UT40K: The Chosen Although 40K players and other Mod Teams may not have herd about us, we have in fact been going on, for quite a while. The fact that a ModDB page was never set up for us has only just been brought to light. We are a small but dedicated team, devoted to bringing the universe of Games Workshops Warhammer 40,000 to it's full glory, using the UT3 engine. While we have been toiling in the shadows, we have actually managed to release a Number of Public Betas over the last year and improve on them with each upgrade. We are devoted to remaining as close to the publish code rules as we possibly can, to the point where we have implemented both the JAM system, for the Terminator Assault Cannon, and a fully functional vehicle damage system, complete with Front, Side and Rear armour values and features all of the ways of disabling a vehicle (e.g. Crew Stunned, Weapon Destroyed, Immobilised and all the others) We have two mostly functional races available; The Imperium's...

Forum Thread
  Posts  
Status Report? (Games : Unreal Tournament 3 : Mods : UT40K: The Chosen : Forum : Public General : Status Report?) Locked
Thread Options
Sep 30 2009 Anchor

So is anything going on? Plans? Anything? Official stuff, not just spun on the spot...

Geodav
Geodav UT40k Team Leader
Oct 1 2009 Anchor

i'm still working on the turrets, updating the textures and playing with the code, if you can get hold of a copy of UT2004 you could try our old version to see how the coding was done on that (i always include the source code).
once i get a few of the turrets working then i'll moce on to more vehicles (SM + CSM) which is where you come in.
what we need first is to be able to set each team per faction, i expect this will involve a custom pawn/bot/PRI/GRI.
would it be posible for you to look into these

--

Oct 2 2009 Anchor

Ok, I'll see what I can do. Send me a dummy version of the model so that I have something to work with.

biggest_kid
biggest_kid Modeler, Texturer, Mapper
Oct 2 2009 Anchor

Yes id like to see some work done on custom vehicles ;)

--

Looking for a mod team? You're in luck. Check out our mod page.

Geodav
Geodav UT40k Team Leader
Oct 3 2009 Anchor

give me a day or two, to make you a custom package to test with

ok here's a quick package for you Gamefront.com unpack and copy into your \Documents\My Games\Unreal Tournament 3\UT40k\Unpublished\CustomChars folder

ok here's a quick package for you gamefront.com unpack and copy into your \Documents\My Games\Unreal Tournament 3\UT40k\Unpublished\CustomChars folder

--

--

biggest_kid
biggest_kid Modeler, Texturer, Mapper
Oct 5 2009 Anchor

Id like to see some working turrets as i need a few for my latest map lol

--

Looking for a mod team? You're in luck. Check out our mod page.

Geodav
Geodav UT40k Team Leader
Oct 6 2009 Anchor

i time my friend, i'm still working on the textures of the SM turrets and if i work out how to get them in via a mutator then i'll do a new build

--

biggest_kid
biggest_kid Modeler, Texturer, Mapper
Oct 7 2009 Anchor

So the mutator will just swith the old turrets with the new 40k ones? Thatd be good for my map, coz then i could just place all the old turrets, and then the mutator could switch them in for us.

--

Looking for a mod team? You're in luck. Check out our mod page.

Geodav
Geodav UT40k Team Leader
Oct 8 2009 Anchor

well you senile leader had a brain wave last night and the turrets are now in-game i just need to do some tweaking then add a few of the new weapon effects and i can do a new build :)

--

Oct 8 2009 Anchor

That's great news. I wanted to ask, have you thought about making the turrets part of the gametype instead of a mutator? This way it would replace them automatically. Better still, you could make them placeable in the editor. I've seen custom classes in UnrealEd for the physX tutorials and the Haunted mod.

Geodav
Geodav UT40k Team Leader
Oct 8 2009 Anchor

believe it or not the turrets are vehicles, so i can replace them with the vehicle mutator, this way we could have upto 5 different turrets but ftm we'll stick to 2or3 per race

--

biggest_kid
biggest_kid Modeler, Texturer, Mapper
Oct 9 2009 Anchor

Actually micapharoh just had a great idea. Right now our new gametypes are no different to the old ones, just with different names. If we could make it so that all the weapons and vehicles are replaced in the new gametypes, thatd eliminate the need for 100 mutators, and we could get rid of the old gametypes, making this more like a TC mod.

Also, im sure we could also do micapharoh's idea of having them placeable in the editor, thatd be kool too. Im sure this shouldnt be too hard.

--

Looking for a mod team? You're in luck. Check out our mod page.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.