UT99 to Ut2003--Modders, start the Engine

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Parser

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May 7, 2002
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Right, I've worked some more on the code, and here's what I've got so far:

UT1 running, walking and swimming speeds (read below too...)
UT1 shock rifle alt projectile speed and damage values.
No walldodging, doublejumpdodging, jumpdodging, whatever, you can't do any of 'em. :p

Ok, now I need to ask a favour.
Load up UT2003, and in-game, type into the console:

set xpawn groundspeed 320

Try running around a bit, then type in:

set xpawn groundspeed 352

Which one feels more "UT1-ish" to you? I need help here, cause 320 feels way too slow for me.
 

SPoT

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Hunter said:
heh.

i'm working on converting orbital over from ut1

Coolness.
Lemme know when ya wanna alpha :)
Ill give ya some IMO!

Did you direct port?
Take a look at the original lvl properties. Im thinking that the settings that are listed wrk pretty much the same. I know TimeDilation set to the same as the original give the map a smoother feel. I pretty much use the same settings that are identical in UT>UT2k3.

Something that will have to be fixed in the mod...
Charactor collision as far as height is at least a head taller than the actual model size. So if you are running through the map and you hit your head, you still have a lot of clearance on the single jump.

I dont know how many of you guys played the UT2k3 beta.
From what I saw there, it looks like they rescaled the actors before release. If you notice the scale being off in maps like Curse3 and Inferno, its because they rescaled the actors for release. The collision was right on, and they redused the charactor skin size. I believe in creation, the charactors were alot closer to UT scale, but for some reason they made them smaller, and didnt change the perspective and collision.
 

SPoT

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Parser said:
Ok, now I need to ask a favour.
Load up UT2003, and in-game, type into the console:

set xpawn groundspeed 320

Try running around a bit, then type in:

set xpawn groundspeed 352

Which one feels more "UT1-ish" to you? I need help here, cause 320 feels way too slow for me.

Gimme min...
 

Parser

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May 7, 2002
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:con:

Um.. that shouldn't happen. Even if you're not running the latest patch, that still shouldn't happen.

set xpawn groundspeed 352

set xpawn groundspeed 320

Are you sure you tried both of those correctly? They should definitely work, no doubt about it.
 

SPoT

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For some reason, this isnt working with my port of Arcane Temple, or my Dogtown for UT2k3.
It works with the DM-Oblivion port for the mod though :)

Gimme another sec or two...
Ill let you know how it feels to UT scale :)
 

Hunter

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Aug 20, 2001
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SPoT said:
Coolness.
Lemme know when ya wanna alpha :)
Ill give ya some IMO!

Did you direct port?
Take a look at the original lvl properties. Im thinking that the settings that are listed wrk pretty much the same. I know TimeDilation set to the same as the original give the map a smoother feel. I pretty much use the same settings that are identical in UT>UT2k3.

i copied the brushes over haven't done any resizing yet, i'm working on textures atm should have an alpha ready by mid week.
 

SylverFyre

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Personally I think this is a great idea

Having it as a mod/mutator and stay compatible with instagib etc will rock

I think the whole point of this should be to get UT "feel" but with the better graphics of 2k3 engine and things like ragdolls etc - we arent just going to end up with UT within the 2k3 engine?

Im not a particularly good mapper - Ive done 3 so far including ports of coret and niven - Im happy to try to help on the mapping side if theres any room for a not quite nooby but reasonable mapper :)

quick question: Are you working to scale the models and pace of the game back to UT values so that UT maps can be imported and then polished directly - this means that UT2k3 maps will be unplayable in the mod (bad) OR are the maps etc being scaled up and players etc staying the same to get UT feel in 2k3 maps and also port across UT maps so we can play the classics too (good) ?
 
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SPoT

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Ok, keeping in mind that the UT2k3 perspective is way different, even set at UT's 90 default...

I tried it a few times, and it seems to me that a higher setting, even up to 380 feels the same....

Ill tell ya what, Ill upload what I have for DM-Oblivion in a few min.
The link will be here
Test it out yourself.
375 to 380 felt good.
Gimme about 5 min to upload, and correct the url if needed...

Added...
Ok its up.
I hope I ported the texture right, lol.
Lemme know if you get any failed to load. You shouldnt.
Its hard to tell whats correct cuz the perspective is screwed. But I still think a higher setting "feels" better...
 
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SPoT

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Parser said:
Um... for Arcane Temple/Dogtown, are there are special mutators or gametypes loaded? They might replace the pawn controller.

Meat and potatoes dude.

These are my first attempts at porting to UT2k3, and Arcane isnt any where near done. These are UT2k3 ports. Dogtowns bot pathing is screwed. I rescaled it for UT2k3, but the paths end up making the bots go to one area. Youll see.

Arkane Is a different story. The bots move around very well at adept and higher. Neither of these are UT mod ports. Yet. always looking for help and improvements :)
 

Prophetus

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Dec 4, 1999
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SylverFyre said:
...quick question: Are you working to scale the models and pace of the game back to UT values so that UT maps can be imported and then polished directly - this means that UT2k3 maps will be unplayable in the mod (bad) OR are the maps etc being scaled up and players etc staying the same to get UT feel in 2k3 maps and also port across UT maps so we can play the classics too (good) ?

One of the goals is to do a direct port of the models and maps into the UT2003 engine. I would rather not see this mod allow players to use the UT2003 maps, by default. In other words, UT maps should not be scaled up. The idea is to bring in the exact properties of UT into UT2003, not the other way around.
 

SPoT

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SylverFyre said:
quick question: Are you working to scale the models and pace of the game back to UT values so that UT maps can be imported and then polished directly - this means that UT2k3 maps will be unplayable in the mod (bad) OR are the maps etc being scaled up and players etc staying the same to get UT feel in 2k3 maps and also port across UT maps so we can play the classics too (good) ?

IMO, the default UT2k3 maps, and all maps designed for UT2k3 will not have a good flow with this mod. People have come up with great maps designed around the UT2k3 perspective. The mod will require a different design for UT gameplay. its not a big deal though, once the mod is in place. You will have to use its attributes to design a map for it. Just like any other mod. Not at all hard to do.
 

.altan

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Dec 22, 2001
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Started basic BSP subtraction for CTF-Hydro16, it's always been one of my favorite maps. Custom meshes.
 

SPoT

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Hunter said:
textures is what i'm looking at, they dont have to be UT's do they??

Texture quality is another thing the seperates UT and UT2k3. The UT2k3 textures are of better quality, requiring more compression. And thus a higher end system.
I myself am using default textures to boost the framerate.
Always remember the system requirements.
UT can run well on a 500mhz processor and a GF2 with 128 megs of ram. UT2k3 wont run that unless the map content allows for it, and direct ports including textures make the difference. The mod has to allow above anything else lower system requirments. If you were to break it into a pie, the biggest reason people dont play UT2k3 is because it run crappy on midrange and low end systems. This is 50% of the problem. Thats why I suggest a direct port with original content. Game play is an issue, but it is secondary when you consiter that only 10% of gamers can even run UT2k3.
This is IMO ofcourse, but I think im pretty accurate in the assumption. UT2k3 will not run on a 500mhz system unless you know what you are doing with both UT2k3's engine, and the OS. Using UTs textures goes a LONG way in reducing system requirments, and therefore gets WAY more players in the door. Thats why Im pushing for using default UT content to make the mod.
 
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SPoT

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Hunter said:
does this mean we are bringing forward Uwindows too?

Uwindows was fun, but I agree with Epic.
Its slow, and requires more processing power.
I hate UT2k3s menus. Mostly because of the security check on them, and the textures that are required to load. A flat black background for me is better. I dont need/want eyecandy in the menus. I spend at the most 1 min in menus.
Ive set the ut2003.ini to..
TextureDetailInterface=low
I dont give a flying flock about it.
People complian about the wait between clicking an option and its loading. The above reason is why. Why waste time when the object is to play, not admire the menu....

As always IMO.

You gotta understand, Im a tweak freak. No unnecessary wait time :)
 
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