CUT2 in UT2k4?

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Kaboodles
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Post by Kaboodles »

Yeah...

Could you just release a UT2k4-friendly version of ChaosUT2: Evolution 2.01? Not asking for any of the new stuff, just all the old stuff on UT2k4.

Please...

I...must...have...CHAOS!!!! (kami)
jeditobe1
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Post by jeditobe1 »

Kaboodles_The_Assassin wrote:Yeah...

Could you just release a UT2k4-friendly version of ChaosUT2: Evolution 2.01? Not asking for any of the new stuff, just all the old stuff on UT2k4.

Please...

I...must...have...CHAOS!!!! (kami)
If we did that, it would still take about the same amount of time. Plus you wouldnt have the new stuff. First we would have to have someone take the 2.01 version, then fix all the bugs we have fixed since that time, then convert over to 2k4 sometime in that process, then test it, then retweak it as needed, and do some other stuff.

Most of the new stuff is more or less ready for testing, it just needs polish. The bigger problem is making things still work since we did some major cleaning codewise and organizationally. We are having to retest basically everything, redo all the HUD effects, make sure the gametypes works, redo all the menus, and do some other things as well.

Chaos had over 700 classes in it before the move, now its just below 600 (not sure if anything still needs to be copied over). Its not a quick conversion :)
I make Darth Vader look like a teenage punk with a lightsaber.
Kaboodles
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Post by Kaboodles »

Ok then.

Good luck with your work! :wink:
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TKATK
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Post by TKATK »

while youre tweaking cut,tweak UT2k4's code too,i got rid of 20 sec freezes,but i get 10 less fps with 2k4 than with 2k3
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Post by jb »

To add to Jedi's comments:

We will have another IR out today/early tomorrow that "Should" have a majority of the tweaks and bug fixes in that crept up in the conversion process. So thats a good sign. The change log we have is almost as big as the first one as the coders have been just kicking some booty lately. Also Loq has new katana animations in that are sweet....so yea good things :)
Jb
Kaboodles
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Post by Kaboodles »

YAY!!!! :D
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TKATK
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Post by TKATK »

i always thought the old katana animations are dumb,who would jump with a katana like THAT,even the dagger ones were better(when i tried using the dagger)
LoQtUS
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Post by LoQtUS »

In the new katana anims i have him spinnin that baby around his wrist, and the heavy jump anim is a flip that goes for the head ;). Ya are going to have to be a bit more precice with the weapon now, but i think the end result is pretty good.

Also we are in the process of adding Lunge manuvers. Croutch + Jump + Forward + Attack = Lunge. These are special manuvers that are ment for the swift forward motion. There will be one for each of the stances. IE: the katana light is a stab that goes for the chest. The Medium is a swipe from left to right with the blade, and the heavy is a flip of the katana that stabs for the head.
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Kaboodles
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Post by Kaboodles »

Awesome! (up)

But i think the sequence should be Crouch > Forward dodge while rising > Attack.

Also, some of the existing attacks are off center, especialy the quick thrusting stabs and the big heavy downward smashes. They hit slightly to the right, and I don't know whether this is intended or not. And I would also like to see some upwards attacks too.

The Templar and Bastard sword attacks are kind of odd too. They attack using the broad side of the blade, as opposed to the sharp edge. Doesn't make any difference in the game play, but it makes the attacks look weird.

Are you going to animate the kick attack? It looks weird when I'm just standing there and the other guy just bounces backwards. Maybe the kick should be made into a regular attack and have different types of kicking attacks used to disrupt the enemy. Kicks to the head should cause your screen to turn white for a while like the flash grenade effect. Maybe an animation of the victim reeling back from the pain or clutching his groin after a vicious low blow. Ouch.

Can you make it so that you get knocked down to the ground after a particularly brutal hit with a Warhammer? I was playing Soul Calibur II the other day and I wanted to see some sort of rising attack or rolling dodge or something.

And is it possible to make it so that dismembering someone doesn't completely destroy whatever limb was just removed? It looks kinda wierd when I behead someone with a katana and his head is reduced to bone.

And can you make it so that dead bodies and gibs interact with players and vehicles? I want to see someone get knocked sensless by a flying torso and have his body sprawled over my windshield when I run him down. Is it also possible to have blood splatter on characters, weapons, and vehicles, so that when my victims are a split second from becoming a blood stain on my Scorpion's hood and they see it, they will know that others have already met their particularly bloody fate.



Wow, I asked for a lot today. Don't want to put too much strain on you guys. You seem to have a lot on your hands right now. Well, I guess that's all. For now...
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TKATK
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Post by TKATK »

the heads,way too much work creating a seperate one for each model

limbs,dunno,i really dunno

bodies,just needs a small tweak,dunno if the chaosteam will do it

Swords,that bugged me too,maybe make it so that 1 side attacks do more damage but other do more knockback

to the ground,i think that would be a hard animation,a real challenge for CUT team's animators/modellers,

kick,look above

thoose are mine opinions,not in any way associated with the chaoticdreams team
BIGFOOT_PI
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Post by BIGFOOT_PI »

NICE HOVERBOARD!

...yes I know I'm late :)
BOOM!!!

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Post by chaoskirina »

my crave for chaos is becoming insatiable! (burn) <<<<<<<<< me on chaos. (grin) <<<<<<<<<< me without chaos. (revil) <<<<<<<<< me on chaos and woe.
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