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...
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May 6 2011 Anchor | ||
Hi there, I found your site almost by accident perusing the UDK forums, and was immediately intrigued. I could lie to you and say I have somany attempts to make similar objects on my own in the UDK, but I won't. You see, My laptop is of little use, the videocard is not compatible with UDK, so I am of little use to you in the content development of the game, But I believe I can help you in other ways: General Idea bouncing: Let me know what you want from me, or don't want. (btw when i say free i mean before you have agreed to accept me, not as in i expect to get payed. I'll do anything you want me to concerning this game out of the goodness of my heart.) |
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May 9 2011 Anchor | |
sorry missed this post as my graphics card bluw up at weekend so i'm back to my old 7600gs for a few weeks anyway on subject, everyone is welcome to join in the fun of making UT40k a great game, atm there is no plans for a campain as this would require a lot of coding that i can't do, "Close quarters combat" is a really big part of the warhammer 40,000 tabletop game (been playing it for nearly 20 years) the big problem is getting it to work well in a first person shooter game, it would take multiple keys and a hell of a lot of anims for each player, for the moment we'll try to keep it simple but i know the concern. while atm we have no plans for special characters/planets/plots i see no harm in doing a bit of prep but it may be a long time till it get used --
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May 10 2011 Anchor | ||
I don't know about that, my graphics card is not even compatible with UDK. I'll try and start learning coding, starting with Python and moving up to C and C++ later, but that will take time. (as for the animation, just have different skins with the same animation in First person, so you would only need to create as many as you would like, but assigning the keys will probably be the hardest part) Prep work for a campaign is always a good idea, I think, it lets the creator make believable characters, and you don't HAVE to make the campaign right away, I'll just bounce ideas around and see if you like them. I'll try and avoid using well known planets (like Armageddon and Macragge), as would I like to keep the number of copyright infringements down until you want to deal with them(if you want to, of course.) I want to contribute in any way I can, but this laptop is crap, so I'll have to help you in other ways. I'll get back to you later. Edited by: ChaosPersonified |
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May 25 2011 Anchor | ||
With the mele idea. Why not a one button mele system which randomly picks a mele strike (i.e upwards) and does say a 3 hit combo. Personaly id say that a space marine would have a max of 3 mele attacks, knife (weapon), punch, and stomp so why not just have different attacks for standing and crouching targets. Just an idea. |
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