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Cunubelin

Absens haeres non erit (Soccerdad)
Sep 19, 1999
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About HL2 and it's engine there are quite a lot of 'crybabies' at the Steam Users Forum .
Just take your pick among the threads there...

If the Inf team goes Source, I hope you don't forget about us OFF-line players... ;)
 

yurch

Swinging the clue-by-four
May 21, 2001
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The average gamer doesn't want to sort through options, doesn't want to install extra files, doesn't want to memorize which server has what version of weapons. Hell, the average gamer doesn't know how to install mutators.
You cannot do without these people and expect the mod to have any real playerbase. The mutating is an extremely double-edged sword.
 
Feb 26, 2001
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From planetunreal:

Sentry Studios' Next Project - redef -
1/1/05 0:12 PST - UT2004 Modifications
Sentry Studios, the folks who created Infiltration, have updated their site with news concerning their next project. Like Infiltration, it will be a "realism-infantry-FPS," and will likely be based on either the UT2004 or HL2 engine (let’s hope for UT2004!). Currently they’re in the early stages, but have 30 renders of a variety of weapons and vehicles for you to enjoy. It’s pretty much guaranteed that this mod is going to rock, after all, there aren’t too many second-generation mod teams in existence.

Sounds pretty good right?
 

cracwhore

I'm a video game review site...
Oct 3, 2003
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Nothing we don't already know. But I suppose the publicity is good.

Doesn't do much for them though, considering how hard it is for a new player to try and install 2.9 to see what all the fuss is about (so many damn mutators and fixes).

Let's just hope that the next version of the game has some better maps and game modes (and excludes TDM :mad: ). Lack of (good) EAS maps really killed 2.9 (sadly). And I suspsect the fact that the game isn't recompiled and updated on a regular basis has something to do with it as well.

The mutator system may be an easy fix for the developers - but it's a nightmare for most players, especially if they're starting from scratch. But that's another topic I suppose...

Either way, we still need something to do for the next two years of waiting... :(

Best of luck to them.
 
Apr 2, 2001
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Isn't it in fact a third generation mod team?

I'm not a big TDM fan myself... but without TDM INF would be as dead as it gets. On the other hand, if we had 20 times the player base (according to cnet still 650) nobody would bother, since all other gamemodes had enough attention.

I agree that the whole mutie system is getting a little out of control... using it to fix bug is more or less an abuse...
 
Apr 21, 2003
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Crowze said:
I am. It's more of a personal challenge to me than making something for the community, but if there's people there who want to use what I make, that's fine by me.
Good to hear that. Why? Cuz it guearantees us a realism game. Look other mods, or especially official games, they are made for a larger audience, and never include realism I personally desire.
The best example is SWAT4, kinda made me angry, or sad (?), cuz it stays a crosshair game.

@cracwhore:
I think TDM could stay as a training thing. Small maps with simple struckture. Maybe no lethal ammo at all?

And I persoanlly would wish more variety in EAS, what I mean is they should be small and comfortable EAS maps and large and difficult maps aswell.
 

Turin_Turambar

Pls don´t shoot to the Asha´man
Oct 9, 2002
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New-EAS should be more dynamic and changing, and less static. After some weeks of play, the maps and gameplay began to be repetitive. You have to design a gamemode with a long term mentality.
 

(SDS)benmcl

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May 13, 2002
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Actually you really don't need a new EAS. The static maps is a mapping issue not a game mode issue. If I remember correctly EAS was late in the development and the mappers did not have time to use it to the full extent.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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The game mode/s we have in mind aren't based on EAS at all. You will be able to define all types of scenarios that were possible with EAS too, but the gameplay will be way more dynamic and based on who and how the map is played. 'nuff said ;)
 

(SDS)benmcl

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May 13, 2002
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Beppo I have posted something along these lines before but I would like to bring it up here.

When you get to the point where you have pretty well finalized certain things such as scale, game types and basicaly what they can do, maybe a static mesh model of a player, things like that can you let us know.

My thinking is that there some of us, me included that would like to work on some content before the release to get a head start on things. I know maps and such can not be completed before that but some things can be done.

I don't expect exact details on every possible actor and such but a good idea what can be done. Scale for me is fairly important though.

Also as a community that if you decide to provide such info we must understand that it can change at anytime and we have to live with that.

The reason being is that I would like to contribute but I can not be relied on to even consider asking to be part of the team.

Anyways just a thought and do know we are a long way off even from this.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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@ben... no problem, once we have the scales and stuff alike we can inform you all. And from the design we have in mind you would then already be able to develop maps to about 95-99% and only need to add some little game specific content to finish them later on.

DTAS... well the gametype design is different but I bet that you will be able to make a setup that comes close to DTAS if you want to do so.