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Comment History
Charybdis3
Charybdis3 - - 8 comments @ The Big day

Np. I had two questions I was wondering about though:

1. Will the mod have any online play?
2. How will the airplanes be controlled?

Thanks guys. I'll be keeping an eye on this mod.

Good karma+1 vote
Charybdis3
Charybdis3 - - 8 comments @ The Big day

Your directory structure looks correct, but just for kicks try making the Published capitalized. I guess there was another thing I forgot to mention - I had to make a custom .ini file for the map.

Make a file called DM-001.ini and put this in it:

[DM-001 UTUIDataProvider_MapInfo]
MapName=DM-001
FriendlyName=001
PreviewImageMarkup=<Images:UI_FrontEnd_Art.GameTypes.DeathMatch>
Description=None

One note however, it looks like DM-000.ut3 is the map that was intended to be used. Quote polyphobia on an epic forum post "the link loads dm-001 which is a dummymap not dm-000 which is newer and less buggy".

That was posted here: Forums.epicgames.com

So maybe try DM-000 instead anyway...

Good karma+1 vote
Charybdis3
Charybdis3 - - 8 comments @ The Big day

I don't think this release was really intended for public use, but one of the things you need to do is rename the CookedPC folder Published. Then assuming you've put the Airborn folder inside of the Unreal Tournament 3 folder, (next to UTGame) then you can run ut3 with -mod=..\Airborn and tell it to load DM-001.ut3. IIRC DM-000.ut3 is the little intro writing they had that showed controls, and Menu.ut3 is the Menu. Keep in mind that it is beta and I believe the only quest available is scaring away the seagulls. The art is really good though.

Good karma+1 vote
Charybdis3
Charybdis3 - - 8 comments @ The Big day

The directory structure shouldn't have been too much of a problem - all one needs to do is rename the CookedPC folder to Published and the maps will load. It's just that Unreal can't find maps in less they're in a folder called Published. (Or Unpublished if -useunpublished is being used). You guys are off to a good start though, the cinematics for meeting the old man and getting the first quest are very good. How do you plan on setting up the flight controls?

Later I'll load it up again and look at the map in the editor and give a more detailed review. Looks good so far though!

Oh, is this going to have online play?

Good karma+1 vote
Charybdis3
Charybdis3 - - 8 comments @ The Big day

Hey, I found this alpha release on fileplanet and checked it out. I'm sure the MSUC guys will figure it out, but you've messed up your directory structure a bit. (There was no Published folder). I was able to load your map and menu and check it out. The artwork is quite good in game, and I can see potential for gameplay.

You clearly have a large artwork team working on this - and it looks great! - but when it comes to the actual game and gameplay I can see there is much work to be done. You guys clearly need some more coders!

I'm wondering - is this a closed mod group, or are you looking around for extra coding help? I might be interested.

Good karma+1 vote
Charybdis3
Charybdis3 - - 8 comments @ Project Swing

I have thought about this a bit. Yes, it would be possible, however it would greatly change the game mechanics.

Some of the things I wanted for this mod was a less-cluttered HUD, and good control over the flow of the maps. Having a crosshair for the player to use to aim and choose grappling points wouldn't necessarily be bad, but it has a few potential problems that bug me.

First, it makes the controls more difficult. I've noticed the average joe has a low mouse sensitivity, and to do a 360 degree spin it would require the mouse to be dragged across the mousepad several times; this becomes quite annoying. On a laptop touchpad it's even worse. Maybe it is easy to control. Perhaps I am wrong.

Second, it gives the player more things to focus on. Timing in this game is very important, and it requires the player to keep their eyes on their energy, the edge of the map, multiple enemies, and of course hopefully they will be able to know where the swing points are without much thought. Being able to specifically choose a swing point may add more control, but set points makes it easier to focus on the 3 or 4 other players that are trying to kill you.

Third, it gives the map maker less control over their maps. For example on my Fly Is Die map I don't want people grappling to the floor or low on the wall, it makes it too easy to stay alive.

And Finally, implementing/coding this I think would be difficult to do well. I don't really like the way the current UT3 vehicle weapons work as far as view control over them, and adding something like that to a rolling vehicle could prove difficult. Notice how in ball mode the scavenger in UT3 doesn't have any weapons that use a cursor, it's because it would be a pain to code. If anyone has any ideas on how to do it well, throw 'em at me.

On second thought, this could be great. Maybe for the singleplayer portion of this mod. I'm just trying to find what's fun and make it! :)

Thanks for the thought,
Charybdis

CharLimitSucksRaiseIt!

Good karma+2 votes
Charybdis3
Charybdis3 - - 8 comments @ Henley

Awesome, quick turn-around time! Thanks!

Good karma+1 vote
Charybdis3
Charybdis3 - - 8 comments @ Henley

Hello! In your recent article about the Make Something Unreal Contest for Phase 3, I would like for you to add a link to the Project Swing Mod. I just created a ModDB page for it tonight, and MSUC Phase 3 would make a great first news article. Thanks!

Moddb.com

Good karma+1 vote