lives easier. It is what we believe to be the perfect engine to bring "Release Two" to life.
Also, we are bored of Half-Life. We've been working on it for over three years, and our team members are currently in a state of limbo, wandering about, not particularly pleased on working on Half-Life. As soon as talk of UT2K3 began, the flurry of posts on the team forums was very uplifting - it brought a new energy to the team we have been sorely lacking in a long time.
<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Comments
Any mod like the opera would be much more suited to UT2003, as it has so many <a href="http://members.cox.net/doomaniac/senselessviolence.jpg" target="_blank">neato things</a> that can be done, especially with Karma.
w/ UT2003 they can finally get those trenchcoat animations, and have them act like real cloth, at least AFAIK. Plus the reasons they already mentioned.
Now if every other mod would go to ut2003 as well... heh.
<img src="http://udn.epicgames.com/pub/Content/ProjectiveTutorial/stainedglass.jpg" border="0">
SWEET MOTHER OF JESUS. I can't wait to map for this baby.
Doomaniac: Is that vehicle part of a mod or is it in the base release?
--Scythe--
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I had hoped to see the planned vehicles of Unreal Championship (hover bike like things, not anything special), but their exclusion is not one that bugs. The mode changes do irk, however. <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
<DOOManiac> its a 2 step process. real easy
<DOOManiac> 1) in your ut2003\maps\ folder therewill be a map called VEHICLEDEMO.UT2. double clicking it launches UT2k3 to that level.
<DOOManiac> 2) bind a key to use. pull down the console and type SET INPUT <KEY> USE where <KEY> is the key you wanna bind it to.. like space or enter
<DOOManiac> then there's a switch sprite in the level, just walk to it to trigger the spawning of the car. then have fun.
and yeah, what silver said.
WARNING:
1) the vehicles do not work multiplayer. The player running the server will be fine, but all other players will be borked. Thank heavens for botmatch >:D
2) If the vehicle is on top of a spawn point when a bot (untested with a human, but probably same result) when the bot spawns, then it freezes UT in an infinite loop. Win XP/2K users can ctrl+escape to slowly end task the game when this happens.
Remember these vehicles aren't even meant to be playtoys for the public. They are meant to be more of a technology showcase to mod authors. That's why its buggy. But man they are some sweet sweet things. Don't worry, I'm sure there will be good vehicle mods soon. ;)
Software piracy is bad, Mmkay?</span>
<!--EDIT|Spyder Monkey|Oct. 10 2002,00:44-->
Seriously though, how do the vehicles handle? Anything realistic? Can you run over bots?
Seriously though, how do the vehicles handle? Anything realistic? Can you run over bots?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
What with flipping and suspension oh and SKID TURNS! Yep I'd say it would, and you can run over people thank god for the karma physics engine!