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UT2k3 or UT mod idea -Wipeout clone- (Forums : Ideas & Concepts : UT2k3 or UT mod idea -Wipeout clone-) Locked
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Jan 11 2004 Anchor

I've had this idea in my head for a while now, I just didn't know where to express myself. I haven't found ANY mods with a similar style, nor have I found anyone who was willing to make one. I can skin, do 2D stuff, draw(design), UVW map, and started modeling a little.

A wipeout clone, imo, wouldn't be too much work, but would be a lot of fun. If anyone is interested to make a team, maybe we can make this work, for original UT or UT2k3.

Maybe I'm just getting my hopes up...

ShortCutMan
ShortCutMan ♥ Pure ♥ Bred ♥ Geek ♥
Jan 11 2004 Anchor

Well, providing a more detailed look into the idea would help.

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Jan 11 2004 Anchor

ShortCutMan wrote: Well, providing a more detailed look into the idea would help.


Basically it's high speed futuristic racing with hovercrafts and/or other vehicles. You'd have turbo boosters and a gun, and probably other stuff. In my opinion, it would be less graphically demanding than other FPS mods out there for UT2k3 and would run on your average machine without a big framerate drop. Here are some screenshots of what wipeout and other similar games look like:

Gamespot.com
Gamespot.com
Gamespot.com

Something along those lines.

ambershee
ambershee Nimbusfish Rawks
Jan 11 2004 Anchor

I've been thinking of building an extremely fast paced racer project similar to those in the Wipeout series, but instead of the fast 'hovercraft' type vehicles using sort of tripod or quad shaped vehicles that would allow a 180 rotation and still move forwards.
With that sort of mobility coupled with the ability to climb walls and drive on the ceiling due to a magnetic capacity that needs to recharge over special pads during the race could potentially be a very interesting racing game that requires incredibly fast reactions and skill to deal with.
I've had the project drawn up in my head for some time, and I know precisely how it should have panned out, however, I simply don't have the coding expertise to deal with such a complicated project :(.
It's a shame, but still, it's nice to know that if I ever managed to find the time to start dealing with it, that there would have been some interest.

Jan 11 2004 Anchor

wipeout was a very good game, and 2097/xl/64 was even better:) but remember there is no wipeout without that brilliant music that was there;) i am looking forward to this mod:D

Jan 11 2004 Anchor

Yeah, wipeout music is great. I even thought of asking some artists (the ones that do free music) to do such a thing. I will be looking around for coders who might be interested. Ambershee, I like your idea too, maybe a bit too complicated with the ceiling stuff though.

I know a couple of coders, but they're all busy. I'm busy with a mod too, but I think I could take on two.

ambershee
ambershee Nimbusfish Rawks
Jan 11 2004 Anchor

Well, I'm very interested in such a project. If you ever want to get it off into the air, then I suggest that the very first thing you do is find a coder. Once a coder is found, give me a shout and we can discuss things from there :) I'd suggest working with a well documented engine - so the original UT is better, although I always did enjoy working with Q3A :D
After you've found your coder things should be able to fall into place fairly quickly. Still, best of luck

AmberZ

Jan 11 2004 Anchor

I've never worked with Q3 engine, I'm more of a UT/2k3 kind of guy. :P Like I said, I know a couple of good coders, but none that are free... And I don't know where to start looking. Check on your side too. :)

Jan 11 2004 Anchor

its hard to find a coder these days so good that youre one:) i can help - i can model a few hover-thingies wipeout like but i have no experience in making vehicles (only weapons:P)

UT2k3 would be way better because of the physics

EDIT: ah sorry i have misunderstood your post (youre not a coder?)

- Edited By BartNowciu On Sun 11th, Jan 2004 @ 9:04:49pm

ambershee
ambershee Nimbusfish Rawks
Jan 11 2004 Anchor

I am myself, but I doubt I could deal with that sort of thing, especially with my lack of time as it is. If we do get a coder, we'll give you a shout for modelling opportunities :)

Jan 11 2004 Anchor

Oh well. I'm not looking big at this, it's just an idea. I posted at beyondunreal and 3dbuzz and another forum, maybe someone will be interested. It's not a huge project like Frag Ops or Stike Force where it takes a lot of complicated models and realistic skins imo, so people working on other mods could do freelance work too.

ambershee
ambershee Nimbusfish Rawks
Jan 11 2004 Anchor

Yeah, thats true. The biggest baddest aspects are the initial code, and the mapping :)

Jan 11 2004 Anchor

no, mapping is easy, you just need to code the entities:)

ambershee
ambershee Nimbusfish Rawks
Jan 11 2004 Anchor

entities - it's not as if you'd need very many complex entities. a basic version wouldn't need any at all - just a drive and go. You can add complexity later with a weapons pick-up system then (if my version) a clamp power recharge pickup and so on :)
I suppose mapping wouldn't be too hard although I'd like to see weird and wonderful colored maps with loop-de-loops and 360 smooth tunnels with loads of obstacles, as well as a heck of a lot of vertical racing and drivin on weird angled tracks :)
with the magent option you can really try to disorientate someone :)

Jan 11 2004 Anchor

i have not thought of it... wipeout hadn't too complicated maps:P

well im testing now my futurey vehicle modeling skills in milkshape3d:D

Jan 11 2004 Anchor

You could always create the maps in 3dsmax and export in UED or whatever engine you're using... Ambershee, what do you code in?

Jan 11 2004 Anchor

Here's a reply I got:

As a former mapper of Unrealspeed:

First of, i don't want to get all negative on the idea or tune in your entusiasm, but i think you might run into at least one problem.

Wipeout is really really fast paste, right ?
Well with Unrealspeed we found the unreal engine really has problems with high speeds and collision. So that might become a problem.
For instance we were really carefull at increasing the speed while driving, there where some complaints about not really having the "feel" for speed. But we just couldn't up the speed of the cars too much. The problem is that this IS a fps engine, not a racing one. And you will probably run into a few problems because of it. Main problem is collision. It can happen that the collision calculation of a car crashing into something isn't fast enough. It happened that when the cars drove too fast and they would crash into a lamp post for instance you would get stuck into it. This is because the engine is too slow with it's collsiion calculation. So you crash into something, the engine "thinks" hey, this is solid you should stop ! But by the time the engine "realize" that it should stop you you are well inside the object and the engine stops you so you will be stuck. That's just an example of a problem you will probably get into. This example was mainly with collison hulls, whether made in a 3d app. or UED. We didn't really get into problems with terrain.

Again not to dissapoint you or something, but it's better you know beforehand of something that could become a problem than late in development.
Now i don't know if it's possible to recode the collision routene or that it's hard coded. But you might still be able to get around it without recoding or recode around it.

ShortCutMan
ShortCutMan ♥ Pure ♥ Bred ♥ Geek ♥
Jan 11 2004 Anchor

Yes, that would be a problem. Although, you could 'move' the map with the player. Not to sure about moving the map, although it would create a better feel for speed, but it would be extremely hard to do. On second thoughts forget what I said. :paranoid:

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Jan 11 2004 Anchor

Ah... So there go my hopes. Maybe with UT2k4 that'll change though...

Jan 12 2004 Anchor

Sorry for double post, but there *is* hope:

Sv1.3dbuzz.com

a_llama
a_llama Teh moddb llama
Jan 12 2004 Anchor

I hope this gets released some day :D

Oh and use edit instead of posting twice.

Jan 12 2004 Anchor

Yeah I know, but that way it won't get bumped. ;)

Jan 12 2004 Anchor

well i think i can help with modeling if you only want to do this:)

wipeout (hovercraft racing) is a bit different from unrealspeed (car racing), and the collisions don't need to be so realistic;) i just think that a wipeout 'clone' is makeable on ut2k3 (just look at the hoverbike from conquest marines)

- Edited By BartNowciu On Mon 12th, Jan 2004 @ 5:50:33pm

ambershee
ambershee Nimbusfish Rawks
Jan 12 2004 Anchor

I code in anything that comes to me :)
The best way around the problem is to make the maps longer and thinner than they should be as well as making the models themselves much smaller. If you reduce the scale to roughly 10% of the size of an original player and alter the FoV suitably you could create the illusion of speed. I know this could work with Q3A - but i'm not sure how well Ut handles that sort of thing, and from what I know he may well be correct that it wouldn't work so well. If we use the tripod theory we can seriously reduce the realism of the collisions entirely :)

Jan 12 2004 Anchor

i still think that it is "MAKEABLE" on ut2k3:)

anybody remembers rollcage? it had the feeling of the speed just because of the fov:)

EDIT: i have completed my "testing skills" model, i will post it as soon as i will skin it :D

- Edited By BartNowciu On Mon 12th, Jan 2004 @ 6:59:56pm

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