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Looking to have mod tested[PS3]

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Jones View Drop Down
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Post Options Post Options   Quote Jones Quote  Post ReplyReply Direct Link To This Post Topic: Looking to have mod tested[PS3]
    Posted: 11 Feb 2011 at 5:35pm
No problem and thanks. I posted it here, on epics forum, and unreal-versus.viviti. Side note The idea was to make the game a bit more ..."tactical?" not as in tom clancy rainbow 6 or anything. More like final fantasy tactics, if that even makes sense. At the time I was playing a lot of socom: us navy seals and thinking about all the things i'd fix or change really got me into thinking in terms of deep gameplay mechanics. I've been on a gameplay mechanics kick ever since then. 
At the shallow end everything turns into paper rock scissors I.E there is no "right" or "best" tactic only the appropriate tactic given the circumstances. Things gets more complicated as it goes down and from my design prospective the idea is to stop before it becomes convoluted.(haveing to consider to many rules at any given moment = convoluted)
Put simply my job was to identify all the ways a player would attempt to approach the game and create the rules that govern those circumstances/approaches.
 
Example:
[Rock]
I feel the best "tactic" is to stay mobile and constantly jump around with a rocket launcher
[Paper]
You use a weapon with a wide spray(minigun) and any damage I take (while airborne) knocks me on the ground. Any damage I take while running slows down my movement. 
[Scissors]
I use a high damage instant hit weapon(shock rifle) and knock you down on each hit before I'm killed by your high rate of fire.
 
I quess you can say I added "status effects" to govern situations were a person needs tobe punished for choosing a bad tactic or simply failing in the execution of their chosen tactic. ...but not punished by death.
 
The point is don't expect it to play too much like UT. You can approach it in that mannor but given the rules it might throw you off a bit at first.
------------------------------------------------------------------------------------------
 
 
That aside if the game freezes up at some point please post the circumstances. Thanks!
Jamie
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Post Options Post Options   Quote WOPR-1 Quote  Post ReplyReply Direct Link To This Post Posted: 09 Feb 2011 at 11:14pm
This sounds interesting...I'm going to install this shortly and see what this is.  Thx for posting this here.
None of you seem to understand...I'm not locked in here with you, YOU'RE locked in here with ME!!--Rorschach
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Post Options Post Options   Quote Jones Quote  Post ReplyReply Direct Link To This Post Posted: 04 Feb 2011 at 7:31pm
Download link http://db.tt/A6WAqaL
Difficulty suggestion: Below adept is too easy above masterful too hard.
 
Hello I'm looking for some hands to try and catch rouge bugs i've noticed in my code. I'm working on a proper game with a team I cobbled together at school but in my spare time I've been porting over a game I worked way back in UE1. I'm specificly targeting PS3 in the port because of the pad. I'd like to try a different approtch to inputs using the game pads' analog sticks. With that said I haven't started on the input changes yet, I'm just doing the port for now while also sorting out any bugs that pop up from said port.
Bug history
Bug1: Game seize/freeze up when bots enter elevator lifts under certain unknown circumstances.
Bug1 fix: Cease processing code when base.isA('DynamicSMActor')
Bug2:(current state) Game seize/freeze up after a map is played for an excess amount of time
Bug2 fix: None
 
Note: I've only noted the bug reappear on CMBP-Mist(After Dieing in water) and CMBP-Industrial(shortly after capturing center node) but I'm sure it happened on other maps as well.
 
 
Project Background: Copy of email originally sent to UT3MOD.com
----start of email----
"I started working with Unreal back on unreal tournament 1. (I've been going for a while now) I start with two old games called agent x and dark magic for UT99. Both mod makers gave up on there projects. In the case of agent x his "dying move" was to give away his source code and models with instructions on how to compile it all. Which is were i started. Shortly there after a small group of inexperienced people started working on the dead MOD dark magic also for UT99. Between those two projects i got a good bit of experience and started out on my own, but I've never really been a PC guy.
 
I worked on an unreleased game/mod I simply called "Themod". I also call it "tactical porn" at times as a point of direction. Basically it was a game play rule set that took my principles concerning game design and "put my money were my mouth is". After charting out a rule set design I sat down and implemented the features one at a time completing about %70-%80.(I saved the harder ones for last)
 
When UT3 came out the plan was to port my code over from UT99 and make it one of the first mods for PS3. Being I'm no PC gamer I didn't have a rig that could play the game until ...mmmm about 4 weeks ago. Last spring(fall) I cobbled together a group of software engineers, graphic/industrial design, etc. students from my university to work on a game. After choosing Unreal engine 3 I bought a bare bones PC rig for $160ish and decided to port some of my old code over as an example of how to program in unreal script.
 
And that's the story guys. I've attached about %5-%10 of ported old UT99 work I've done in UT3 over the course of 3-5 days with a little extra tagged on to appease my group who didn't care for making "another FPS". I wanted to do it big and port the entire thing, releasing it a couple months  after UT3 PS3 hit. But thems' the breaks, %5 of %80 is better then %0. I think it would've made a splash!
 
I wouldn't try using it with any mods other then maps. I haven't really tested it for anything but obvious bugs. Although I wouldn't mind some feed back on any bugs you might find.
 
 
 
 
 
You guys do great work with helping the PS3 UT3 community so here you go. An exclusive!
 
Jamie
(See attachment or download from drop box http://db.tt/A6WAqaL)"
------End of email-------
 
 
 
Thanks for any help you can provide
Jamie
 
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