HailCommi
New Member
- Reaction score
- 15
Downloads will be available at the end of the thread
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UnrealCraft 1.0 Engine:
What is it: a FPS engine to simulate, in particular, Unreal Tournament. Really nothing much more to say about it. The engine itself is not functionable (it is stripped down to the features below). However, most of the content are abstract and versatile, providing a basic foundation for all kinds of FPS maps in WC. Everything will be open-source, you can dl both CTF-Garden and UC 1.0 at the bottom of post. Further builds of the engine as well as other maps will be posted on this thread. Bug reports can also be posted here, as well as comments and suggestions. As for a tutorial for UC, it is definitly needed if you want to fully utilize the engine (it has its own projectile collision system, projectile tracking system, spawn queue and frag tracker). However, I'll still poll to see if n1 want to use it (vote at poll) (Be sure to play CTF-Garden FIRST before voting).
Features:
-Camera orientations,
-movement triggers,
-item proxy pickup triggers, (item independent )
---comes with setup for health + ammo
-item spawn queue,
-projectile tracking + collision system.
--comes with 2 example projectiles, 1 utilizing the splash damage system
Play UC-CTF-Garden first, and you'll get the drift.
UC-CTF-Garden:
CTF-Garden is a map based off of my engine to show you guys how UnrealCraft works (The engine itself is not playable). It is a class-based CTF (As in Weapons Factory for those UT99 players). There are 2 teams, 6 players max on each. CTF return style is Carry Return. When game starts, host sets the score needed on each team to win. Each Player can choose from a total of 4 classes.
Features of CTF-Garden not in the Engine:
-Capture the flag system,
-custom attacks, units,
-multiboards,
-taunts D)
Known Issues on CTF-Garden
This is my first release on UC. A remake of this map will probably follow with the following things fixed (hopefully):
- Some players on testing session have reported unable to choose a class or having difficulty doing so (i.e. it waits for 5,6 seconds before creating unit).
- Some players cannot seem to fire, or strafe at certain points.
- Fix some leaks I might have missed here and there ( I know, I know )
The master plan (AKA my desperate attempt for support):
More updates will be released for UC1.x on this thread. This includes new classes, new modes (Deathmatch and Team Deathmatch, and Bombing Run), and only minor trigger fixes (unless fatal).
If I get to finish and launch Final Battlefront while still have energy left, here's what I have planned for UC2.0:
- Vehicle system with acceleration physics (mounting + interactive key) (this will be implemented into new modes such as Assault, Conquest, and Onslaught)
- Strafe Smoothing
- A better refined aiming system
- More advanced item interaction
- Development of Z-space (i.e. you can jump to make a dodge)
- Voting system (wont be a part of the engine package though)
- Weather Systems for smaller maps.
- maybe MAYBE trackables for smaller maps to have that roll-over and turn effect of real FPS games.
So theres that. Enjoy CTF-Garden. Suggestions + criticisms are more than welcomed.
Thanks to ShadowFrenzy and ihatepimples amongst others for helping out on Bnet.
Also thanks to LGM/Supermj for the reference on the strafe trigger.
=============================================================================
=============================================================================
=============================================================================
UnrealCraft 1.5
Well here it is:
Additional features
- Projectile Registers and Anti-Registers:
Projectile Register:
- If you have played 1.0, you'll notice that if you shoot against a cliff, the projectile will actually try to go around it, resulting in arrows travelling sideways. And this is the solution.
- Projectile registers are units manually placed around the map at places the projectile suppose to "hit the terrain / doodad" and stop. Once correctly placed, you're rocket / arrow / spear will hit against a "wall" and will be removed instead of trying to go around it.
Projectile Anti-registers
- Anti-registers work the same way as registers do, they are placed around the map by the map maker. However, it functions differently. Once a projectile hits an anti-register, it will gain temporary immunity from Registers and will become non-colliding for that duration (on Garden Remake I set it to 0.5 secs, but that can be adjusted)
- Why the hell do I want to use Anti-Registers: AR makes the engine make more spacial sense. For example, if you are on top of a cliff and an enemy is at the bottom, and Registers are placed along side the cliff. If he shoots, the projectile will be "blocked" by the cliff (though its actually removed due to contact with the register). However, if you try to shoot your opponent, the same thing will happen, which is not realistic because you should be able to shoot down the cliff.
By placing Anti-Registers along the upper end of a cliff, you solve this problem. AR, when properly placed, acts as a one way street for projectiles. You can shoot 1 way, but it will block the other.
Example:
Purple are Projectile Registers, Green are Projectile Anti-Registers.
- I am aware that there a limit to the # of neutral units around the map, however, this does not affect register and anti-registers. You can place them, then change owner to the slot of a human player if you wish. Triggers will revert that. That way, they wont count for neutral # of units placed in WE.
Movement adjustment system
- Now, your movement will be adjust by the amount of ammo you are carrying and how much health you've lost. The more ammo you carry, the heavier you are, and the slower you move. The more injured you are, the less energy you have to move, and the slower you move. Strafe is not affected by this.
Changes from 1.0:
- No more sample warheads (though they'll probably come back in the next version).
- Changed some leaks (single one actually , didnt bother looking for them)
Whats next?
- Movement acceleration (you run forward for a couple of seconds and you will gain +20 bonus movement. stop and it goes away)
- Z-space (I've decided not to wait for 2.x on this one)
- release of a CTF engine
- DM and Team DM modes
=============================================================================
=============================================================================
=============================================================================
UC 1.6
Winter Crisis uses the new 1.6
Additional Features
Jumping:
- You can now jump (Hotkey: E). Jumping allows you to dodge projectile. However, a certain height must be attained inorder for that to happen (to simulate legshots while jumping). Jump dodges hitscan weapons at any height, and cannot dodge damage deal from splash weapons (though you can dodge the projectile). You cant dodge melee weapons, jab, and flamers.
New Classes
- Two new classes you can choose from: Cybernetics and Goblin Engineer. Here are some screen shots:
RailGun:
Flamer:
Changes:
- Fixed a couple of bugs with rocket launchers and snipe that causes WC to crash
- Decreased timer on Anti-Regs.
- changed armor bonus
Known Issues
- Hitscan are not yet affected by Anti-Regs yet. Meaning you cant shoot down a cliff.
- I'll post UC 1.6 on tomorrow. Just need some clean up.
Thanks to:
- Purgeandfire and quraji for helping with jumping.
UC 1.6, UC 1.6 CTF, and Winter Crisis are posted
- As Gravedigger have suggested, this thread has been re-organized. All information relating updates will be posted on the first thread and all downloads will be posted at the end. Also, after WindexGlow's coercive post of a century's masterpiece, I've decided not to include any sample projectiles at all to UC (its simply redundant), if you need reference on adding projectiles, just open Winter Crisis.
- While I was stripping Winter Crisis down, I figured might as well take a SS while all the registers are removed. So here it is:
=============================================================================
=============================================================================
=============================================================================
Update: WinterCrisisfixed submitted
New Features:
- Allow to switch between first and third person view (use !view first or !view third)
- Your camera moves as you jump
- Some terrain changes
- New Items:
----Munition Pack (allow you to carry extra ammos)
----The Redeemer:
------If you never played UT before here a run-down of what the Redeemer is:
------The Redeemer is a special weapon, equivalent to the BFG in ID games. It is essencially a "driveable" nuclear warhead. Once fired, the player switches to a third-person view of the missile, and can maneuvered by pressing the left or right arrow key (you cant control it's forward movement, it's always moving forward). Upon impact with a Register or an enemy player, the warhead explodes, instantly killing ALL players around it (splash radius a bit larger than that of the Rocket Launcher). Though being extremely powerful, it renders the player using it completely exposed to attacks since he cant see himself. If a player dies while his missile is in the air, the nuke will explode harmlessly.
Some SS
===========================================================================
UnrealCraft 1.0 Engine:
What is it: a FPS engine to simulate, in particular, Unreal Tournament. Really nothing much more to say about it. The engine itself is not functionable (it is stripped down to the features below). However, most of the content are abstract and versatile, providing a basic foundation for all kinds of FPS maps in WC. Everything will be open-source, you can dl both CTF-Garden and UC 1.0 at the bottom of post. Further builds of the engine as well as other maps will be posted on this thread. Bug reports can also be posted here, as well as comments and suggestions. As for a tutorial for UC, it is definitly needed if you want to fully utilize the engine (it has its own projectile collision system, projectile tracking system, spawn queue and frag tracker). However, I'll still poll to see if n1 want to use it (vote at poll) (Be sure to play CTF-Garden FIRST before voting).
Features:
-Camera orientations,
-movement triggers,
-item proxy pickup triggers, (item independent )
---comes with setup for health + ammo
-item spawn queue,
-projectile tracking + collision system.
--comes with 2 example projectiles, 1 utilizing the splash damage system
Play UC-CTF-Garden first, and you'll get the drift.
UC-CTF-Garden:
CTF-Garden is a map based off of my engine to show you guys how UnrealCraft works (The engine itself is not playable). It is a class-based CTF (As in Weapons Factory for those UT99 players). There are 2 teams, 6 players max on each. CTF return style is Carry Return. When game starts, host sets the score needed on each team to win. Each Player can choose from a total of 4 classes.
Features of CTF-Garden not in the Engine:
-Capture the flag system,
-custom attacks, units,
-multiboards,
-taunts D)
Known Issues on CTF-Garden
This is my first release on UC. A remake of this map will probably follow with the following things fixed (hopefully):
- Some players on testing session have reported unable to choose a class or having difficulty doing so (i.e. it waits for 5,6 seconds before creating unit).
- Some players cannot seem to fire, or strafe at certain points.
- Fix some leaks I might have missed here and there ( I know, I know )
The master plan (AKA my desperate attempt for support):
More updates will be released for UC1.x on this thread. This includes new classes, new modes (Deathmatch and Team Deathmatch, and Bombing Run), and only minor trigger fixes (unless fatal).
If I get to finish and launch Final Battlefront while still have energy left, here's what I have planned for UC2.0:
- Vehicle system with acceleration physics (mounting + interactive key) (this will be implemented into new modes such as Assault, Conquest, and Onslaught)
- Strafe Smoothing
- A better refined aiming system
- More advanced item interaction
- Development of Z-space (i.e. you can jump to make a dodge)
- Voting system (wont be a part of the engine package though)
- Weather Systems for smaller maps.
- maybe MAYBE trackables for smaller maps to have that roll-over and turn effect of real FPS games.
So theres that. Enjoy CTF-Garden. Suggestions + criticisms are more than welcomed.
Thanks to ShadowFrenzy and ihatepimples amongst others for helping out on Bnet.
Also thanks to LGM/Supermj for the reference on the strafe trigger.
=============================================================================
=============================================================================
=============================================================================
UnrealCraft 1.5
Well here it is:
Additional features
- Projectile Registers and Anti-Registers:
Projectile Register:
- If you have played 1.0, you'll notice that if you shoot against a cliff, the projectile will actually try to go around it, resulting in arrows travelling sideways. And this is the solution.
- Projectile registers are units manually placed around the map at places the projectile suppose to "hit the terrain / doodad" and stop. Once correctly placed, you're rocket / arrow / spear will hit against a "wall" and will be removed instead of trying to go around it.
Projectile Anti-registers
- Anti-registers work the same way as registers do, they are placed around the map by the map maker. However, it functions differently. Once a projectile hits an anti-register, it will gain temporary immunity from Registers and will become non-colliding for that duration (on Garden Remake I set it to 0.5 secs, but that can be adjusted)
- Why the hell do I want to use Anti-Registers: AR makes the engine make more spacial sense. For example, if you are on top of a cliff and an enemy is at the bottom, and Registers are placed along side the cliff. If he shoots, the projectile will be "blocked" by the cliff (though its actually removed due to contact with the register). However, if you try to shoot your opponent, the same thing will happen, which is not realistic because you should be able to shoot down the cliff.
By placing Anti-Registers along the upper end of a cliff, you solve this problem. AR, when properly placed, acts as a one way street for projectiles. You can shoot 1 way, but it will block the other.
Example:
Purple are Projectile Registers, Green are Projectile Anti-Registers.
- I am aware that there a limit to the # of neutral units around the map, however, this does not affect register and anti-registers. You can place them, then change owner to the slot of a human player if you wish. Triggers will revert that. That way, they wont count for neutral # of units placed in WE.
Movement adjustment system
- Now, your movement will be adjust by the amount of ammo you are carrying and how much health you've lost. The more ammo you carry, the heavier you are, and the slower you move. The more injured you are, the less energy you have to move, and the slower you move. Strafe is not affected by this.
Changes from 1.0:
- No more sample warheads (though they'll probably come back in the next version).
- Changed some leaks (single one actually , didnt bother looking for them)
Whats next?
- Movement acceleration (you run forward for a couple of seconds and you will gain +20 bonus movement. stop and it goes away)
- Z-space (I've decided not to wait for 2.x on this one)
- release of a CTF engine
- DM and Team DM modes
=============================================================================
=============================================================================
=============================================================================
UC 1.6
Winter Crisis uses the new 1.6
Additional Features
Jumping:
- You can now jump (Hotkey: E). Jumping allows you to dodge projectile. However, a certain height must be attained inorder for that to happen (to simulate legshots while jumping). Jump dodges hitscan weapons at any height, and cannot dodge damage deal from splash weapons (though you can dodge the projectile). You cant dodge melee weapons, jab, and flamers.
New Classes
- Two new classes you can choose from: Cybernetics and Goblin Engineer. Here are some screen shots:
RailGun:
Flamer:
Changes:
- Fixed a couple of bugs with rocket launchers and snipe that causes WC to crash
- Decreased timer on Anti-Regs.
- changed armor bonus
Known Issues
- Hitscan are not yet affected by Anti-Regs yet. Meaning you cant shoot down a cliff.
- I'll post UC 1.6 on tomorrow. Just need some clean up.
Thanks to:
- Purgeandfire and quraji for helping with jumping.
UC 1.6, UC 1.6 CTF, and Winter Crisis are posted
- As Gravedigger have suggested, this thread has been re-organized. All information relating updates will be posted on the first thread and all downloads will be posted at the end. Also, after WindexGlow's coercive post of a century's masterpiece, I've decided not to include any sample projectiles at all to UC (its simply redundant), if you need reference on adding projectiles, just open Winter Crisis.
- While I was stripping Winter Crisis down, I figured might as well take a SS while all the registers are removed. So here it is:
=============================================================================
=============================================================================
=============================================================================
Update: WinterCrisisfixed submitted
New Features:
- Allow to switch between first and third person view (use !view first or !view third)
- Your camera moves as you jump
- Some terrain changes
- New Items:
----Munition Pack (allow you to carry extra ammos)
----The Redeemer:
------If you never played UT before here a run-down of what the Redeemer is:
------The Redeemer is a special weapon, equivalent to the BFG in ID games. It is essencially a "driveable" nuclear warhead. Once fired, the player switches to a third-person view of the missile, and can maneuvered by pressing the left or right arrow key (you cant control it's forward movement, it's always moving forward). Upon impact with a Register or an enemy player, the warhead explodes, instantly killing ALL players around it (splash radius a bit larger than that of the Rocket Launcher). Though being extremely powerful, it renders the player using it completely exposed to attacks since he cant see himself. If a player dies while his missile is in the air, the nuke will explode harmlessly.
Some SS