MUG 2.0

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
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Shadowstar
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MUG 2.0

Post by Shadowstar »

Well, we've been talking about it for a long time, and its finally starting to happen.

Development of the new MUG is underway and rapidly progressing, and I'm here to post some screenies showing you what you can expect to see in Chaos in the near future. Keep in mind the following effects are still being worked on and may change.

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Incoming!


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Narrow passageway + lots of fire = flaming death


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MUGfight!


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Blasted!


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Pool of Fire


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Rolling Fire


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Trial by Fire


As you can see, the MUG will now use liquid physics to pour over surfaces and coat the floor for a short time once it is fired. A clever player can control the effected area for a variety of effects. Damage levels are still being tweaked. Icer effects have not yet been completed but are in the works. What you see above is mostly concept demo, to make sure the methods we will use work, but the demos looked so good, I decided to post these screenshots anyway. You can probably expect to see more detailed screenshots, showing more about how the weapon actually behaves (rather than just random screenshots) in a future news post, once we get more of the weapon's behaviors ironed out.
halprin
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Post by halprin »

Oooo... Cool looking!
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Next PR release date: 2 weeks
TKATK
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Post by TKATK »

You shouldnt have shown the fps counter :lol:
Imo the effect could maybe be made in a cone,but with lower range,becosuse the mug doesnt look like it will fling the fire too far
i hope the real effect will be less blinding

Other than that,Great work
lord_kungai
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Post by lord_kungai »

This is really cool though I still support the idea of having a much 'bushier' flame, not a liquidy flame.
<center><a href="http://home.att.net/~slugbutter/evil/" target="new"><img src="http://home.att.net/~slugbutter/evil/pureevil.jpg" border=0></a></center>
Shadowstar
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Post by Shadowstar »

Since then, we've updated the effects a bit. The effect isn't quite as blinding as before, but still pretty good. The range has to be a little high because UT characters can move so fast. After my last testing session, I think we have the perfect flamer. It just feels so good in the game. And its fun too, because theres gameplay features that you can take advantage of to better control the flame. For instance, by firing some fire out, and then using the airblast, you can boost the range at the cost of not being able to fire again for a second or two (normal airburst recharge time). Also, you can blow back other flamers with a well-aimed airburst. By airbursting above or below the flames, you can control thier new trajectory as well, so if you think first, you can really make the flames go just about anywhere you want. I've had alot of fun playing with it, and its much less obscuring than the old flamer, which pretty much blinded anyone near it. It will still be possible to create a smokescreen of sorts, but only by firing the flamer into water. The flames will float on top of the water and produce big clouds of steam that can fill up a room for a few seconds.

The effect has also been optimized a great deal, so the fps hit has been majorly reduced. Again, the above pics were concept demo. What we have now is much better. Also, there will be a low-detail version in the works, so low-end machines won't have to worry.

I'll try to get some more screenshots when we get more work done on the effect. I want to show some from the side, so you can get an idea of the real range of the thing, and the arc.
Rythmix
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Post by Rythmix »

ya those pics look like the exact thing of whats wrong with the mug now... the engulfing of your screen.
Think flame thrower, not screen burner.
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Shadowstar
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Post by Shadowstar »

Well, you can dodge them after all. And the effect is smaller at the beginning than it is at the end, so it doesn't hog the screen when you're firing. Though, in some cases the effect is a bit too thin... But it looks good and plays well, so that makes up for it.
Kaboodles
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Post by Kaboodles »

That looks awesome!

Where did you get that crosshair for your grenade launcher? I've never seen that one before.
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TKATK
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Post by TKATK »

I tink its one of the Xhairs that kyll made for chaos(each wep has 1)
Shadowstar
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Post by Shadowstar »

Yeah, I switched around the crosshairs a bit. I use the turret crosshair for the grenade launcher.
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