Infiltration for UT2k4

  • 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.

sir_edmond

In my own world
Aug 12, 2003
606
0
16
Boston
Visit site
My $.02
While the team changes engines it would also be a good time for them to change the bulk system, add ladder code, and change the bulet flight phisycs, etc.

Would be helpful though if they could tell us what engine they plan to uses so i dont waste money buying a engine that INF wont use.
 

geogob

Koohii o nomimasu ka?
sir_edmond said:
My $.02
While the team changes engines it would also be a good time for them to change the bulk system, add ladder code, and change the bulet flight phisycs, etc.

I agree with the ladder code... but just let them start. They know what they have to do (and even more important, what they WANT to do). I'm sure that with all the possibilities a new engines could offer. They'll put in INF things you wouldn't even imagine in you wildest dreams... they already did that once :D

As for bullet physics... what do you want to change... you can't go much better in game then having ballistic drop. Or do you wan't them to add wind too? :rolleyes:

Same goes with bulk. Aren't you (no direcly you edmond, that goes to everyone) tired of saying it is wrong without giving A) Any reasons and B) Any alternative solutions?

Sir_Edmond said:
Would be helpful though if they could tell us what engine they plan to uses so i dont waste money buying a engine that INF wont use.

Here's my 0.02. If you don't want to "waste" money on an engine not usefull for INF, I'd recommand to by the game only at the time INF will be release for that future engine (assuming there will be a future release on another engine). You'll save a LOT of money if you wait +6 months then if you buy a game now only to play INF in the future. [/0.02]
 

keihaswarrior

New Member
Jan 7, 2003
1,376
0
0
42
Seattle
keihaswarrior.home.icq
Wind would be a great thing to add to the ballistics. The bullets should also do less damage and have lower penetration as they slow down.

It would be great if all the INF2k4(5?) maps had wind that effected the bullets but was also tangible. Swaying decos, blowing dirt/sand, blowing leaves, trash, newspaper. Maybe your soldier could even pick up a handful of dirt and drop it to gauge wind speed and direction? Some of this was in Ghost Recon and even TTR for UT1! It seems like maybe all of what I mentioned would be possible on the new engine in some form or another.

It would still be nice if the INF team posted news on the site. Something like:
The team has started on the INF next gen project called _blank_ using _blank_ engine. We are pleased to welcome _mr. blank_ and _blankitty blank_ to the team, they will be working on such and such.

*pleads Thats all we ask! is that soo much?!?
 
Last edited:

zeep

:(
Feb 16, 2001
1,741
1
36
Visit site
I hope they release beta's from the start. Even if it's just one map, 3 weapons and one gamemode. And that gamemode ( imo ) could well be dtas + randomteamspawn or something very similar.
Infiltration for UT2K4 and dtas as an official gamemode.
That's the way i think it should be.
 

SaraP

New Member
Feb 12, 2002
935
0
0
The Land of the Governator
In an ideal world, Sentry Studios would be a multi-trillion dollar development studio, and Infiltration would have the following features:

- Completely photorealistic virtual-reality graphics and a full-feedback motion-capture bodysuit input system for total immersion and total realism.
- An infinitely scalable massively multiplayer system capable of accomodating hundreds of thousands of players on global battlefields.
- A comprehensive equipment armory containing every combat weapon ever concieved, ranging from primitive clubs and spears to the latest experimental laser rifles and electromagnetic railguns.
- An equally comprehensive collection of drivable sea, air and space vehicles.
- A complete infantry training course based on U.S. Marine Corps boot camp and taught by the one and only R. Lee Ermey (well, a computer AI simulation thereof).
- So realistic it's banned in 17 countries and the People's Republic of California!
 
Last edited:
Apr 11, 2002
796
0
16
Dallas, TX
www.google.com
sir_edmond said:
My $.02
While the team changes engines it would also be a good time for them to change the bulk system, add ladder code, and change the bulet flight phisycs, etc.

Would be helpful though if they could tell us what engine they plan to uses so i dont waste money buying a engine that INF wont use.

UT2k3/4 has ladders.
 
Apr 11, 2002
796
0
16
Dallas, TX
www.google.com
keihaswarrior said:
It would be great if all the INF2k4(5?) maps had wind that effected the bullets but was also tangible. Swaying decos, blowing dirt/sand, blowing leaves, trash, newspaper. Maybe your soldier could even pick up a handful of dirt and drop it to gauge wind speed and direction? Some of this was in Ghost Recon and even TTR for UT1! It seems like maybe all of what I mentioned would be possible on the new engine in some form or another.

Those are simply animated meshes and very easy to do on most engines, even
quake 1, i'd bet. the wind would be something set in the map. Ever played
CTF-Hallofgiants? Hop into those tunnels and you get sucked through. That
would be the wind. Quake 1 also had similar tubes. It is possible, but it is mostly
up to the mappers.
 

geogob

Koohii o nomimasu ka?
Demosthanese said:
It is possible, but it is mostly up to the mappers.

It must be up to the mapper... you can't just put some random wind in a map... anywhere.

You need something like a wind zone were you can specify and speed and speed range as well as a direction range and the level of randomness on both (so that it may change on every time the map is played). You'll also need to link the wind zones so that their proportionnal force and directions are right (like creating wind patterns for the map).

That wouldn't be easy codewise nor for the mapper. Creating realistic wind patterns that are variable (even if constant during the game) isn't an easy job.


IMO, it would have to be either dynamic or change from round to round, else it would be to easy to learn the pattern and do what I would call in quake 3 "own the map".
 

Sterno

Eastern Canadien
Jan 17, 2002
71
0
0
Halifax, Nova Scotia
Visit site
Keganator said:
Besides, the inf team already announced on BU that they're making "Infiltraiton UT 2004"...so I think the choice on engine has already happened. ;)

Wow. You would think that they would have made and official announcement, or at the very least posted that in these forums for those of us who don't read BU.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
53
Aachen, Germany
infiltration.sentrystudios.net
Just to stop any rumors on which engine we will use for our next project...

On the Giga TV show I was asked if we plan to move on to an newer engine after 2.9 and I said that we will of course. Then asked if it would be UT2k3/4 I said that it can be UT2k3/4 cause it would be some sort of logical step.
At this time all other new engines out there were still not released and so UT2k3/4 was the top candidate out of a list of several still to be released engines. Some games were published since then and one more is on the top candidates list now since its release... FarCry.
We have NOT yet decided where we will go engine wise. So please do not try to speculate about it any further. Once we made a decission we will inform you of course.

To the weapon pack aso...
A BonusPack was and still is planned. The addon weapons were taken out due to a big big lack of time needed to finish their scripts and getting the animations needed aso together in a INF-like state. We do not want to release beta or partially alpha stuff within an official BonusPack, tho.
Some maps that were not ready or not 100% 'ok' BSP wise for the 2.9 release are on the list for the BonusPack still. No release or finish dates yet cause all guys involved have and had a high load of RL issues going on during the past months. So everything got delayed pretty badly unfortunately. All officially released mutators, camo and voice packs will be included within this BonusPack then too.

One more thing...
Do not expect the next version of INF being some sort of direct port to the next engine. It is a full new version started from scratch to allow us to learn from the past design errors within the scripts aso. So everything will be new...

Beppo
 

Domino

< Phoenix Rising >
Oct 25, 1999
844
0
0
Houston
Wow! You're rebuilding it from the ground up? Surely you can re-use some of the old content (like weapon models, code etc)...

Anyway, that's awesome to hear!
 

zeep

:(
Feb 16, 2001
1,741
1
36
Visit site
**** i bought ut2k4 for nothing.

Anyway nice to have some questions answered Beppo.
Good luck whichever engine code you have to study.
 
Apr 11, 2002
796
0
16
Dallas, TX
www.google.com
I'm generally un-impressed with the plastic look I've seen in the Far Cry demo, but I'm
sure that can be fixed up. I love the way mutators work in the unreal engines, and no
other engine that I have seen has anything comperable. Still, if you can get something
comperable to the mutator system working on the Far Cry engine, go for it.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
53
Aachen, Germany
infiltration.sentrystudios.net
Demosthanese said:
I'm generally un-impressed with the plastic look I've seen in the Far Cry demo, but I'm
sure that can be fixed up. I love the way mutators work in the unreal engines, and no
other engine that I have seen has anything comperable. Still, if you can get something
comperable to the mutator system working on the Far Cry engine, go for it.

Far Cry features some render modes you can directly select within their menu that allow you to choose from a very sunny paradise setting over to a cold setting that looks way more realistic then, just due to the colors. And you can even turn on a cartoon render mode (cellshading) that makes everything look like a highly enhanced XIII.
The modability in FarCry seems to match UTs 'standards' and goes even further cause the whole game above the engine is written in LUA scripts and doesn't relate on partial native codes.

A mutator system is not available within FarCry but they feature a fully functional mod menu selection that lets you easily switch between the different mods. Same goes for UT2k4 that will get a patch for this system to work then fully too.
Anyway, I haven't had enough time yet to check out the scripting possibilities in FarCry and their SDK is still not yet released but a mutator or similar system should be able to be implemented.

UT2k4 is 'still' UT... and so we already know it really good, even with the new features using some things differently aso. So it would be easier to start on.

Well, no need to discuss the different pros and cons here... but I guess you guys can imagine that such a decission is not made easily.
 
Last edited: