...or it should be. It's out on the 21st of this month for Canadians.
Anyway, it's out. It's out for PC. The editor. Easily made custom content. I know Gears is out now too, but to me this has been the release for that PPM type of community revival I am hoping to see.
Will you be getting it?
Are the editors between this and GoW the same just different content because of the games they ship with?
I'm buying it purely for the reason of the editor. I'd like something that is easy to import in to that isn't 3DS Max and get some decent results.
Replies
Though from what I've read most people are disappointed in the lack of CTF and Deathmatch maps (6 in each of those and like 20 in "onslaught"), in addition to the lack of playable Malcom/Xan/Egyptian Team/Dead/Goth Team etc. There are also no Facing World maps. I checked out the playable characters also, though extremely beautiful, a bit bland in selection. Ending is supposed to be bad, if what I read was true. And some are complaining about aiming bugs. Assault was ripped completely, though I remember back a bit they said they were combining the modes with onslaught. Not true at all supposedly, though they added some extra support nodes.
Can't wait to pick it up though. Got the lan all setup :P
I'll be getting it for sure.
Haven't tried it yet though... no time to play anyways
My next character I build will be to bring into UE3. So I'm hoping its not going to be a terrible ordeal getting it into the game.
-caseyjones
Plus the game looks great.
Its beautiful, and it feels like the best ut yet. (then again I love the series)
A few things from the original, like the armor doll (and the theme song), with the best of ut2k4, warfare/onslaught seems prettier but upped in pace, the hover board is actually a nice means of infantry transport, and the realtime cinematics are near jaw dropping. (my jaw is pretty tight shut usually)
Got mine from best buy, with the "exclusive" necris chic.
The character configurator is sweet. Talk about variations.
First game I've been really excited about for a long time. Its the tech. I love the tech.
So...when do the VTMs, and insider info start to come out?
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Grab the collectors edition. DVD full of VTM's.
Gav
Yeah I'm buying the special edition purely for the editor, can't wait to get into it.
Plus the game looks great.
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are you implying the regular version lacks unrealed?
are you implying the regular version lacks unrealed?
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as far as I know all versions of the game have unrealed. Just the collectors edition has 10+ hours of training to help you use the unreal engine effectively.
and the realtime cinematics are near jaw dropping.
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Uh.. what realtime cinematics? There are none. They may have made them in Whatever UE3 version of matinee is, but it's a .bik movie.
Will there be a new demo?
My copy hasn't shipped from gogamer yet, so I'll be heading to frys today to pick it up. Going to give mine to a friend when it comes in the mail.
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Wow, that sounds like a great idea, <u>friend</u>
Someone elsewhere told me the CE version doesn't include any tutorials about character importation, only level making and coding. They don't even have Actorx out yet to export the models from max/maya.
Also, you can unlock all the special characters by dropping the console and enter 'unlockallchars'.
Someone elsewhere told me the CE version doesn't include any tutorials about character importation, only level making and coding. They don't even have Actorx out yet to export the models from max/maya.
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argh. I didn't look through all the vids yet but I was hoping there was weapons and character stuff, but there was no blatant folders of it.
so I'm gonna take that as a no.
that pisses me off A LOT because that's the whole reason I went CE.
god dammit.
Anyone wanna make some tutorials on how to bring weapons and characters into UE3?
Also, I came back to take back the thing about actorx, [SAS]Solid Snake posted at BU that the current version of ActorX works fine with UE3 at least.
Probably shouldn't talk til it's in my hands.
Its changed a lot since UT2k4, but if you get into the animation browser there are two nice little options (among others)
Import PSA
Import COLLADA Animation
gonna try that soon.
Is the frontend thing a way to access editor? Or should there be a file called unrealEd.exe like previous version?
WTF is up with games releases this month in Canada anyway, maybe someone can shed some light on it. I'm one of those dicks who always run out on launch day to get my games. This month like every game has been delayed by at least 4 days. It's pissing me off. Plus I just found out that the Mist (which I'm dying to see) isn't being shown till Friday until Friday in Vancouver, despite debuting nationwide in the US, today.
Anyway, enough of the rant.
Gonna check tomorrow, and if not then, all throughout the weekend. Good luck with finding it, I'll post if I can find a copy tomorrow. Good luck.
I'll make sure to post if I manage to lay my hands on a copy.
Import COLLADA Animation
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WHATSINMODELIMPORTWHATSINMODELIMPORT
It turns out that this other store had had the game since Tuesday even though the idiots where I pre-ordered it without actually checking the packages that had come in, told me on Tuesday it was to come in on Wednesday. Well, needless to say I am not shopping at the Westlake Center Ebgames again. The only bonus is instead of of a unlockable character, Ebgames gave Unreal Anthology game pack with the purchase free, so I have the full backlog of unreal games on DVDs (including another license of Ut2k4).
Tis great. Unfortunately, the same crappy menu is present from the demo. Gamers should invade the Epic forums to bring Epic to its knees for this stupidity. I swear, I spent a good minute trying to figure out where the custom character menus was.
Does anyone know which config file I can edit my controls with the pipe | as to do multiple weapon switches on one key? They have thrown everything under my documents it seems and its a bit confusing..
Annoyance, when you look at the scoreboard, it doesn't list the ping.
I dropped down to a a widescreen version around 800X600 and it played very consistent. Only got one match in last night, but I'm happy.
The bit about only being level editing tutorials in the CE is more than a bit of a letdown on the editor. I realize 90% of the audience using the editor will only make levels/use items already in the game. Still though.. don't they want to expand the Unreal Audience beyond this? Hopefully Buzz3d or other will rectify this sooner than later. I really wanted to check with what I was doing character wise would work in the game.
So while we are here.. since they are using Gamespy (Epic how could you? Well, at least its not the "lets get more money out of them needlessly" "Made for Windows" shit. Anyhow, list your player name so we can add one another to the friends list. I also put myself under the "polycount" clan.
Player Name:
oXYnary
Picked up my CE today.
BIG NEWS:
First Patch preview:
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Gameplay:
* - Fixed scaling of certain player meshes (increased in size some human and
* robot meshes). *Addresses meshes being smaller than collision box, as well as
* eyeheight issues.
* - Fixed feigning death into/through ForcedDirVolumes.
* - Fixed grenade effects in water.
* - Increased hellbender rear turret damage.
* - Reduced Goliath machine gun spread, plus slight damage increase.
* - Fixed warfare scoring for locking down a prime node not called "prime
* node".
* - Slightly increased momentum taken for damage by mantas and vipers.
* - Flak, Rocket, and Shock do slightly more damage to manta and viper.
* - Made sure Hellfire SPMA cannon can't fire through walls.
* - Increased incoming SPMA fire sound radius.
* - Fixed impact jumping with hoverboard.
* - Fixed bot Pawns losing their PRI at the end of the match, causing them to,
* among other things, be invisible
* - Fixed being able to switch away from the rocket launcher in the delay
* between the third rocket being loaded and the weapon autofiring.
AI:
* - Improved bot AI with darkwalker.
* - Tweaked bot voice message frequencies.
* - Bot aiming tweaks.
* - Fixed bots attacking friendly player in rare cases when that player recently
* stole an enemy vehicle.
* - Fixed bots not handling the "Hold This Position" order correctly when the
* player giving the order is in a multi-person vehicle.
Demo playback:
* - Fixed demo playback not ending/looping correctly when the demo ends due to
* the DemoRecSpectator being destroyed before the end of the file is reached.
* - Demos can now be paused.
* - By default, demo playback now runs at full speed and interpolates in between
* demo frames using the normal client simulation code. The old frame-locked
* method is still available by passing ?disallowinterp. Timedemos are unaffected
* by this change.
* - Fixed demoplay URL parsing counting the options as part of the filename
* unless an extension was specified in the demo name
* - Added a "Delete Demo" button to the demo playback menu.
* - Demo playback now properly handles rotation when viewing a Pawn in first
* person.
* - Fixed looking around while spectating a vehicle.
Server Browser:
* - Implemented "Server History" tab page in server browser, with ability to
* "lock" favorites on that page.
* - Added 'Join as spectator' feature.
* - Server browser uses smaller font to display more servers.
* - Fixed custom mutators not appearing in server browser.
* - Fixed custom gametypes not displayed in server browser's window.
* - Fixed server browser's listed MaxPlayers being incorrect.
* - Added filter option for dedicated servers.
* - Fixed server browser showing an incorrect goal score and time limit when the
* .ini values were used.
User Interface:
* - Can now save settings/progress even if have never created a profile.
* - Added ping and connect time to scoreboard.
* - Removed annoying confirmation menu when starting a game.
* - Removed unnecessary top settings page (can use tabs at the top of the
* settings to navigate).
* - Added a Messages tab to the mid game menu.
* - Friends messages now saved until explicitly deleted.
* - Finer control over mouse sensitivity, using an edit box instead of a
* slider.
* - Added framerate smoothing and FOV options to the advanced video menu.
* - Increased max players/bots in menus to 32.
* - Fixed auto switching to vote menu at end of match.
* - Improved mid game menu performance (don't render world behind it).
* - Added version number to main menu.
* - Fixed binding gamepad/joystick keys (you must set AllowJoystickInput=1 in
* the [WinDrv.WindowsClient] of your UTEngine.ini to enable
* gamepads/joysticks).
HUD:
* - Added the killer weapon to victim messages.
* - Fixed flag and orb scaling in minimap at high resolutions.
* - Fixed node teleporter not showing "You can't teleport with orb" message on
* clients.
* - Fixed situations where "get in vehicle" pictograph wouldn't work correctly.
* - Still draw the clock on the scoreboard after the game is over.
* - Fixed Duel HUD issues.
Networking:
* - Implemented STUN support (Simple Traversal of UDP Through Network Address
* Translators) to enable clients and servers to connect from behind a NAT.
* - Fixed team scores very rarely not updating for a client.
* - Fixed bot faction option when running a listen server.
* - Fixed link setup not reset correctly when going from a map with a custom
* link setup to one using the default.
* - Fixed a case where Duel would place an incoming player on the wrong team
* when some players were still travelling.
* - Bullseye stats are now properly recorded.
* - Fixed clients not travelling to downloaded maps correctly.
* - Fixed the client and server getting into a loop sending each other close
* messages in some situations.
* - Quick match incorporates player rating into search decision.
* - Fixed issue where Vista clients would not receive all servers from a server
* browser search.
* - Applied proper fix to suppressing voice on dedicated servers.
* - Fixed issues with players not getting on right team in Duel and
* Duel+Survival if a player leaves in certain timing windows during map
* transitions.
* - Fixed previous level PRIs showing up on the scoreboard/leaderboard after the
* client travels (making it look like players have already scored lots of points
* when those clients are in fact still loading)
* - Fixed losing your custom character mesh after changing teams during a
* match.
Server Administration:
* - Reduced tick rate for dedicated servers with no clients (saves CPU on idle
* servers).
* - Dedicated servers do not require CD keys.
* - Added -configsubdir= command line option to cause .ini files to be
* loaded/saved from the specified subdirectory of Game\Config\
* - Added QueryPort configuration and command line option.
* - Added an "AdminChangeOption [option] [value]" console command for server
* admins. This allows changing most simple .ini values (e.g. GoalScore) from the
* client. This command will not override URL options. The change will take
* effect after the next map change.
* - Added an "AdminPublishMapList" console command for server admins. This
* overrides the server's map list for the current game type with the one on the
* client that used the command.
* - Uses GameReplicationInfo.ServerName if set for the name of the server on the
* server browser.
* - Added "AdminForceVoiceMute" and "AdminForceVoiceUnMute": Stops/Starts a
* player from sending voip to others
* - Added "AdminForceTextMut" and "AdminForceTextUnMute": Stops/Starts a player
* from send text messages to others
* - Updated AdminPlayerList to show the PlayerID of the players on the server.
* - Updated Kick/Ban to allow for using either the player name or the id
Map Specific
* - Fixed WAR-Avalanche terrain LOD popping issue on high end PCs.
* - Fixed bots rarely getting stuck in mid air in DM-Gateway in the city
* section.
* - Fixed some VCTF-Suspense pathing issues.
* - Fixed issues with circular lift on DM-Deimos.
* - Fixed translucent mesh sorting issues in DM-Gateway.
Campaign/Co-op:
* - Fixed a bug that could cause too many bots to be added to co-op matches in
* some cases.
* - Added support for seamless travel interrupting a travel to start another
* travel. This fixes single player breaking if the host selects the next mission
* before the clients have finished travelling to the mission selection level
* - Fixed extra copy of a character when a human player leaves a co-op game at
* the right time.
* - Changed network loss during single player to result in player signed in
* locally.
Modding:
* - Added a SupportedGameTypes field to UTUIDataProvider_Mutator. If some
* entries are in this array, the mutator will only be visible in the menus if
* the selected gametype is found in the array.
* - Fixed custom gametype midgame menus not being used correctly.
* - Shipping script compiler now allows localized/config defaultproperties
* because otherwise autodownloaded mods have no way for their localized/config
* variables to work.
* - Added Get/SetSpecialValue() stubs to Object to allow mods to expose values
* that can be modified without creating a dependancy.
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YES! They are fixing the HUD and adding the pings to the scoreboard. Now to figure out where to put my | commands for weapons..
why ship the game again?