Project: White is an Unreal Tournament 3 Mod that focuses on team play. It is set in a star system on the verge of destruction, as its sun is caught up in the throes of a chain of supernovae. The colonies of this system have months till exodus, but which colonies will be included? It is an Unreal Tournament 3 Modification with the express purpose of trying to successfully build out the White universe. The focus of this project is to bring a couple new game types to the Unreal Franchise and at the same time network the team with the rest of the unreal community. Our project’s heart is in multiplayer interaction over the internet or LAN, but we are going to include some extensions of the AI to allow it to make playing alone more interesting.

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0 comments by bob_gneu on Oct 12th, 2010

As planned, on Oct. 1st Project: White was first compiled and since then the project has been expanding outwards. The Core team is back, save Jibbs, with the common goal of getting Project: White built on the UDK. We are hard at work developing a number of interesting things, so keep your eyes open. 

Moving to the UDK does put a certain level of work back on our plate, almost entirely in the realm of artwork needing to be done to compensate for the missing assets from the UDK packages. In light of this, we are looking to expand our team and get our development momentum back. Positions we have open currently include Level Designer, 3D Artist, Foley Artist, Concept Artist, Testers, Publicity Agent. If you are interested in helping out and don’t fit into these categories please do still reach out, we likely need your help.

  • Portfolio preferred 
  • Must have experience with Unreal Engine 3 (UDK, UT3, Etc.) or another game engine of similar quality
  • Experience with version control & team development processes 

The goal here is to get the game polished up and released on Steam with the UDK license to help fund another venture. This means money will eventually be involved, once we get the game fleshed out. For now all contributions are compensated solely with experience and expanding your portfolio. 

Please reach out to let us know that you are interested with information about yourself and what you would like to contribute via an email to contact@whitemod.com with the subject line Developer Application

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Project-White v.0.5 Alpha

Project-White v.0.5 Alpha

May 3, 2009 Full Version 5 comments

Release number three is here. Some eagle eyed users may notice a gap between our previous release and this one, that is because we decided to keep it...

Project: White v.0.3Beta Elizabeth

Project: White v.0.3Beta Elizabeth

Mar 8, 2009 Full Version 2 comments

Release number two, in the works and working. We have addressed many issues that came up in the previous iteration, but primarily this is a media release...

Diana v.0.2.0.0

Diana v.0.2.0.0

Feb 1, 2009 Full Version 2 comments

This is our first release, and as such please be harsh. There are still quite a few bugs, but we are staying true to our release plan and include three...

Post comment Comments  (50 - 60 of 72)
CloudAge
CloudAge Feb 11 2009, 8:54pm says:

This looks very interesting keep up the good work i will be following this mod!

+1 vote     reply to comment
AlCool
AlCool Feb 3 2009, 9:30pm says:

I liked your alpha. I'm not usually a big fan of third person but I liked the feel you put into it. My only big problem was how I could only shoot in bursts and all my bullets went left of my crosshair. Overall an interesting game built with some good ideas just waiting to be taken further. Worked surprisingly well over local online.

Hopefully new UT3 update coming will help this mod with its somewhat improved mod support :D.

+2 votes     reply to comment
wzl
wzl Feb 4 2009, 3:29am replied:

ah yes, thank you for noticing... :D
the aim in general is a tad off to the lower left as of now. im thinking of a way to fix it... simply translating the crosshair would work but would be kind of hackish :)
anyways, its adressed to be taken care of in the next iteration.

+1 vote     reply to comment
bob_gneu
bob_gneu Feb 4 2009, 1:56am replied:

=D

Thank you for your kind words. There is still a lot to do for this game, so being the first person to give us positive feedback from outside of our cirle of friends is very appreciated.

There are a few minor things that i will note quickly for you all that are trying out the game that aren't obvious.

Double clicking your forward key will send you into sprint mode. You may have seen this on some of Mike Whitfield's videos.

Cover is actually working, but it is hooked into the middle mouse button. We already know this is an awkward choice but addressing it for Diana was too much work.

Right click actually toggles firing modes for the weapons. The pistol is a bit odd, it's firing rate will need to be tweaked, but the AR is a great example, as it has automatic that actually plays well.

We have enlisted two new mappers, and certainly looking for more help if you are interested, who are going to be helping expand out our level assortment. This has been a major issue since nearly day one, where should the focus be, Push or Territorial. We settled on Push for this initial release for a few reasons, but rest assured that things will be expanding as time continues.

In the next release (end of the month) we are trying to push for the keys to be user-definable, but the rest of the primary weapons should be in game. I think the only weapons we arent going to implement yet are the six pack and a sniper rifle. Also, expect the camera to make a pretty significant change, as Whitfield is handing that code over to me for a major rewrite (beginning tomorrow if time permits).

All and all the release has been quite positive. Your thoughts are appreciated, good or bad, as long as they are constructive.

+1 vote     reply to comment
AlCool
AlCool Feb 5 2009, 9:53pm replied:

Hmm yes a bit confusing controls that I couldn't set myself XD. The new mod support will hopefully make the controls a lot easier to customize via UT3. I'm working towards some 3D modeling arts via The Art Institute atvm and have been an avid UT fan since the beginning. If you need any criticism both light or harsh I can give it.

Lol after reading other ppls posts. You won't believe how many ppl don't know how to install UT3 mods. Hope new mod support fixes that too.

+1 vote     reply to comment
wzl
wzl Feb 6 2009, 10:50am replied:

please give us all you got :)
the more you criticise, the better the final result will be.
i hope that encourages everyone to tell their thoughts.

+2 votes     reply to comment
bob_gneu
bob_gneu Feb 6 2009, 2:52pm replied:

Please also take advantage of the uservoice account. It is there for us to be able to keep track of the issues as they come and make sure our growing community's voice is heard. OpenID Approved.

+1 vote     reply to comment
bob_gneu
bob_gneu Feb 3 2009, 12:48pm replied:

Can you send us your logs from the initial problem you were having? i have my game installed on a different directory as well and have no errors thrown when i installed it. Where did you end up installing the game to?

+1 vote     reply to comment
Abyssio
Abyssio Feb 3 2009, 4:04am replied:

nvm, i copy the whole mod to the ut game folder, but then the game loads the normal ut3 game. I didnt see any new game modes. Sometimes it just crashes when i tried to run a warfare map...

+1 vote     reply to comment
Abyssio
Abyssio Feb 3 2009, 5:23am replied:

BAH, got the game running after a reinstall.

+1 vote     reply to comment
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Platform
Windows
Developer
Gneu
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Whitemod.com
Release Date
Released Feb 1, 2009
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Third Person Shooter
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