View Full Version : New Pearman Release!
Silus_of_Earth
5th Jan 2002, 08:25 AM
Hi everyone,
Have a look at the new Pearman Beta V2 release, eh? We make plenty ton stuff, I think, no? And new website also, isnt it?
www.planetunreal.com/pearman
ULTBase
5th Jan 2002, 01:33 PM
Thas so cool to see PM on Planet Unreal... and the site looks great. Ill pop some new son UTO and Fragadelic about this me thinks.
Balton
5th Jan 2002, 02:52 PM
just saw it on pu. dled it and will paly it later....
navboy
5th Jan 2002, 03:11 PM
very cool ...
and your Night map looks ambitious ... sounds like they're anxiously awaiting it ... ;)
Silus_of_Earth
6th Jan 2002, 03:38 PM
Nachimir, I think you tried to register for the Pearman Forum but used your microsith email so the password details got bounced back to me... what email are you using these days?
Nachimir
6th Jan 2002, 04:14 PM
Yes, microsith is back up, and I can access my inbox. The guy who runs it messed up his domain name renewal. It should be working...
Aw, nuts. :(
Could you resend the reg info to nachimir@subdimension.com, or will the name "Nachimir" be forever more beyond reach on that forum?
It is indeed the precipitation generators slowing things down, I deleted them and the map only chugs on my 500 during some fights.
Mxtrmntr
6th Jan 2002, 05:27 PM
There's some bug - I guess it's a UT bug tho - when I want to access Pearman by switching the game from UT to Pearman, it says the game mode is Pearman, but it still shows the old maps. It's possible to chose them (dunno what happens if you try to play them tho), but when you try to access the maplist, UT crashes and I get a nice critical error. If I restart the game, everything seems alright and I can choose the Pearman maps. The same thing happens the other way round tho... am I the only one who had this problem? :confused:
I only played it for a few minutes by now... the sheep are nice :) tho only a few of them explode as it seems, even if I hit them. Also, I didn't really get why I was able to hurt myself by hitting the floor or the walls in front me with my arms. A big problem was the frame rate tho, even in lower poly areas; dunno why it seemed that bad, maybe the snow effect? Anyway, I'll try it again later... good to see some stuff that's really totally different from the usual UT maps.
Silus_of_Earth
7th Jan 2002, 06:36 AM
Thnks for the feedback, guys. Inevitably, there will be some bugs.
I think we're going to do a version of the Single Player minus the snow for people to play on slower machines.
Which one of the DM maps is slow?
Silus_of_Earth
7th Jan 2002, 06:37 AM
Oh yeah, I'm guessing the hand thing is, well, you go and punch the walls and floor IRL, and get back to me :)
Mxtrmntr
7th Jan 2002, 09:04 AM
Btw, I just played it again for a short time... nice summer / winter change idea :) But it seems like I was wrong, it still ran bad at summer time (= without any snow effects); I still don't get why it should run like that, maybe because of some of the "advanced models", or something else of the new stuff?
Kangus
27th Jan 2002, 07:10 PM
Originally posted by Silus_of_Earth
Oh yeah, I'm guessing the hand thing is, well, you go and punch the walls and floor IRL, and get back to me :) That hand thing is because the hands are using an almost exact copy of the Impact Hammer code in the release.... We have superb fist code, borrowed from the Marathon|Rampancy guys now... just waiting for the model's animations to be finished (which is why you've not seen it yet, Silus)
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