If you're curious to look at the map I'm working on, [url="http://www.sumea.com.au/sumeamod/ZSumeaCity1.rar"]click here to download it[/url].
It's in very rough early stages and some paths not created yet. There are some errors in the map and when you compile it, but I will fix it of course (I'll be building and refining this one map until it's darn good!). The Leviathon is pretty big and does some wacky things, but I just threw it in there as a test for the vehicle escort part of the objective.
Anyway, save it in ut2004/maps, load it up in unreal ed, and compile/play it.
Makk: i think you'll run it on your pc fine (though you might need to drop some details). as for the 56k, i connect at 32k on a 56k modem and, although jumpy, it's somewhat playable. [:?]
i'll check out the map as soon as i get UT2k4 installed again - i used to have it but that was a friends copy i had to give back. i'll going to buy the dvd edition as soon as i get a dvd rom (some time this week). hmm, funny how that's three of us now that are involved in this project but dont actually have the software!
Same with me ? both in that I got the DVD edition for $50 today, and that I can?t download your map.
I've had a couple of online games; man I'm such a noob! I'm always hopeless at first though. Think I'll get some practice with the bots before trying again. - Or maybe I'll just give up playing and get to work modelling something..
i have UT2k4 now. just go my dvdrom and the dvd version with the tutes. awsome stuff but i feel a little ripped of cos i already had half of them from 3dbuzz anyway! pleanty of new ones to keep me happy though. i want to get to work on a map but i have to figure our what i'm doing with scootarama first before i know what i'm doing for each project.
downloading your map now souri, i'll check it out
EDIT: hmm, it's crashing on me. says it's probably due to my comp overheating or a corrupted instal, but other maps open fine. i'll try it again after i've shut down for a while just in case.
Pretty cool map so far Souri,
For those who need the model for Souris map you can download it here:
http://unrealtournament2004.filefront.com/file/VSoverride_ACTOR;27520
With that everything seemed to be working. I don't know if it was on perpose.. but I jumped into the vechicle and shot a heap of guys, 10 more of the vechicles rained down from the sky.. almost killed my computer :P
As for the map, maybe a little big. Looking at the people your trying to kill look tiny. Might also be cool to have the buildings around you to be alot higher As if you are in a huge city. I loved the water way, cool idea [:D] With things like street lights you might want to make them into static meshs just to be nicer on the engine.. Anyways great start :)
alright it's working!
certainly is big. cant wait to see it all come together once we have actualy gameplay and objectives.
i had the same vehicle problem. seems that as soon as you move the vehicle it spawns another in it's place - only it lands on top of the one yuo have just moved slightly - and so another trys to spawn cos the one that just spawned isnt in the default location, and so on. at least that's the best i can understand it from the few seconds it took for me to jump out and be crushed! considering that it might just be spawing them while the player is in the vehicle cos they stoped once i jumped out.
UT uses BSP geometry for most of it's construction of the basic level layout, however you can bring in static 3d meshes exported from other apps like 3dsmax. and you're right about them being instanced so it's superior to BSP in that respect, however they cannot receive shaddows and lighting is done per vertex (i think).
OK, looked at the .txt file that comes with the VSOverride actor.
quote:
In the actor, under the properties, there's an option called bRespawnVehicles. When this is set to true (it's true by default), your vehicle factories (as long as it's ONSVehicleFactory or ASVehicleFactory) will churn out the vehicle of your choice rapidly, but only one will become available at the time, of course. So you can still have vehicles from the start, technically. Just set that property to true, put your vehicle factory actors in and the vehicle will appear when you start the map and be replaced when you drive the vehicle away from its spawning point.
...which explains the behaviour y'all are seeing.
Acutally, I thought the map was kinda small! The first objective is to get to the vehicle, so the defenders spawn at that area and defend that, then you escort the vehicle through the tunnel whilst destroy barricades, down to where the grass is and then to the sewers again. Plus side objectives planned as well etc..
Anyway, I just chucked that actor/vehicle there as a test (the leviathon is way too big for it), as you can't test vehicles in a deathmatch map, and I can't be screwed setting up an assault map as yet.
There's a long way to go with the map, what's there is basically a rough outline of where the paths and things are. There's going to be much more interesting architecture, pathways and other eye candy. I'm basically just going to be concentrating on this one map so that it'll look really nice. Those street lights are static meshes btw.
pretty damn cool - I like the swampy waterway end a lot ( although the bright white texture makes it tricky to find those stairs there! :) ) Looking forward to seeing how it all fits together.
Are you thinking of making a go-anywhere vehicle, or, an on-a-rail like vehicle (you don't need rails, you can just make it a maglev)?
how will the objectives for each side work? i'm assuming it's like a assult map in that one team has to get to complete objectives while the other simply trys to stop them within the time limmit. i like thoses games but i think it would be cool to have both teams needing to complete objectives to win, and no time limmit. dunno how you would do that without it beeing a simple "BF hold the flag" senario. i'm to tired to think of a solution now though....
Mind posting some screenies?
I dont have UT2k4.
btw, how would it run online with a 56k and athlon 1.5, radeon 9500 PRO 128MB and 256 ddr of ram?