UT 2004 Demo Review

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hal

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communist said:
While you do mention the weak sound of the sniper rifle the totally annoying and crappy smoke effect + the not existing recoil effect makes the weapon feel totally like a toy :eek:

I think the smoke effect was an attempt at handicapping the weapon. The smoke gives away the players position as well as obscures the next shot a bit. It's the same reason the LtG scope has lens flare from hell. It's not an attempt at realism as much as it is trying to balance the weapons.
 

Twrecks

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hal said:
Yeah, feign death was nice, if a bit useless. I think the explanation given for why it isn't going to happen was that once the player model goes into "ragdoll", there's no getting it back. Not to mention the fact that very few bodies in this game seem to be left "intact". ;)

They did fix the "duck" to shorten the collision hieght anyways. Adding a "prone" (not prOn) position would increase the number animations considerably.
 

MoRtality

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communist said:
While you do mention the weak sound of the sniper rifle the totally annoying and crappy smoke effect + the not existing recoil effect makes the weapon feel totally like a toy :eek:
I think that the sniper rifle is quite good. The old satisfaction of popping a bullet in someones head and them not knowing is back. Granted, the sound is possibly a bit weak but the rest, to me, is good.
 

MoRtality

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I actually like having an arsenal of weapons on my back. There is a certain skill involved in picking the proper weapon for the right job. I used to hate DM's where you always seemed to be running around looking for weapons or ammo. That is not what DM is about. Ok you should not be able to go about spamming like some insane monkey on drugs, but you also should not have much trouble getting to ammo or weapons. Mind you, I normally play insta so weapons, ammo and power-ups aren't a problem, just the skills. :lol:
 

Twrecks

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Coupled with weapon throw, they would invariably take the bait after hitting you with a non-leathal dose of damage. AH, the good ol'days. Now we turn into loud pulsating green vapor...
 

pine

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Just a minor quibble, but I'm almost positive the flak secondary arcs higher now. (rather than lower, as you said)
 
K

Kamakazi

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Damn guys it sure as been a long time Since I've seen some one post a repley....Not only that I've been trying to find my on clan website,but I still have not managed to get close finding the site.I play ut 04 demo and ut 04 retail,You could say that I pretty much own all on demo..

It's so funny to that fact that I own all on demo except my clan leader ...yeah he's good.but the thing is this,(pause)......I'm a noob cause I've been playing 3/4 months and I seriously own most this pro people ..Well so they say they are pro.If you think you have what it takes to beat me and my clan your crazy...Like I said I'll be on tonight on demo and retail I'm looking for challengers that own,but still no one can own me .,.My screen name is /-u*kmkz}kamakazi or {NwS}kamakazi
 

jc!

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hal said:
Yeah, feign death was nice, if a bit useless. I think the explanation given for why it isn't going to happen was that once the player model goes into "ragdoll", there's no getting it back. Not to mention the fact that very few bodies in this game seem to be left "intact". ;)

Really? You mean there's no function that'll return a ragdolled actor to its original state?

For example, if you push open a gate that responds to Karma physics, is there any function that'll return it to its original state (close)?
 

hal

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jc! said:
Really? You mean there's no function that'll return a ragdolled actor to its original state?

For example, if you push open a gate that responds to Karma physics, is there any function that'll return it to its original state (close)?


Yeah, someone at Epic gave that as the explanation for why it wasn't in there. I believe it may have been Tim and during one of the many IRC chats they did.
 

jc!

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Jun 10, 2004
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That's ridiculous!

If you can't return a subject-to-Karma actor to its original state, can you at least destroy it and spawn a new actor with the same, original state?

For example, suppose you make a map with a subject-to-Karma box in the center of the map. Can you add a switch that automatically destroys the box and spawns a new box in the center of the map?

Taking this idea further, suppose you have a subject-to-Karma gate you’ve already unlocked and pushed open, and you want it locked and closed again. You might be able to fake it, by destroying the gate and instantly spawning a new gate in its original state (closed, locked).

When it comes to coding, I’m a beginner. Will this plan work?
 

hal

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Haha... I have no idea. Like I said, that was just an answer given by Epic at one point. If a workaround has been found since then I am not aware of it.

Remember, I was talking about playable characters and not gates. Dunno if that makes a difference.