View Full Version : [UNREAL] [Release] Unreal: Combat Evolved
Inferno
August 22nd, 2009, 05:40 PM
http://dedi-servers.net/ftp/dmt/images/Header%20Image.png
Release Trailer HERE! (http://dedi-servers.net/ftp/dmt/UCE_FINAL.wmv)
Quoted from Readme cause I am so sick of writing release news.
Thanks for downloading Unreal: Combat Evolved (UCE)! Created by Inferno.
Here are a list of bugs and other notable problems:
-Low end computers may have framerate problems on the larger maps.
-Bloodgulch framerate is a bit unstable when played with bots. This problem seems to be host only so playing on a server is fine usually.
-Minor collision issue near flak cannon on hangemhigh.
-There is a way to get out of chillout. It's pretty pointless though.
-Minor collision bugs on the maps. Most of them have no effect on gameplay.
-Bloodgulch vehicles may hit invis walls in certain places. Driving on the dirt path is fine but out in the grass areas there are some small invis walls.
-Bots on most maps FAIL at climbing ladders. The maps where designed for player vs player not bots.
That is all the known bugs.
The map pack includes the following maps:
CTF-BoardingAction
CTF-Damnation
CTF-HangemHigh
CTF-Longest
CTF-Wizard
DM-Bloodgulch
DM-BoardingAction
DM-Chillout
DM-Damnation
DM-Derelict
DM-HangemHigh
DM-Longest
DM-Prisoner
DM-RatRace
DM-Wizard
VCTF-Bloodgulch
CREDITS
Models and Texture created by Bungie. These maps are for entertainment puproses only do not attempt to sell them or make a profit off of them. All models and textures are owned by bungie and can not be used to make a profit.
Thanks to everyone who helped test and helped me out!
Special thanks to:
Llama Juice
Killa_FTW
Brian Verchoet
Matt Johnson
Cameron
Ryan Grishim
ModDB Page (http://www.moddb.com/mods/unreal-combat-evolved/downloads/unreal-combat-evolved-version-100-release) - Still Being authorized.
FTP Download (http://dedi-servers.net/ftp/dmt/UCE_V1.00.rar)
Before downloading you must give me green bars.
:realsmug:
Pyong Kawaguchi
August 22nd, 2009, 05:40 PM
First post
ps :iamafag: I've been waiting for this :D
L0d3x
August 22nd, 2009, 05:42 PM
Holy doodle, you make me so proud!
Ganon
August 22nd, 2009, 05:45 PM
The video isn't working
Inferno
August 22nd, 2009, 05:47 PM
Blame filezilla. Only uploaded like 10kb of it. I'm currently re-uploading the trailer. I'll edit this post when it's up again. Should be about 5 minutes.
-edit-
Trailer fixed. Enjoy.
Pyong Kawaguchi
August 22nd, 2009, 05:48 PM
I already finished downloading this like 8 min ago lol
t3h m00kz
August 22nd, 2009, 05:50 PM
oh my god yesssssssssssssss
Next you needs learn you some UnrealScript and make some damn weapons, son. I could see now it in the mutator list:
Halo: Combat Evolved Weapon Pack
Inferno
August 22nd, 2009, 05:51 PM
M6D vs Shock Rifle.
:ohdear:
Who is the real 3sk master?
Pyong Kawaguchi
August 22nd, 2009, 05:53 PM
This mappack is like porn for mookz
Inferno
August 22nd, 2009, 06:10 PM
Release trailer link fixed. Sorry about that.
Ganon
August 22nd, 2009, 06:16 PM
Looks pretty cool, i'll have to check it out if I ever get the game.
Futzy
August 22nd, 2009, 06:17 PM
yeyeyeyeye
L0d3x
August 22nd, 2009, 06:21 PM
Nice trailer, ur so pro in them games!
Inferno
August 22nd, 2009, 06:22 PM
I actually was playing pretty bad in that trailer haha. I recorded it at like 8:00 this morning and the parts where I'm playing howitzer89 were last night when we did some 1v1 LAN.
sdavis117
August 22nd, 2009, 06:31 PM
Any servers running these maps?
t3h m00kz
August 22nd, 2009, 06:34 PM
What can I say, it's in my blood
IhvDebFUwxc
Inferno
August 22nd, 2009, 06:36 PM
Your shock combo skills are quite excessive my good sir.
Also I want feedback on game play. Some maps are loaded down with power ups and others use them quite sparingly. I want to know what you guys think of each layout and what I should do and not do in future maps.
t3h m00kz
August 22nd, 2009, 06:43 PM
Shock Rifle needs to replace pistol pickup on chillout, some of the pickups on BG are a bit off.. I'd say try to keep the layout as true to the original as possible, but make sure every weapon's available... except for the Longbow and Deemer on small maps lol. Also noticed a bad poly on the bottom floor of Boarding Action
Though, the scale of the levels is pretty damn good, I'm reasonably impressed. Most of the jumps made in Halo can be made in these maps. Shaders look like the original Halo shaders on steroids. which is good.
Inferno
August 22nd, 2009, 06:47 PM
I sort of wanted the BG bases to have a ass load of stuff in them to make it hard for people to camp outside of it in a hell bender or Goliath. It works.
I like the shock rifle spot on chill out. It made sense to have the shock rifle in the most versatile place for it ( I personally camp the rocket block with the shock rifle heh )
Boarding Action pisses me off. I could never fix those black polys and I haven't the slightest clue what caused them.
Edit-
I've got the map pack up on 4 sites now. Epic forums, Beyond Unreal, ModDB and here. Where else should I post it?
Edit 2-
The bungie gods are please with my work.
777 point(s) total
t3h m00kz
August 22nd, 2009, 07:04 PM
http://unrealtournament2004.filefront.com/
sdavis117
August 22nd, 2009, 08:30 PM
Just played a little DM-Chillout with some bots. That was some good fun.
Pyong Kawaguchi
August 22nd, 2009, 08:42 PM
Game is up, join 98.229.132.26 if you want to play, btw, i suggest you geth the wh40k char pack, the wh40k sound pack and the mc char pack as it will bitch at you to dl them
ultama121
August 22nd, 2009, 08:49 PM
Niiiiiiiiiiiiiiice one Inferno!
Jean-Luc
August 22nd, 2009, 09:14 PM
Very nice and enjoyable map pack. Only thing that could really help to improve it is to add higher-res/improved textures and shaders. Looking forward to VCTF - Bloodgulch :iamafag:
PlasbianX
August 22nd, 2009, 11:03 PM
As much as I like the direct ports, what I would really love to see now is if you used these as a base and applied a UT3 look to all the maps. Im just picky about how the maps are 1 art style, and the characters / weps are all another.
Inferno
August 22nd, 2009, 11:16 PM
Hopefully you'll be seeing something like that in the next few months.
:iiam:
Oh and...
SHOCKMASTER
http://screenshot.xfire.com/screenshot/natural/c00c83147bd525c3019bfbf68f46e95636eab076.png
http://screenshot.xfire.com/screenshot/natural/899c7cacd4f570561ec7949d057f76837986b8dc.png
I hope I made you proud m00kz.
sdavis117
August 22nd, 2009, 11:19 PM
In my defense, those were two very pro kills.
Also Pyong, wrong Bloodgulch.
Pyong Kawaguchi
August 22nd, 2009, 11:28 PM
i know, map changed
sdavis117
August 22nd, 2009, 11:36 PM
It's telling me to download a map named hPMC_Stuff_Bloodgulch (or something like that).
Pyong Kawaguchi
August 22nd, 2009, 11:46 PM
really? even now?
thats odd... im not even on that map :s
Pyong Kawaguchi
August 23rd, 2009, 12:14 AM
LiurALfwv9Y
The quality got shitted up, I'm gonna reupload a higher quality version.
E: quality seems to get better over time :S
E: Derilect gameplay
eIjKGWENiso
Inferno
August 23rd, 2009, 11:05 AM
Where the vid of us doing that 1v1.
:realsmug:
sdavis117
August 23rd, 2009, 11:20 AM
Or the 1v1v1 I was in?
:smug:
Inferno
August 23rd, 2009, 12:04 PM
You only need to get 2 kills to be pro.
:downs:
Pyong Kawaguchi
August 23rd, 2009, 12:58 PM
I never recorded that
:realsmug:
Inferno
August 23rd, 2009, 01:19 PM
I never recorded that
:realsmug:
So embarrassed of that game he deleted the film.
Shockz Fo Lyfe.
Pyong Kawaguchi
August 23rd, 2009, 01:53 PM
Never filmed in the first place:P
Inferno
August 23rd, 2009, 03:02 PM
Cause you suck massive black dicks. :v:
Who else wants to 1v1 me haha.
Pyong Kawaguchi
August 23rd, 2009, 03:27 PM
Why not >:U
Revord
August 27th, 2009, 11:26 AM
Awesome stuff! Thanks for the port!
Inferno
August 27th, 2009, 09:12 PM
Why thank you my good sir.
boogerlad
August 28th, 2009, 11:42 PM
campaign for unreal would be pretty cool. The maps in this engine look much sharper than the hce engine.
Rook
August 31st, 2009, 02:52 AM
Looks nice downloadddding.
Lateksi
August 31st, 2009, 02:01 PM
Nice job, the maps are really fun against bots too, even though they can't play the maps for shit.
UnevenElefant5
September 1st, 2009, 10:01 AM
This is really nice. Downloading.
TEMPTii
September 4th, 2009, 09:03 PM
Dude, it looks epic but how the hell does it work. .upk, .ut3, and .ini files o.o
E: My bad, didn't see the readme. Recommended to all my friends :D
2ndE: God I followed the installation instructions and it's not working :(
This is where everything is:
C:\Users\John\Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps
Is it supposed to create a .map file or replace bloodgulch and all that?
Inferno
September 4th, 2009, 11:16 PM
You put it in and run your game. If it's not working it's because you haven't updated UT3.
acecutter69
October 22nd, 2009, 02:39 AM
just a quick recomendaion, when doing translations between engines of things this big (like a whole map) its best to break things apart into very small pieces, part of the collision issues your having with these exports is because of huge poligons on the mesh. Secondly you should always check your map for issues like collision, texture stretching, gaps in meshes, and im sorry to day this but your maps all have one of those issues. A its k attitude will get canned like 30 employees at epic, including the project lead, that got fired after the release of ut3, why cause its an unfinished game...
Inferno
October 22nd, 2009, 04:53 PM
It was my first project in UT3.
My new work is much better than this.
acecutter69
October 22nd, 2009, 08:09 PM
was just some pointers ;) you could also toss some of those textures into either crazy bump or photoshop and use the nvidia plug in to generate some normals for added effect ;)
Inferno
October 22nd, 2009, 09:12 PM
They have normals >_>.
t3h m00kz
October 22nd, 2009, 10:18 PM
Halo didn't have normals... did it? They had bump maps iirc.
Inferno
October 22nd, 2009, 10:24 PM
Same thing?
t3h m00kz
October 22nd, 2009, 11:09 PM
Kind of, Normal maps are more complex.
A quick google brought this up:
Bumpmaps:
Single axis hieght information maps that the renderer can use to "shade"
the surface it is applied to. (1D Bump Maps). The hieght info is usually
stored as a grey scale 8 or 16 bits per pixel image file where the low
values (black) represent the low areas (valleys) and the high vlaues
(white) are used to represent the the high areas (peeks).
Normalmaps:
Three axis hieght information maps that the renderer can use to "shade"
the surface it is applied to. (3D Bump Maps). The X, Y, or Z axis specific
hieght info is usually stored as a 8 or 16 bits per pixel color image file
where the low values for the x axis (black) represent the low areas
(x-axis-dents) and the high vlaues (RED) are used to represent the
high areas (x-axis-protrusions). Green is used for the y axis in the
same way and blue for the z axis. Because normal maps contain
hieght information for all three axis (x, y, z) it is posible to discribe
a complete 360 degree curvature on all 3 axis in the shaded surface.
Inferno
October 22nd, 2009, 11:13 PM
Kind of, Normal maps are more complex.
A quick google brought this up:
Bumpmaps:
Single axis hieght information maps that the renderer can use to "shade"
the surface it is applied to. (1D Bump Maps). The hieght info is usually
stored as a grey scale 8 or 16 bits per pixel image file where the low
values (black) represent the low areas (valleys) and the high vlaues
(white) are used to represent the the high areas (peeks).
Normalmaps:
Three axis hieght information maps that the renderer can use to "shade"
the surface it is applied to. (3D Bump Maps). The X, Y, or Z axis specific
hieght info is usually stored as a 8 or 16 bits per pixel color image file
where the low values for the x axis (black) represent the low areas
(x-axis-dents) and the high vlaues (RED) are used to represent the
high areas (x-axis-protrusions). Green is used for the y axis in the
same way and blue for the z axis. Because normal maps contain
hieght information for all three axis (x, y, z) it is posible to discribe
a complete 360 degree curvature on all 3 axis in the shaded surface.
Halo 2 uses bump. Halo 1 uses normal.
acecutter69
October 23rd, 2009, 12:14 AM
either way our current weapons dont have neither, only the m6d I think...
t3h m00kz
October 23rd, 2009, 12:43 AM
Yeah, all that's there is the stock stuff that came with Halo. The bumps were actually from a friend of mine, they didn't come with the game :( There are "multipurpose" maps though, that do things like specular level and opacity that came with the stock textures.
Inferno
October 23rd, 2009, 04:16 PM
Yeah, all that's there is the stock stuff that came with Halo. The bumps were actually from a friend of mine, they didn't come with the game :( There are "multipurpose" maps though, that do things like specular level and opacity that came with the stock textures.
Multipurpose modulates cube-maps, specular and self illumination.
t3h m00kz
October 23rd, 2009, 10:08 PM
yeah something like that I'm not much of a shader person
Inferno
October 23rd, 2009, 10:46 PM
Wait...
Was I supposed to be doing something UT3 related today?
Ganon
October 23rd, 2009, 10:47 PM
Wait...
Was I supposed to be doing something UT3 related today?
1v1
Inferno
October 23rd, 2009, 10:51 PM
I challenge you to 1v1 on bloodgulch.
That's how a real pro does it.
edit-
http://screenshot.xfire.com/screenshot/natural/9a4cd47ea020e766f8fef06128c02acbccf5d898.png
Inferno
October 23rd, 2009, 11:24 PM
Fuck me anally.
I lost the uncooked BG.
edit-
Found it. It's always good to have backups.
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