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Duke    Posted 6th Feb 2006 7:32pm
Post 454 / 1353
I like goober's idea.

Keep one version of the map identical to the Red Faction version, but also create a 'duplicate' of it and modify that one!
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Assman15    Posted 6th Feb 2006 7:54pm
Post 19 / 2085
Quoting Duke
I like goober's idea.


Not to be picky or anything, but I think that was
my
idea (read further up that page).

I think that duplicate maps will be the best way to go. Obviously we can't duplicate all or even most of the maps. Only a select few would really be playable on other game types. For example, Lobby is too small for anything but DM whereas Blasted Canyon may be large enough (and playable) for a couple vehicles, like jeeps.

Speaking of vehicles, I'm a little unclear of the concept. Are we going to be adding the Red Faction vehicles in for models or use the default Unreal Tournament 2k4 ones?
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Molodiets   Posted 6th Feb 2006 8:10pm
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Quoting Assman15
Quoting Duke
I like goober's idea.


Not to be picky or anything, but I think that was
my
idea (read further up that page).


You're right. i agree with you, Goober.
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goober   Posted 6th Feb 2006 9:55pm
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Yea, it was Assman's idea.. i said that i liked it.
i dont think we will be modeling RF's vehicles... probably some RF suited vehicles... but we have no clue what RF vehiles would look like if there were multi with vehicles.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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Assman15    Posted 7th Feb 2006 4:26am
Post 20 / 2085
Quoting goober
Yea, it was Assman's idea.. i said that i liked it.
i dont think we will be modeling RF's vehicles... probably some RF suited vehicles... but we have no clue what RF vehiles would look like if there were multi with vehicles.


Wouldn't they be similar, if not, exactly like the single-player ones?
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sobe    Posted 7th Feb 2006 5:35am
Post 1284 / 3194
Yea, because it would be too much like UT to throw in HellBenders and Scorpians <_< We need subs, jeeps, exc.
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KillAllHumans   Posted 7th Feb 2006 7:29am
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i wonder how you would make a sub? i guess it wouldnt be that hard
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goober   Posted 7th Feb 2006 10:25am
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but, i do think that the HELLBENDER with a few tweaks here and there, and a new grey skin would work good. take off ths side turret.
a sub wouldnt be too hard, it would be like a very very slow air vehicle that only travels in water.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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RED-FROG   Posted 7th Feb 2006 9:36pm
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Post 865 / 5258

I'm still not very sure if we have/will get permission for doing that.
I know, you're thinking "who cares?" and "what could they do to us?.

I've read some sites of the copyrights matter, and nasty things can happen when you break the copyrights.
For example they force us to stop working on the mod when its half done.
Even my lego mod was some kind of "illegal work". Well I'm not sure if thats true but they probably wouldnt like to see that some1 is stealing their ideas. It doesn't even matter when I'm not making profit of it.

But whatever..........
I'd like to see the WHOLE stuff (weapons/characters/vehicles/sounds/textures) redone for this map.
But that doesn't mean that there is no space for doing modifications on these things.

Its a cool idea to have a submarine vehicle for the mod...that'd be something very new. Capture the flag with subs, and topedo fights yay. (I'd have to figure out how to code this 1st)

Talking about the maps and vehicles...
I've been working on the "The Art of war" for some time now, it's in the final stages. I quickly noticed that vehicles will need A LOT MORE space than the map can afford. The 2 ways to the center must be twice as width to cover the limits.

You can't just create a map like blasted canyon which has the absolute same dimensions (like mine) and put vehicles in it. I havent tested you map goober, but I think that would look and play really stupid. These maps werent made for vehicle support so the will need modifications.

Even on my high scaled The art of war map, the bots sometimes have problems to drive the big tank around a corner.

I will look if I can do something with the movement speed and if I can get a reloadable weapon to work. But without an experienced coder the mod will go nowhere.

Jesus I don't even know how to attach a shell emitter to the weapon. I was playing with the code of the Minigun with no succes. All I can do is copying codes, not writing any.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Feb 7th, 09:37pm by RED-FROG
goober   Posted 7th Feb 2006 10:18pm
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I was going to see if we could get General_187 and/or outlawskot...

Ive been working on some RF customs with the premission of the authors... and im making the lobby when im done that.
ive figured out the editor and am read to attempt it
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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RED-FROG   Posted 7th Feb 2006 10:29pm
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Basically what the mod needs are models, models and models.
Just as much as we can create. And "of course" level remakes.
Weapons and characters just everything, visually pimped or not.
(The Art Of War has been pimped up alot. I've used many of the default static meshes of the "far.usx" package (FarEast ambient) which fits just perfect.

It's not a question of how we can get them into them game because it's very easy (similar to RF and (more like) FarCry) It'll only take some time of course.
It would save a some (maybe alot) time if we wouldnt create reloadable weapons, but I think that is one of the most important things on RF.
Its a little strange to shoot with the precition rifle all the time with no break.
Good thing is that we can finally set a fire-rate limit on semi automatic weapon. In RF you can shoot as fast as the real physics allows (fingers movement has its limits )...and thats cheatable with software too.
In Ut you can set a fire rate of 0.1 or something, even on semi automatic weapons which is very helpful.
I was also wondering if an Invasion gametype could be possible.
You know, replace the monsters with reepers and that stuff. Oh well, does RF have so many creatures? I dont think so.

Can someone kick in my CENSORED please. I'm so lazy when I'm startin on new things. There is as much as nothing at the moment.
How would I code a remote charge? A grenade? A SHield?(not important) A Riot Stick? A Assault Rifle with a burst? Eek, got to download some mods and take a look at the code how it was done.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Feb 7th, 10:46pm by RED-FROG
goober   Posted 7th Feb 2006 10:49pm
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Post 2137 / 265

how about have a pause for the reload where you cant shoot... but not a reload animation
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
RED-FROG   Posted 7th Feb 2006 11:06pm
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Quoting goober
how about have a pause for the reload where you cant shoot... but not a reload animation

That wouldn't make a big difference to the real reload.

Its not the animation that makes problems.
It is the script. It is the way to TELL UT2004 that the clip is empty.
The guns of UT doesnt even have clips.
I've taken a look on many reload scripts..they are very complicated. I can give you an example, just to let you know what the hell I'm talking about.
http://wiki.beyondunreal.com/wiki/ReloadableWeapons
Here is one VERY simple code, which isn't done at all. It won't work for the mod anyway.
I have a mod which is called DoD2 or something (dont know the name) which has reloadable weapons.
But in the script there are many classes to extend, and those need to be extended too. It uses special pawns and all that crazy stuff lol. But I'll try again.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
goober   Posted 7th Feb 2006 11:17pm
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Post 2138 / 265

Sounds good RED-FROG see if you can get it, if not... well we still have a loooong time untill the mod will be released anyway.
why would THQ and Volition care about us publicizing a game that they made 6 years ago?
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
RED-FROG   Posted 7th Feb 2006 11:28pm
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Post 873 / 5258

Quoting goober
Sounds good RED-FROG see if you can get it, if not... well we still have a loooong time untill the mod will be released anyway.
why would THQ and Volition care about us publicizing a game that they made 6 years ago?

I don't know, just feeling bad when I'm doing things like that. And I've done alot (AG36, P90, AVRIL, UT2004 Assault RIfle, UT2004 Rocket Launcher and the list goes on lol)

Of course we could always drop that reload idea, but the point is that I want to know if I should create weapons with bons for fingers and all that or not. But well, you're right. Its just that I dont want to work on something that isnt going to work at all. UT is a whole other section. You're lost without C++ knowedgle. Its funny that so many mods/mutators only base on C++ changes and modified skins (textures).
That is a waste of knowledge
Alright got to go, let me see if I can do any progress on these things
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
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