Someday... the world will be mine!
...and then what? :/
Also, the latest UDK version isn't THE 'UDK release' per se, it's a showcase, a sample of our game in a standalone engine. The actual UDK release (as in the full reworked Planetstorm game in UDK could be tentatively dubbed Planetstorm 2.0 to avoid confusion) will not be for a while yet. :) And it will be different and better in a lot of ways. We're building on what we learned doing this mod and the UDK showcase as well.
The MSUC version and the showcase is deeply flawed with numerous concessions affecting gameplay due to time constraints and haphazard and harried planning. The original envisioned game is a bit different from the current UT3 mod/UDK showcase version. Now that we can finally relax and take our time, we will try to achieve the original game design (with some necessary hard thinking and changes of course) using what we have learned from our participation in the MSU contest.
The current UDK showcase released is free. With full offline, LAN, and online support.
The actual game itself won't be making an appearance for a while still (give or take another year) and will be radically different from the showcase version (which is in reality just a ported version of the UT3 mod). So don't worry about it just yet. It won't be free, but we'll try to keep it as affordable as possible as we are independent.
Rest assured most of the dev team also wants to see mechs stomping around in our maps and you may not believe it but a lot of effort has already gone into making this a reality for the actual Planetstorm game in UDK. Whether our prototypes and experiments succeed and make it to the final game still remains to be seen, but we are doing what we can. Again no promises, remember we are still a bunch of unpaid, mostly non-industry guys, we're not exactly EA. :P
The current UDK release is free, so you won't need to buy it. Our previous releases were also free, the only requirement was you to have UT3. Not to mention it was part of a contest, as much as we would have liked to take all our time into making it completely polished with all the planned features included (and there are a lot more planned than simply adding mechs), we had to prioritize or risk ending up with an unplayable game.
Several crucial differences actually. One - we do not have aliens. Two - we have vehicles and most importantly, space combat with capital ships and fighters.
As Sudazima said, Planetstorm has no exe. It's a mod, so you launch it by a special shortcut to the UT3.exe which you can create manually or let the installer do it for you (it places it in the desktop, not the mod folder).
Also ensure that your copy of UT3 is updated to the latest version. If you're on Vista run it as administrator.
Thanks. :) And yep we will.
No. Heh. Not what I meant. You can happily play Planetstorm with bots OFFLINE without ever needing to register for anything. I think you can also play LAN multiplayer with it too without ever going online, but I'm not sure.
BUT if you want to play it online against humans (as it should be played), you just need to create an account in gamespy then log in using that username and password before browsing for servers (as you would if you're just playing vanilla UT3). This would necessitate you to have the correct CDKey I believe (if your copy of UT3 is legit, you should have no problem with it), other than that, it's completely free.
It has problems though, gamespy tends to 'remember' the wrong keybinds resulting in you having to reset it each time you play. But that is kinda... well.. Epic's and Gamespy's fault. Not ours. It's minor though and only happens to a few people.
It's actually Sunday AND Saturday 7PM GMT. Depends on whenever is most convenient. It's actually around 2 AM for me too, but I'm there on at least one day (either Sunday or Saturday). :)
Saturdays and Sundays 7PM GMT onwards. :)
Yes. :) It may be a while yet. We have to port everything and start from scratch.
And ROFL. I think I love you back. Let's elope and get married.
Awesome stuff as well. :)
No, this is still a UT3 release. And it's our last release as a UT3 mod.
And yes, we will start moving to UDK shortly in January 2010 after a wee break. We're a bit burnt out from the massive effort for making this mod for this year, heh. :)
Erm sorry. This is a UT3 *mod*. Which means you need a legitimate copy of Unreal Tournament 3 and a profile ID in order to play it online.
It's like... what... five bucks nowadays?
In case you DO have a genuine copy of UT3 though, if you have ever played online with UT3 you'd know what profile to use. It's a gamespy ID, I believe, and is necessary for UT3 to be registered.
If you're still having problems, please head over to our forums so we can help.
Dude, play it first. Ironsights is virtually compulsory for aiming in Planetstorm (with a few exceptions, like the missile launcher sights for example which is understandably digital).
Please read the installation instructions in the readme:
It sounds like you installed the mods in the same folder as the UT3 main install (which would also explain why RenX would not work for you too). To correctly install TC mods, you must install it in a different location. Do NOT overwrite UT3 files.
If you encounter more problems please post in our Medivac forums and we'll try and help:
Make sure you installed it correctly. Please refer to the installation instructions in the readme:
Otherwise, please post your specs and the problems encountered in our forums and we'll try and help:
You wouldn't want to face its EMP missiles when flying a Sturm a kilometer and a half above the field either. It's a looong way down. ;S
P.S. Pro-tip. The Partisan MBT Coaxial Machine Gun fires tracers along with normal rounds (the flashy red round) in RC5. Still a WIP though, but it's useful for determining trajectories for ULA at least.
Also, details on our previous news item: Moddb.com
This comment has been posted in a private group.
Yeah, hehe. I was also quite curious about what the mod you were working on was. Thanks for the support btw. :)
Hmk. :) Point taken. Yes, it is a bit confusing. Compounded by the fact that almost nobody reads the readme nor the briefing screen. :/
Also, no, I wasn't refering to other games when I said your first space game and meant no offense, I meant your first Planetstorm Space game/map. As in, have you ever played the Planetstorm space maps before this? :P Also, I don't think we'd ever want to pander to the lowest common denominator. It usually spoils games (Spore for instance) horribly when you dumb down games just so players who ask 'whur d fire button?' incessantly can be happy. Also, sorry for the guy calling you a noob, heh. We devs avoid that and try to help, we can't control the other players though. :/
But yes, again the need for more tutorials is noted, so thanks :), just not as of yet, when we're still overhauling a lot of things (there has been major changes since RC5 already), We've been trying to make everything else a bit more intuitive through other means though (like perhaps more labels, more signs, etc.) and perhaps do an external tutorial file.
Eternal Silence has got the basics down because it has been in development for years now I think. We're still beginning so please don't review us just yet as a full game, heh. :)
Anyway, ya, the server is in the US. But lag really is because of your connection and the server's location perhaps. We only have one as of yet though. If you want, you can try and host a LAN game or your own local server and play with people in your area. UT3 servers won't lag you because of course you would pick the one in which you have the best ping.
Anyway thanks. The comments section becoming an impromptu forum notwithstanding LOL.
Erm... I'm Oblivion, not Jetfire. :d
1) Experience of course. They are actually all susceptible to all weapons, the only thing different is that demo charges do not stick to the core in the Huginn because of its position. Shotgun will damage cores because it's not exactly armored machinery, and the damage inflicted is comparable to the weapon used.
2) Yes. The way any subsequent captain piloting it somehow attaches wrongly is a bug we have yet to figure out (it attaches correctly the first time). But yes, you can kill the pilot.
3) In Kerrat it can be both. Once AIA succeeds in capturing the Huginn, ULA are expected to destroy it instead of repairing and moving it to the jump point. All this is mentioned in the pregame briefing screen. Also when you put your cursor over the Shield or Sword icon it will have descriptive text (like 'Capture Bridge', 'Destroy', 'Defend Core', etc.)
Again, don't expect to learn it all on the first run. I get the impression this was your first space game ever. :d Tutorials particularly are hard to make especially since we are still adding a lot more new features to the core gameplay (this is still a beta after all), so if we made one, we'd have to change it again every time we add something new (it's not an easy task codeside either). But we'll see what we can do.
All the other things you mentioned, radar, locking, sfx, are known and being fixed/added or on the fixlist.
Lag is clientside. It's your connection I'm afraid. We do have coders, they're just a bit swamped at the moment. It's not a question of not being able to, it's a question of not having the time to. Our mod (being MP and with bot support at that) is a bit more complex than the others, so we tend to focus on the more important stuff rather than fluff. But thanks. :)
P.S. This really should be in the forums. :P
Sorry for the late reply, but yeah, it's a different game, so it won't let you play our mod. :P Even if it does use the same engine.
Yes, we do need a tutorial methinks, especially for the space maps. But for the meantime, you can read the readme and practice offline against bots. You can't expect to know all the strategies in the game on the first run against experienced human players, they'll flatten you. Hehe :P
Nevertheless, we are aware of all the issues and are working hard to fix them.
1) Some cores can be damaged with demo charges, some you are better off shooting at (the Huginn core for instance), and yes it's designed to take a while. Nobody wants a capital ship destroyed because of a single shot to the core by a ninja boarder.
2) You can't capture enemy ships. The interface is too different in our background fiction between AISN and USN ships. You can however kill the captain and prevent reinforcements from entering their own bridge, effectively disabling it.
3) Attack objectives are labeled with swords, defend objectives with shields. This is mentioned in the readme and mirrors what is already in the ground map. If you don't know anything on first run, follow your teammates, humans especially. As working together means more survivability with the revive option. They will also give orders sometimes which can help you. And don't be afraid to ask questions.
Here you go. :)
No worries. We're still there every saturday. :) If you have friends with UT3 bring em! The more humans, the more interesting the games are. :D