thx so far for your interest =)War_Master said:I like every aspect of your MOD so far. The enhancement of the graphics into UT99 is something I always wondered about, if it could be done or not to make it look like 2k4 a bit. The introduction of the Unreal2 monsters is something that amazes me a lot... did you remodel all the U2 stuff for this mod into UT99? Well, that would be excellent no matter how. The Emitters system, will it slow down performance like any of the custom made ones we've seen before or it will work as smooth as in 2k4? I hope it doesnt affect much in slow machines though. That would be the biggest change yet.
The emitter system take a development time of around 3 years (!), since I'm 13 I was working on that system, often debugging, updating and removing something. It's highest strength is smoke, toxic, clouds, spell effects, fire. It has several methods (or mapping methods) to keep framerate up on a good level:
- on/off triggering of emitters you're not currently seeing in a far distance or when their're not needed
- Distance Control (after a specified radius is the emitter off)
- Performance Level Setting in the Menu (From "Off" up to "Highest")
- Line Of Sight Control (if the emitter has an uninterrupted LOS to the player then he's activated, otherwise not (wall between player/emitter))
- FOV Control (everything that is not in the FOV of the player is completely deactivated)
- Close Distance Control (often Particles in close distance eat performance like a monster, our system shots down average particle count to keep up performance)
The system is completely written in UC, it's maybe planed to code a hardware accelerated version via C++. Because the system is written in UC is it software accelerated that meens, that actors weither of c++ defined uobjects that provide the visual effect are spawned, so CPU (in that fact) is more important for the system, everything else not, for example: the particle texes go only to a max. of 128 pixel, which every gfx should handle smoothly.
Yay we'll may take the U2 Models as inspiration, especially the Skaarj looked much more aggressive and evil. But the Drakh for example will look different, more like machenic insects or something (not like a metal globe with 2 long arms Oo)
Yes definitly. LSoNP shall be more then just a giant Mod, it shall reanimate mapping/mod developing with the old mother engine, especially because you have the ability of native coding, what you not have in the UE2..I also have a few questions about it:
Are we going to be able to make custom Maps, Mods, etc for it?... I mean building levels in the editor with the same graphic capability and the other enhancements.
A seperated developing pack will be released after LSoNP comes out.
yap ! Singleplayer + Multiplayer, we try to get much people interested in it, the MP missions are special, think of coop infiltrating a base (that makes fun!) or blowing up some skaarj fighters in space.Does (SP/MP) mean it is a SinglePlayer and MultiPlayer mod?... what I mean is if it will have other Gametypes included to take advantage of its excellence as well for people to share it ONLINE.
under a new class, but a major subclass of ScriptedPawns, which provides general AI enhancementsWill the new monsters be as ScriptePawns or under a new class?
yes, yes, yes =)Will we be allowed to use the new monsters into other mods if possible?
yes, a similar rocket trail I would say, here's a 'unoffical' smoke trail pic of teh good ol' Unreal Eightball:The new weapons like the UT_Eightball, will it have the SmokeTrail and a RocketSmokeRing from 2k4 since it has an Emitter System?... as well as the other weapons.
We'll make heavy usage of the emitters, for nearly everything, weather, spells, weapons, blood and so on.
why not, older mutators can be updated and will be refreshingWill we be able to use Mutators from the mutators list built in UT99?... so that people can mod for it if it is allow to.
converted ? did I say anything of converting somethin' from U2 ? just taking inspiration, the models will be made from scratch^^Will the new monsters be Imported as the Unreal/UT Mesh system?... same as weapons, pick-ups, deco, etc since in U2 are made of StaticMesh Animations... now how'd you converted that???
that was really good to hear =) I'm happy, such friendly and interested replies keep even us self up to go on developing, really thx !!That's what I wonder so far for the reason that I like Co-Op mods like MonsterHunt but its design is really limited. If your MOD will have online playability as close or better than MonsterHunt then you just might get most of its community or even more. There still isnt anything about 2k4 that I like but the graphics and engine and I believe all of us that still view this here do to. Well, I am waiting desperately to see the results into a mod that I can code and map for without any problems since Emitters and the other enhancements were added to it. Thanks for giving us a new hope and I wish you the best of LUCK to all of you working on it as well as your new upcoming community.
no no, ask as much as you want or as much as I can tell =) asking leads knowledge !I hope I dont offend anybody by asking too much but I'm just curious to know if I can finally move to a better MOD like yours seems to be.