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Slash thier tires!
Posted: Wed Oct 22, 2003 9:27 pm
by Shadowstar
I was thinking about UT2k4 again (big surprise) and I got to thinking, if/when we adapt Chaos to UT2k4, how will we handle melee weapon interactions with vehicles? Concievably, a sword wouldn't be much good against a Bulldog, right?
But what if you could slash thier tires! With the new physics engine, a well-timed sword swing could send that bulldog tumbling once those giant wheels explode!
And what a way to sabotage the enemy base! Get to thier vehicle facility and slash all the tires! They hop in, all ready to go, and they end up going nowhere at all...
Or, if you could jump on to the roof of an occupied vehicle and stab the driver with your melee weapon, you could jump in and take over...
If this kind of thing is possible, I'd say it's something to put on our UT2k4 slate for sure. I wonder what the rest of the team thinks about it?
Posted: Wed Oct 22, 2003 9:57 pm
by Zachariah
Disabling the enemies vehicles So that they are forced to waste precious ammunition destroying them if they want fresh ones sounds like quite an Evil Tactic.

me likes
when UTk4 Does come out , Try to get Grapples to stick to vehicles too.
Imagine is a double shotgun looking harpoon gun that fires Two grapple harpoons Tied together , Primary fires the right one , secondary Fires the left one , You could Stab one into the enemy/Enemies vehicle , and stick em on a short least by firing the Other harpoon into something stationary.
Or to be extra devious , put a Cable between two Vehicles , and drive them together in order to trip up whatever falls between them.
Posted: Wed Oct 22, 2003 10:02 pm
by Boss
I like it!
But what about tanks,you couldn't disable their 'wheels',but I heard you can use the hatch to kill everyone inside...
Keep it coming...

Posted: Wed Oct 22, 2003 10:03 pm
by Shadowstar
Or, combined with the Chaos Fortress idea, you could have an engineer come out and fix the tires...
I like the grapple idea. That would be a cool way to take over an enemy vehicle. Hit it with the grapple, land on top and kill the driver in melee to take control of the vehicle. Course it should also be possible to shoot an exposed driver or passenger out of the vehicle, like in BF1942 and Halo, but that may be a vanilla UT2k4 feature, dunno... If it is, it should be easy enough to allow CUT2 melee to do the same job.
Heh - imagine riding in the passenger seat of a 2-seater ATV with your sword swinging out the side... Sorta like some kind of weird retro-modern cavalry unit...
Posted: Wed Oct 22, 2003 11:00 pm
by Boss
Maybe,if you can't ride on the top of the vehicles(not inside),at least you could enable grapling on the vehicle to shoot the driver/pilot.
Posted: Fri Nov 14, 2003 11:47 pm
by Zachariah
While on the subject of chaos and vehicles , what if you could substitute a proxy to drive for you( or just drive away) by launching one into a vehicle. theres obviously going to be bot AI for vehicles , so adapting proxies to it shouldnt be too hard. or proxies , if they just happen to come across an empty vehicle , could just Hijack it and take off. Although , scince theyre without arms , they wouldnt be able to fire the vehicles weapons and such , and wouldnt be very good drivers , but still , coming back with the flag , and seeing your tank driving away without you would add an interesting element to the game
Posted: Sat Nov 15, 2003 12:05 am
by FurrySound
I dunno guys... I think Pepito has lost his edge... look how long it took for him to bring up Proxy's and vehicules...

Posted: Sat Nov 15, 2003 12:26 am
by Zachariah
FurrySound wrote:I dunno guys... I think Pepito has lost his edge... look how long it took for him to bring up Proxy's and vehicules...

meh , no lost edge , just trying not to repeat myself. I've named most of the good Ideas out there , and a few of the bad ones . and I did bring up Proxies and vehicles before ,
Mobile Proxy Assault Strike Force Squadron ok , this idea is kind of out on a limb , and would only be implementable on certain maps , but is still a good Idea imo. The concept behind this , is that in certain maps , there will be a special portal volume placed somewhere on the map , with a door placed in front of it. the volume is only about 70 units high , so normal people wouldnt be able to enter without crouching (even if they crouched , they'd still be blocked...)I'll come back to this later. now , a player will find a small hand radio(roates with the vortex) that said player can use to call in a small proxy raid. when a player uses the radio , A mini, mobile proxy battallion will come driving out of the volume and door I mentioned earlier. The battallion will be composed of two A.P.C's(Armored Proxy Carriers ) which are essentially , small , bulldog like vehicles with open sides. these vehicles contain 12 proxies each , which will jump out 2 at a time as the vehicle passes victims. the vehicle has applied karma like the bulldog so that it can be knockd around(flipping it activates a self destruct sequence) and when an A.P.C passes an enemy proxy , it will aggresssively run him over(muahaha).
There Is one major problem with this idea , and that is that It requires a custom volume in the map for the proxies to come from(however this could be worked around with air drops , or teleportation...) but then theres the issue of maps that aren't wheeled vehicle friendly.
I just didnt bring up Players and Proxies sharing vehicles. I think Furry's lost his mind , He's not memorizing my posts...
Posted: Sat Nov 15, 2003 12:51 pm
by Melekai
wow that grappling idea was great
it made me think of a spider mand kinda thing... swing from place to place shooting out a new grapple while i n mid air.. that would be really sweet actually.. cant wait for the vehicles..
is it going to be hard to convert mod for ut2k4?
i thougth they said allmods would work great with 2004
once y9ou get the vehicle code working.. couldnt you replace vehciles with dragons and stuff.. id love to build a nice dragon to ride

. ive already got a 2000 poly dragon model.. just need to skin and animate him ...
CHeck it here.. not sure abotu the polycoutn acutally. ill cheakck later
http://w1.315.telia.com/~u31514835/Grap ... 20Beta.jpg
draken order of the flame, was really good in the respect. it rocked...
question if UT was changed from all that ranged damage stuff and launchign of missiles and other things.. and went justchaos melee style..how woudl that affect lag with many plaeyers.. as i understand it some machines get fiarly laggy with 16 bots. but is nt part of that reasons because there are so many bullets weapons etc in the game at once?.
could create some kinda character spawners...
sorry guys.. im a lil focused on a project i had going a while back. your project has jsut made me think that it might be possible after all
anyone know if ut2004 is going to be updated with DX9 featureS?. or stuff like bump mapping. ....
Posted: Sat Nov 15, 2003 2:00 pm
by DJPaul3
StarGazer79 wrote:anyone know if ut2004 is going to be updated with DX9 featureS?. or stuff like bump mapping. ....
Bump mapping isn't in the UT2003/UT2004 engines. As for other DX9 features, I doubt it - only if they go the make-their-own-DLL route, as you really can't do too much stuff (true custom shaders, etc) from Unrealscript alone.
Posted: Sat Nov 15, 2003 11:38 pm
by Melekai
its a shami think... dx9 features are really nice... but i suppose tahts why UT2k3 runs as well as it does.. no such features.. sigh... i cant imagine that this 3ghz will have to be updatd in a year or two to play the new dx9 engines at current 2k3 sppeeds
Posted: Sun Nov 16, 2003 5:06 am
by NeoNight
3ghz will have to be updatd in a year or two to play the new dx9 engines at current 2k3 sppeeds
naaahhh you shouldn't have too unless you wanna have 100+ fps or something
Posted: Sun Nov 16, 2003 3:49 pm
by jb
Ut2k3 is a DX7 class game. They do use some DX8 effects but mainly for behind the scene graphics prcessing (used in the tarrien to reducde the number of passes required). For example the water effects in UT2k3 use cube/enviroment maps which is not bad...but not as good somehting like this:
http://pc-gamers.net/jb/reviews/bhd/SS00040.jpg
To handle the PS/VS of the DX code you need to start from scratch for the most part. Yes a few features can be hacked in but they usally dont prefrom as well or look right when they are used. So sadlly we will have to wait till Epic's next big thing to see any real new FX.
Finally just because a game requires a DX run time does not mean its using DX graphics. DX covers input, output, sound, ect
Posted: Sat Nov 22, 2003 6:18 pm
by BIGFOOT_PI
WOW- that screenshot of the water is AMAZING!
What game is that from??
Posted: Sat Nov 22, 2003 6:21 pm
by jb
BIGFOOT_PI wrote:WOW- that screenshot of the water is AMAZING!
Yeap and you can even see your own refelection in it.... nice stuff. The next unreal engine will have this and much more