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The Chrek...

Posted: Sat Mar 06, 2004 5:51 pm
by Gareee
I used the Chaos UT mutator and loved the Chrek character. (jarhead was pretty cool too!)

Did the Chrek make it into the 2003k version?

More importantly, will he be in the 2004K version?

I wasn't thrilled with 2003k, but have already preordered 2 of the deluxe dvd versions f 2004K!

Be nice to see the Chrek again.

Posted: Sat Mar 06, 2004 7:46 pm
by jb
part of the reason for the creek's absense in UT2k3 was the issues in how to properly animate him. Now that UT2k4 has spider mines we should be able to take a look at that and hoepfuly have a workable solution.

Posted: Wed Mar 10, 2004 7:50 pm
by neolith
jb wrote:part of the reason for the creek's absense in UT2k3 was the issues in how to properly animate him. Now that UT2k4 has spider mines we should be able to take a look at that and hoepfuly have a workable solution.
The problem is not to animate it, the problem is the UT2003/4 standard bone setup (it's made for humanoid models), that we need for some of the anims, especially for DoC...

Posted: Thu Mar 11, 2004 1:15 pm
by defalc
Perhaps the Chrek could make a comeback as a DoC beastie?

Posted: Fri Mar 12, 2004 1:16 pm
by jb
Yeap it could....would love to get wall walking working with it as I remember the fun I had playing AVP(2) on servers where I was the alien scurring around on the celings only to drop down on the Humans to deal them a quick death :)

Posted: Thu Mar 18, 2004 5:18 pm
by Gareee
Maybe Jarhead can be added again as well then?

Good to hear there's a chance!

Posted: Thu Mar 18, 2004 7:10 pm
by TKATK
it WOULD be nice to see a chrek with advantages(wall walkin) and disadvantages (Low health?)

they would be kickass stalkers and flag runner killers(grapple to a ramp infront of the enemy,climb to the exit of the ramp and leap im when he shows up :o )

Posted: Thu Mar 25, 2004 1:37 am
by Scorian_is_lame
Hey JB - I didnt know you played AvP2?
Mmm. yeah, I liked the Chrek a lot, so did my little brother.
if you were going to make a chrek, then why dont you just get the spidermine model and ... well ... make it bigger, pull bits off it and repaint/remodel it from there.
Or is it more complicated???

Posted: Thu Mar 25, 2004 2:02 am
by Zachariah
Scorian_is_lame wrote: if you were going to make a chrek, then why dont you just get the spidermine model and ... well ... make it bigger, pull bits off it and repaint/remodel it from there.
Or is it more complicated???
That kind of Cut and paste methodology is far from the kind of professionality we value.

Im not disagreeing with bringing back the chrek , just against Building our models and skins out of other peoples work. Even if it is epic...

Posted: Thu Mar 25, 2004 3:41 am
by jeditobe1
not to mention that player models *should* have a specific bone structure and should approximate the right collision as default playermodels.

Posted: Thu Mar 25, 2004 7:41 am
by neolith
jeditobe1 wrote:not to mention that player models *should* have a specific bone structure and should approximate the right collision as default playermodels.
Yes, the bone structure is still a problem:

Our melee system requires the playermodel to exactly stick to the default bone setup that comes with UT2003/04. When altered it's just not working.
The default bone structure was made for humanoid playermodels with certain proportions. The chrek however does not fit it - it obviously is more spider-like.

In case we're ever going to solve that problem, it might still take some time to do such a model. Every playermodel uses 70+ animations in UT2003, in UT2004 it's almost 90 AFAIK (and that still does not include our melee anims) and they're ranging from 1 to a few hundred frames each. It takes quite some time to do these anims.

So all in all I'm not saying that there will never be a chrek for CUT2, but right now it is technically not possible. And even if it would: We're pretty busy with implementing other stuff and doing such a load of anims is not top priority ATM.

Posted: Thu Mar 25, 2004 8:01 am
by Scorian_is_lame
You're right.
However, what would happen if you experimented with the spidermine, or is that being planned already?
And i had suspected that you wouldn't just cut/paste the model. That's too easy.
I hope the chrek does come about.

Posted: Thu Mar 25, 2004 11:11 am
by neolith
Scorian_is_lame wrote:However, what would happen if you experimented with the spidermine, or is that being planned already?
Before we put in any new stuff that alters the new UT2004 features, we will finish implementing the already planned things (MUG, turrets, hoverboard...).

On the other hand we are already collecting some ideas for new stuff. However, no final decisions have been made for these yet. We think that we need to play UT2004 for a bit first to get a better understanding of how the game plays. The vehicles for example are rather balanced, just inserting something new that has not been given a second and third thought might disrupt that - and we don't want to ruin any of the stuff that is already ingame.

I am pretty sure that we will come up with some interesting new ideas, but nothing is set in stone yet.

Posted: Thu Mar 25, 2004 1:51 pm
by jb
Scorian_is_lame wrote:Hey JB - I didnt know you played AvP2?
Mmm. yeah, I liked the Chrek a lot, so did my little brother.
if you were going to make a chrek, then why dont you just get the spidermine model and ... well ... make it bigger, pull bits off it and repaint/remodel it from there.
Or is it more complicated???
Yea I played both AVP games. AVP2 was just a blast to play. I never did so well in on-line games as the Pred. But I did very well as the Marine or Alien. However after playing for 1/2 hr as the Alien I started to get sick from the rapid motion change and jumping it did :)

I too would love the creak to come back.

Posted: Thu Mar 25, 2004 2:22 pm
by R.Flagg
Hehe. Not to worry folks! He's Great at coding (& mapping and stuff), despite this infliction! :wink: