UT99 to Ut2003--Modders, start the Engine

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SylverFyre

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Jan 3, 2003
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Sir_Brizz said:
don't have to mess with collision boxes, etc. which are hard coded.

I cant comment on wether this is true or not - mebbe a scripter can confirm or deny it

afaik the aim at this stage is to work at UT scales, not 2k3 :)
 

Radiosity

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Jan 3, 2003
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Dude, me and Brizz are both 'scripters' :) Brizz more so than me mind you, I just dabble mainly, but nonetheless, I'm certain they're hardcoded. Why? So the collision box for headshots is the same on all models to make things 'fair' if I remember correctly (how it can be considered fair is anyone's guess though, whe you think about where you need to aim to get a headshot on a Jugg for example......).
 

Ultron

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Mar 6, 2000
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SylverFyre said:
most 2k3 maps arent suited to UT physics and gameplay

the only one that might be is curse3

thats why were going with UT scales and maps - the aim is to produce the UT feel and most 2k3 maps are built with the 2k3 superdodges etc in mind which will make them far too big

I respectfully disagree. :) I think most maps would play just fine with UT's physics. Read this thread for more information on how little difference there is between UT and UT2k3 if you just rescale UT maps 10-12% larger. UT2k3 models are about 10% faster and dodge 12% further, so if you scale those maps by roughly that amount the current UT2k3 models play almost like UT's models. The major difference is that the UT2k3 models don't jump quite as high or dodge as high. Thus making the double jump and dodge jump that much more needed for UT2k3 gameplay.

I think the UT:Revolutions project could do quite well if they just made sure any maps ported over from UT were scaled about 10% larger for UT2k3. I don't think the lack of dodge jump, double jump and wall jumps ruins the UT2k3 maps that came in the game or the bonus packs. Just my opinion though. :)
 

Ultron

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Mar 6, 2000
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Sir_Brizz said:
I think he means scaling the old maps up to the new player size so that you don't have to mess with collision boxes, etc. which are hard coded.

To me it's not so much the collision boxes as it is the model height, "eye level" camera height, dodge distance and running speed of the UT2k3 models is 10-12% faster than the UT models, so if you converted a map from UT to UT2k3 and scaled it roughly 10-12% larger then your player should play much like it did in UT in that map. With the exception of UT2k3's lower single jump height and dodge height, and the wider player cylinder. I don't think those exceptions neccessarily ruin the game and the coders could probably only change those things in the mutator. IMRO. :)
 

BigFolks

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Apr 16, 2003
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TheRealFluffy said:
Is it done yet?
Is it done yet?
Is it done yet?
Is it done yet?
Is it done yet?
Is it done yet?
Is it done yet?
Is it done yet?
Is it done yet?
Is it done yet?
Is it done yet?
Is it done yet?
Is it done yet?
Is it done yet?

Not even close. :(
 

DaBeatard

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Nov 20, 2002
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Is it possible for you guys to post a progress update evry now and then in this thread? Or are you guys operating under a 'closed door' policy? I'm very curious about this project.
 

SylverFyre

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I cant comment on the programming side as I know nothing about that

We're still in the early stages - analysing exactly what those differences are between UT and 2k3 (Ultron has researched loads of info on this - posted at ataricommunity) and programming accordingly. Several map conversions are also well underway.

A coder would need to post progress details on the programming
 

Hunter

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Aug 20, 2001
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DaBeatard said:
Is it possible for you guys to post a progress update evry now and then in this thread? Or are you guys operating under a 'closed door' policy? I'm very curious about this project.

once we really get moving i'll probably get a small site up, which will contain a weekly update with shots of maps etc etc :)
 
Jul 22, 2000
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Ultron said:
To me it's not so much the collision boxes as it is the model height, "eye level" camera height, dodge distance and running speed of the UT2k3 models is 10-12% faster than the UT models, so if you converted a map from UT to UT2k3 and scaled it roughly 10-12% larger then your player should play much like it did in UT in that map. With the exception of UT2k3's lower single jump height and dodge height, and the wider player cylinder. I don't think those exceptions neccessarily ruin the game and the coders could probably only change those things in the mutator. IMRO. :)

Dude! I was wondering where you disappeared off to after we left Gamespy,
 

Hunter

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Aug 20, 2001
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Ultron said:
To me it's not so much the collision boxes as it is the model height, "eye level" camera height, dodge distance and running speed of the UT2k3 models is 10-12% faster than the UT models, so if you converted a map from UT to UT2k3 and scaled it roughly 10-12% larger then your player should play much like it did in UT in that map. With the exception of UT2k3's lower single jump height and dodge height, and the wider player cylinder. I don't think those exceptions neccessarily ruin the game and the coders could probably only change those things in the mutator. IMRO. :)


we are scaling downwards instead of up :).
 

Crimson Sigil

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Nov 14, 2003
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Hunter said:
we are scaling downwards instead of up :).

Ultron has a point--scaling the conversions up slightly means that the mod would be playable with stock 2k3 maps as well as maps converted from the original UT.

As a player, I'd like to be able to play on all the 2k3 maps with UT1-style weapons and physics, rather than being limited to whatever UT maps the team converts for the mod if I want the gameplay to 'feel' right. Keeping the scales compatible and tweaking the maps to fit may involve a little more work for the team, but I think the effort's worth it.

Good luck on this project--I'm looking forward to seeing it when it's done. :)