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Shrimp
8th May 2004, 04:35 AM
Check it out on the UnWheel homepage - http://unwheel.beyondunreal.com/

GRAF1K
8th May 2004, 02:39 PM
Do you know what gametypes/maps are going to be showcased at E3?

carmatic
9th May 2004, 12:25 AM
dowlnoading... the ut2k4 version now... sorry i have completely forgotten about this mod... umm... mmm...

when is e3?

and oh my gosh 115mb? what is in this... i hope there aint music files, cuz even tho music files are cool i dont like them because i listen to my own music all the time! (selfishness) but oh well i'll find out when i get it...

this summer... by all means... i shall map... and map for unwheel... and learn how to map before i do that...

Shrimp
9th May 2004, 02:29 AM
No music... Just loads of real content :D

BiggerDog
9th May 2004, 04:41 AM
Nice! Been looking out for this one. This must be one of the first big UT2004 total conversions to release, nice work. Downloading... :)

carmatic
9th May 2004, 12:39 PM
downloaded. played... its almost like near-commercial quality , for the price of free software...

but i have this urge to poke at problems... like just now i was playing with the master of disaster and , well, i jumped at a ledge, the wheels were too big again, same problem with the 2k3 version, but much more pronounced in the 2k4 version because the wheels didnt need to be as big as the one on the caterpillar truck, the master of disaster simply dissapeared...

ok to put it another way , like i was driving in the master of disaster, and i drove it off a slope, it went airborne, then one of the front wheels hit the corner of a ledge or something, and the whole car dissapeared, and i had to restart the map...

now, if only i can restart the game without reloading the map, like respawn/teleport all vehicles to starting positions... i have always always always wished for this since i first played unwheel almost a year ago....

also about the doublesider... umm... it seems like almost an exact replica of the 2k3 version, except for the updated physics and the new colours and stuff...but like, when it flips by the x axis (corkscrew) , it should face the other way, not continue facing the same way as it was before , as you can see from the direction of the treads on the tires... because as it is now, if the doublesider flipped, it will act as if its driving in reverse when your driving forwards... it only should mantain its current orientation when it flips by the y axis (summersault) , like when you try to plough it against a wall , it 'rolls' on its wheels... speaking of which, i think the doublesider should have much bigger torque ... hmm now where can i go to define the torque curve things... i want it to behave like those toys... bigger torque, but less top speed...

assassin69
9th May 2004, 12:48 PM
I dont know about you guys but i cannot play online. what i mean is when i host a server. people join but they arent in cars tehy have guns. im in a car though. they cant see me. but in rabbit when i have the flag. they can see the flag moving around.

anyone know what the hell im talking about????? :eek:

EDIT: ohh and i cant add bots to the game. :mad:

ProjectX
9th May 2004, 01:13 PM
I dont know about you guys but i cannot play online. what i mean is when i host a server. people join but they arent in cars tehy have guns. im in a car though. they cant see me. but in rabbit when i have the flag. they can see the flag moving around.

anyone know what the hell im talking about????? :eek:

EDIT: ohh and i cant add bots to the game. :mad:

There is no A.I. to the game as of now (should be in the next release, Shrimp's tearing away at it :) ). The problem you have has been addressed on a similar thread. We should probably sticky an answer on the general forum about it. I'll just get the answer and be back.

EDIT: Ok here it is:


No UMod for this release...

Make sure you have added the following to the UT2004.ini of the host in the [Engine.GameEngine] section:
Code:
ServerPackages=UnWheel
ServerPackages=UnWheelVehicles__________________

http://unwheel.beyondunreal.com/

jerdaygo
9th May 2004, 01:54 PM
A lot has changed from 2k3 to 2k4 in multiplayer, this area needs a lot of work so when you try the multiplayer you will notice a lot of strange things like in CTF you collect many flags that are false and some times it appears that the wheels are flying off the car, Shrimp is aware of these problems from the playtesting before release and i am sure most of it will be fixed by the next release, shrimp is just good like that :) , but there was no time to worry about it before the E3 deadline.

master_newbie
9th May 2004, 02:04 PM
I hope you will implement the SVehicle code for the next version :mad:

:-)

ProjectX
9th May 2004, 02:41 PM
I hope you will implement the SVehicle code for the next version :mad:

:-)

If you look at the code structure it is... technically.

The entire KVehicle things is subclassed under SVehicle

Anyway, what's wrong with KVehicle?

carmatic
9th May 2004, 04:10 PM
where can i see this code structure for myself?

plus where can i look for definitions for whatever stuff that wont make sense that i may find...

ProjectX
10th May 2004, 02:28 AM
where can i see this code structure for myself?

plus where can i look for definitions for whatever stuff that wont make sense that i may find...

I looked at the structure by opening the package Unwheel.u in UnrealEd (i needed some UnWheel specific volumes for a map) and I noticed that in SVehicle there was a KVehicle and in there was the starting point for the UW Vehicles.

master_newbie
10th May 2004, 05:16 AM
what's wrong with KVehicle?

KVehicle = more than 3 players in the game and it will lag like sh..
SVehicle = 20+ players can play without lag (like in onslaught)

beefsack
10th May 2004, 07:42 AM
err, assuming kvehicle subclasses the new svehicle class (which im not sure it does) then they would both be handled the same in replication you would have to think...

ProjectX
10th May 2004, 11:58 AM
err, assuming kvehicle subclasses the new svehicle class (which im not sure it does) then they would both be handled the same in replication you would have to think...

lets put it this way, you either get the UT2K4 version now, with Kharma instead of animations or you get a UT2K4 version that is nowhere near as good in about a year.

Anyway we must have ok FPS if we made finalist in best non-FPS in MSUC, after all there's no bots or a.i. so they had to try it online right?

carmatic
10th May 2004, 06:05 PM
lets hope that they got some kick (donkey) machines in the nvidia big booths for running classical high detail karma physics, and that they dont see any vehicles going through walls/wheels get stuck through objects/ poofing entirely/do the exploding trick

(i have seen sometimes that in the citytrack that comes with the newest unwheel, when im racing as the blue viper, around one of the corners it would 'teleport' for abit, and the wheels will fly back into their places...looks wierd...)

is it possible to have both onslaught vehicles and unwheel vehicles running at the same time in the same map?