First thought

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

CoRporis

New Member
Dec 7, 2004
23
0
0
SwiftPaladin said:
for example?

fyi: xmp's balance is very delicate, making small "insignificant" bugs incredibly important.


Ok real bug: scrolling thruough weapons gets stuck on turrets and energy sheild until you press 1.
Not real bug:cursor from old game

And yes I understand the balance issue and I'm not arguing otherwise. To me the shotgun is a tad weak at anything other than close range, as is the A.R. but I'm sure enough ppl have already stated that. But that's my point, find those things & post them.
 

Reeps

Severe thumbs up (y)
Sep 2, 2003
409
0
0
WI
Visit site
Radeon285 said:
|New Particle Effects/Misc effects|
I agree that many of the old effects were great, but that's because Unreal2's particle system was incredible, though UT2004 uses a completely different system. There is no possible way to re-create them or 'revert' back to the originals. Tweaks can be made and stuff like that, but it's impossible to use the old stuff. :(
 
Jaspeer said:
I agree that many of the old effects were great, but that's because Unreal2's particle system was incredible, though UT2004 uses a completely different system. There is no possible way to re-create them or 'revert' back to the originals. Tweaks can be made and stuff like that, but it's impossible to use the old stuff. :(

um... yes they can, just port over the particle textures. sheesh, its not that hard...

hell I can do 90% of the particle effects U2 had with UT2004 quite easily.
 
Last edited:

shoptroll

Active Member
Jan 21, 2004
2,226
2
38
41
Radeon285 said:
um... yes they can, just port over the particle textures. sheesh, its not that hard...

hell I can do 90% of the particle effects U2 had with UT2004 quite easily.

I think the main issue that they ran into was that there was per-particle damage in the Salamander system... Now if they can port the effect without worrying about the per-particle damage stuff (which i think is why the EMP puts up an EMP bubble now...) that would be pretty sweet, but for now i'm happy with what we got... Getting the old effects is just icing on the cake.
 

IndianPsycho

Registered user
Feb 17, 2004
570
0
0
www.free-monkey.com
Radeon285 said:
um... yes they can, just port over the particle textures. sheesh, its not that hard..

um... yeah it is. Recreating the XMP effects is NOT as simple as "porting the textures". The Legend particle system worked completely different than the Epic particle system. It was alot more powerful (and as a direct result of that quite FPS intensive), had alot more possibilies (per-particle damage, particles being affected by wind etc) and a whole lot of other things. I'll agree that SOME of them can be recreated, but the vast majority of them can't. Saying "it's as simple as porting over the partice system" just shows you don't really know what you're talking about.

Radeon285 said:
hell I can do 90% of the particle effects U2 had with UT2004 quite easily.

I'd like to see some proof of that...
 
Last edited:
IndianPsycho said:
um... yeah it is. Recreating the XMP effects is NOT as simple as "porting the textures". The Legend particle system worked completely different than the Epic particle system. It was alot more powerful (and as a direct result of that quite FPS intensive), had alot more possibilies (per-particle damage, particles being affected by wind etc) and a whole lot of other things. I'll agree that SOME of them can be recreated, but the vast majority of them can't. Saying "it's as simple as porting over the partice system" just shows you don't really know what you're talking about.


I'd like to see some proof of that...

"it's as simple as porting over the partice system"

I didnt say that..... im talking about the textures for them, I know theres alot of stuff that the U2 particle system has that UT2004 dosnt, but you can recreate some of them look-wise....

If I had the time and knowledge howto code the effects into replacing the current ones, I would be more than happy to. Im not saying they all can, expecially the incendiary grenades, but I think its more or less possible to re-create them for the most part. I'v worked with UT2004's editor to know enough about what it can and cant do... and I just see alot of the effects being fairly simple to do, as long as you have the original textures. I'll admit though, you guys did a badass job with the Ranger's shock lance, and the Gunner's flamethrower, they are actually better than U2XMP's....
 
Last edited:

sizors

New Member
Dec 11, 2004
2
0
0
know its my first post, but ive played xmp for a long time. ive visited the forums here for awhile. i read a lot of the posts, just never registered until now. anyways...

my first impressions of the game were for the most part positive. the overall feel of the game is still good. the combat seems solid. the vehicles for the most part seem ok. i like the fast paced feel, it seems to go better with the game. cosmetically the game looks great. however i do have some problems with the game, a number of them have already been stated in the previous posts.

complaints:
1. the menu for the class selection stays. i cant use the numbers 1-3 for switching to my weapons and thats how i used to switch back in xmp for the most part. have to get rid of that, i cant stand having it always there.
2. hud is too big. if only it could scale. its also to flashy i have some problems with that. just needs to be sleaker for the most part. also i wish the minimap was more like the one in u2xmp. on the outside of the map half was red and half was blue which helped to show which territory you were in and heading too. i would like to see it more like that.
3. i dont know if its just me, but i cant jump into the position of the vehicle that i want to. i try to jump into the gunner for the raptor, but i still keep getting in the drivers seat. i think fmi needs to have it like in u2xmp where you can look at the vehicle and it highlights which part youd be getting into if you hit use. that needs to be back in. id like to see if you could hit numbers and switch to that seat. say in the tank, driver=1 and gun=2, where you could easily switch seats without having to get out of the tank.
4. needs a slight tweak to the balancing of the classes though, not much. if left alone, id still be ok with it.
 

sizors

New Member
Dec 11, 2004
2
0
0
oh and i think the vehicle speeds need to be redone. the tank just seems to go a little to fast, it should be slown down. raptor should be spead up a little more, and i think it should drive a little more like the raptor from u2xmp or even the scorpion from ut2004
 

CoRporis

New Member
Dec 7, 2004
23
0
0
sizors said:
3. i dont know if its just me, but i cant jump into the position of the vehicle that i want to. i try to jump into the gunner for the raptor, but i still keep getting in the drivers seat. i think fmi needs to have it like in u2xmp where you can look at the vehicle and it highlights which part youd be getting into if you hit use. that needs to be back in. id like to see if you could hit numbers and switch to that seat. say in the tank, driver=1 and gun=2, where you could easily switch seats without having to get out of the tank.
You can...
 

Chr0matic

New Member
Sep 28, 2004
17
0
0
CoRporis said:
You can...

Yes you can hit 123 to switch seats. And I know in U2 the turrets were a different object than the body of the vehicles. That's why we've seen the harby turret on the raptor in a map or 2. So maybe that's why in UT you can't just pick a part to hop into?

Anyway, the important thing is - it REALLY changes game play to have to get in a vehicle and then switch to the turret. That extra button push earns you an extra enemy grenade on the hood before you can shoot! It makes vehicles significantly less versatile. Is there a way to fix it? Can we have seat switching AND 1 button 'use' entry to the turret of choice? It really does affect game play.
 
Last edited:

Chr0matic

New Member
Sep 28, 2004
17
0
0
My last comment ever on the current HUD

One question..

How would the MILTARY design the HUD ?

That's what it will take for it not to spoil the "feel" / immersion into the game. It's not pinball. It's combat. How about starting with a REAL military HUD and working from there?
 

rtype

New Member
Dec 10, 2004
9
0
0
Canada
www.unrealsoldiers.com
CoRporis said:
Ok I'm gonna get flamed for sure but what the hell...
What is with " I want the old this and that" all about? I don't get it... There are more iportant things for them to work on than a cursor or a crosshair(which btw u could probably put the k-aus x-hair pack in). Maybe it's just cuz I'm a noob that I feel this way but sh1t give'em a break and quit nit picking on small, inconsequential things and focus on real bugs and post them in the bug reports section.

Edit: Not that everything you guys are saying is wrong... just some of them are silly IMO.

i disagree, im have been a "gamer for over 16 years from console to pc, and imo
its all the little things that count making the game feel and play commercial quality.the graphics are good.but i still like atari games that have crap graphics but play well and have the little things tweaked, also i didnt like the kos xhair pack, the maurs one is much better. sorry to say this but its the truth.

Guys the one thing that got me about this xmp port was, i could never tell when i hit an enemy.
 

GotBeer?

The nozzle is now calibrating
Mar 10, 2004
2,862
0
36
57th State
|dub| said:
Also on that nade launcher, secondary click seems to shoot as well as cycle through my nades...
I thought to remember (from U2) that it was right-click, cycles through nades, left shoot em.
You are remembering the single-player. Right-click cycled through the 4(?) different grenade types, left fired. In XMP, left fires incendiary, right fires concussion.
 

shoptroll

Active Member
Jan 21, 2004
2,226
2
38
41
Chr0matic said:
Yes you can hit 123 to switch seats. And I know in U2 the turrets were a different object than the body of the vehicles. That's why we've seen the harby turret on the raptor in a map or 2. So maybe that's why in UT you can't just pick a part to hop into?

Anyway, the important thing is - it REALLY changes game play to have to get in a vehicle and then switch to the turret. That extra button push earns you an extra enemy grenade on the hood before you can shoot! It makes vehicles significantly less versatile. Is there a way to fix it? Can we have seat switching AND 1 button 'use' entry to the turret of choice? It really does affect game play.

I think that's due to the way UT2004 handles vehicles. From my experience in ONS the game throws you in the first available slot on the vehicle. If there's a way around this that would be good, cause now a person can handle a juggernaut all on their own (w/o a gunner). At least its not like ONS where the driver has control of the turret and the chassis at the same time.

As for the HUD... The current one definately looks like a game HUD. If you want a nice clean tight hud, check out the original U2XMP HUD. Very tight and informative (although a bit small).


rtype said:
its all the little things that count making the game feel and play commercial quality.the graphics are good.but i still like atari games that have crap graphics but play well and have the little things tweaked, also i didnt like the kos xhair pack, the maurs one is much better. sorry to say this but its the truth.

Guys the one thing that got me about this xmp port was, i could never tell when i hit an enemy.

Couldn't have put it better. I really think with some more polish this is gonna be a great mod. They have a pretty good foundation established, and I think by the gold release it will be pretty hot. As for the xhairs, I really liked the Unreal 2 ones. It'd be nice if they ported them, and the subtle animation when you were in range of an enemy was a nice touch.
 

Naib

New Member
Jan 31, 2004
332
0
0
rtype said:
Guys the one thing that got me about this xmp port was, i could never tell when i hit an enemy.

I agree. I would like to see a lot more feedback when you give an recive damage. It was one area that u2xmp did very well.
 

Chr0matic

New Member
Sep 28, 2004
17
0
0
rtype wrote:
If you want a nice clean tight hud, check out the original U2XMP HUD

Yes exactly. If you need labels print out a page from the handbook. Most people aren't noobs for long enough to need a training HUD.
(Hey there's an idea)

I have yet to see anyone clamoring for a big nintendo arcade HUD. Yet there are tons of us that really like the original U2 HUD just fine. The larger red/blue radar worked! The smaller everything else ... worked.

OK I just made a comment about the HUD after I said I wouldn't any more. It just like.. somebody spent months preparing a FREE gourmet dinner for me and all my buddies (WOW OMG THANKS!!!) :rockon: \o/ :notworthy: :notworthy: and then served it in wax paper with plastic sporks. (WOW THANKS... Huh what? it tastes GREAT but...there's splintered spork plastic in this filet and it's all over my lap? Ssshh, probably be sneaking out for pizza later.)
:rolleyes: :confused: