Whos making something with Runtime?

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Beefypeanut

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Oct 16, 2003
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Hey,
I just wnat to know who is making anyhting with runtime and what your doing so i know if im the only one or not.

I am making a fps game with soem friends of mine called Sphere-a-cube and the teams are green cubes versus blue spheres and they fight witht things from 1921 tommyguns to giant corndogs :) Its not exactly serious but its intended to be bizarre.

So thats what im working on how aobut you guys?
 

afecelis

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Oct 17, 2003
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Well, we are planning to use the engine for architectural visualization. The way it has been cleaned out is more than perfect for us. It's not a game but I'm sure it will be a powerful addon to our design team.

If we get to develop anything, we'll be posting screenshots.
 

odysseus.berlin

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Dec 15, 2002
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I plan to give some lessons on leveldesign at the german school where I work as a teacher. I was not allowed to use the UnrealED from UT2k3, because of the weapons/blood etc., but now everything becomes possible... Except for the settings of ForceFeedback. "Weapons Effects" and "Damage Effects" are really bad BAD words in a program running on the school's server
 

oneirotekt

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Aug 24, 2003
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I'm using the runtime to make an abstract (Rez meets 20th century modernism) first person action game with a non-representational visual style. The fact that no pre-existing weapon & gameplay code whatsoever is in the runtime is actually a blessing for me, because I'm not creating a by-the-numbers FPS.

Personally, I'd love to see the runtime used to broaden the horizons of what is possible with 3D games. UT2003 is a pretty darn good base to mod from, but all of the mods you see for it (stuff like Marble Madness 2003 excluded) bear UT's stamp heavily... there's X weapons, you run around, jump and crouch, etc. I don't even need to mention how many of those mods harbor pretenses towards "realism", which in the end means that they're all going to be about humans running around (at slow, "realistic" speeds) shooting each other with instant-hit, highly lethal weapons in some kind of modern military setting. YAWN.

It's much more of a daunting prospect to strike out on your own into new realms of game design, but it needs to be done. The game industry is drowning in a sea of mediocre me-too titles and it's up to indie developers to shake them from their complacent sleep. The runtime seems like a good place to start.
 
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oneirotekt

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Aug 24, 2003
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odysseus.berlin said:
I plan to give some lessons on leveldesign at the german school where I work as a teacher. I was not allowed to use the UnrealED from UT2k3, because of the weapons/blood etc., but now everything becomes possible... Except for the settings of ForceFeedback. "Weapons Effects" and "Damage Effects" are really bad BAD words in a program running on the school's server

All of the UI items in the runtime are done with UScript, so it shouldn't be too difficult to just remove those items. Those seem to be the only violence-related items in the runtime though - aside from abstract Weapon and Ammo classes in the scripts, but those are well-concealed and just represent the *potential* for violence, right? :D
 

OJay

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Oct 18, 2003
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hey guys.

i'm just playin around with the opportunitys of that runtime. maybe there'll be a release of the finished one some day. screeny: http://user.blue-cable.de/ojay/test-nature.jpg


btw: i don't think it's a good idea zu start of from the scratch with a game by using this runtime as a basis. there're TOO MUCH classes to build for that. but maybe someone starts something like an open source development, so that everybody can use that classes as a start for all types of games. think of something like a "opensource udn" 8)
 

IceFran

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Oct 18, 2003
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OJay said:
hey guys.

i'm just playin around with the opportunitys of that runtime. maybe there'll be a release of the finished one some day. screeny: http://user.blue-cable.de/ojay/test-nature.jpg


btw: i don't think it's a good idea zu start of from the scratch with a game by using this runtime as a basis. there're TOO MUCH classes to build for that. but maybe someone starts something like an open source development, so that everybody can use that classes as a start for all types of games. think of something like a "opensource udn" 8)


ehmm cool... I like this screenie :)
 

Corran

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Mar 10, 2003
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I'm going to make a billiards (pool) game using the runtime. I just want to do something fun which doesn't require too much artistic talent, so I can do it by myself.

I'll be recording most of my efforts in my Dev Journal on the Wiki.
 

afecelis

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Oct 17, 2003
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@Beefypeanut:

But first, the "messenger", who is an orange glowing pyramid, must meet the sacred tomatoe to check if the prophecy is about to become real; vinager and salad sauce will start falling from the sky announcing the struggle that is about to begin.....


h ah ahaha :lol:
 

BigBoss

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Oct 20, 2003
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@odysseus.berlin
I read some days ago in unrealed Forum, that you just have to change two lines of text in some INI file, but can't remember exactly. Just visit www.unrealed.de und search there for Runtime, you'll find something.
Building some maps at school would bei fine, but I'm note able to convince my "Informatic" !? teacher (sorry, don't know the English word for that)

But I also use the new runtime. Some time ago, I built my school just for fun with UT Editor (see my homepage) but many people didn't like to see our school in such a "violant" game..But runtime seems to be just perfect, so I started to build the new version with this programm.
Mfg
Michael
 
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Vito

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Mar 18, 2002
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odysseus.berlin and BigBoss, I'd love to see what you guys come up with!

To change the text in your local versions of the Runtime, edit the RTInterface.int file, and change the:

Code:
 InputIFDamageEffects.Caption="Damage Effects"

and

Code:
 InputIFWeaponEffects.Caption="Weapon Effects"

lines to whatever you want. I'd suggest "Contact Effects" and "Object Effects", respectively (and that's probably what we'd have changed them to, if we hadn't missed them).

We'll be starting on menu and repackaging docs shortly, so soon, the versions that you distribute with your custom content will be able to have these changes already made with them.
 

afecelis

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Oct 17, 2003
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I think he means "computer" teacher

btw: @Vito_ thanx for the info on changing the hud. I'll do a Spanish version if everything can be changed thu this script.
 
I'm building a mod that allows you to build your own 'droids' just select a body, put on some parts, link the parts up, and off you go. Sounds easy, basics already works, but I still need to build an interface, and a ****load of parts. (i'm not sure what I want with the driods... :p but i'll think of something, maybe let them fight, or multiple things.)

The karma engine is wonderfull for this.

Well, i'm off coding the interface.
 

Vito

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Mar 18, 2002
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afecelis, most of the RTInterface text is the same as UT2003's. There are a few places where we changed things. You could probably take UT2003's Spanish XInterface.est and go through it to create an RTInterface.est, translate the words we didn't, and in your custom installer, provide a Spanish language option.