Pre-Production UE3.0 mod Recruiting

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zupafly

New Member
Aug 13, 2004
147
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0
I have experienced mod making to be very hard. I started scripting in ut2003 with the thought of making a little race mod.
So the next thing I thought off was hey I can do this and I started to fool around in some coding.

My idea was to make a race game with little cars, so I made the ut2003 bulldog smaller and hey that worked.
So next thing I needed to do is get team members to help me out. I didn't have a huge plan yet just to make
an race mod with little cars. I had no idea about how the community worked and was confident it would be pretty
easy to find enthousiastic people to help me out. I then registered on a mod website and started to ask around for
people to help me out.

By the time I was getting anywhere ut2004 was already released and hey it had more vehicles which was pretty interesting so
I switched to ut2004 and then finally begon to work harder on the mod.

Once I had a small rc again I started to search for team members and found a bunch of them.
None of them had coding skills though, I soon learned out that coders are a pretty rare species
and it was hard to get one interested in the mod. Then the next problem was their, my team members
werent doing **** most of the time. Arrgh... So basically I just worked on it alone for some more.

Then I found a modeler / mapper who works for a game company. They produce the moorhun games and
such. He is a great workforce and was really seeing the potential in the mod. Now at current time I have almost completed
two gameplay modes but still alot of stuff needs improvement. I just found someone to help me out on the overall game flow, track building and
car physics and we are going to make a plan now to have a real good base to continue building the mod.

I do think people try to help u out and u should take notice of their comments. U can learn alot from experienced people like Angel_Mapper
and Solid Snake (and others offcourse hehe, I'm just mentioning the people who have helped me in any way first)

I can clearly see u do believe in the idea of building the mod u are talking about but maybe it would be good to start on something
already, maybe a small mod for ut2004 to get some experience because it might take a while for ut2007 to come out. By then
most of your already assembled team might be caught up in real life and quit working on mods.

Building a detailed game plan is a great place to start your mod development.

U can check my mod at www.cenens.be/rc/
 

ruler211

New Member
Jul 18, 2005
2
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LOL. Well, the truth is cruel, but it's the only way to learn.
Just listen to those guys, and don't take it personally. It's their way of helping you by exposing you to the cruel world.
Well, just in case if you didn't see the comments earlier. If you use unreal game engine, you have to be familiar with Unreal script. Sure, C++ will help, but you won't have any access to those header C++ files unless you pay Epic around $200,000 dollars. Now, if you're a big game company, then you will have no problem, if you're a little company, then maybe you might be able to. If you are by yourself, then.....unless if you're a millionaire. But if you are, there's no point of using unreal, just create your own engine.
 

Dark[NSF]

Northwest Secessionalist Forces
El_Muerte_[TDS] said:
If your next gen mod wants to be succesful you also must think about adding things like lenticular halos, parameterized Phong lighting and pre-computed bump-granularity self-shadowing using spherical harmonic maps. Those are not easy to implement, but really add some great visuals. Graphics make up 75% of a succesful game. I've seen this more than enough, people don't really care about what the game does, it's the graphics thats important.


correction, Graphics make up 75% of a succesful CONSOLE game :rolleyes:

not ones that require skill and that actually have more of an objective outside ... collecting shiney orbs amoung other mindless goals.
 
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Fony

UE3.0 mod Developer
Sep 9, 2005
19
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A couple of pieces of concept art :

cityremains6ix.jpg


spaceport2eb.jpg


:)
 

Wormbo

Administrator
Staff member
Jun 4, 2001
5,913
36
48
Germany
www.koehler-homepage.de
I can't resist pointing out that with the approach of UT2007 (or the UnrealEngine3 in general) the situation during the first phases of the MSUC is repeating.
Lot's of people suddenly start having ideas and immediately (or after some more thinking) post them on forums to get other people to join them. I can predict we will soon see a lot more teams trying to recruit coders because they are already stuffed with mappers, modelers, texture artists, sound artists, voice actors and not to forget website designers, idea persons and PR people.
 

Fony

UE3.0 mod Developer
Sep 9, 2005
19
0
0
Please don't attempt to recreate the patronism and insultation which occurred previously in this thread. I personally am no idiot, I'm not an "idea person", I work hard on my projects.
So what if we've chosen UE3.0 to run the game on ? Does that make us bad or something ? For wanting to use new and better technology ?

I thought posting some actual work might lessen the amount of cynicism circulating in this thread - however it appears that the attitude of "yeah I'm cool I can insult people on forums and be ineppreciative of their countless hours of hard work, which ultimately is going to be given to me for free" is far too commonplace here.

Anyway, coders are no more important than any other contributors, oh wait this is the UT community where everyone who can utilise unrealscript is a deity - my bad.
 

zupafly

New Member
Aug 13, 2004
147
0
0
I dont think people want to insult you, most of them are just trying to help out. Critics are always usefull in some way. The concept art looks nice hopefully the project will be a succes as well. Although the second picture is called spaceport but I dont really see the spaceport part in it. It looks futuristic and nifty though.
 

Dimz

New Member
Apr 13, 2004
75
0
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thats the most beautiful and psychotically perfect masterpiece of artwork i've ever seen that Fony just posted , and all you guys got to say is more BS ?

WTF is wrong with the BeyondUnreal Forums ?? all of you have bad reps for bein tight assed dickwads , but this just bites the burrito , you have outdone yourselves dickheads , hats off to ya !
 

Smokin

New Member
Nov 23, 2002
194
0
0
www.geocities.com
Wormbo said:
I can't resist pointing out that with the approach of UT2007 (or the UnrealEngine3 in general) the situation during the first phases of the MSUC is repeating.
Lot's of people suddenly start having ideas and immediately (or after some more thinking) post them on forums to get other people to join them. I can predict we will soon see a lot more teams trying to recruit coders because they are already stuffed with mappers, modelers, texture artists, sound artists, voice actors and not to forget website designers, idea persons and PR people.

And your point is? you have just labeled the process of starting a mod you think of an idea then get people to help make it. The fact that there are a few request for coders might just mean there are less coders out there making mods than mappers or modelers or so on. Also there are alot of mods starting up these days before the game has been released because models and concept art is standard across most games these days eg made in 3DS MAX.