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Author: MauL (page 17 of 52)

DM-WarHouse by FreEp

FreEp has laid down the gauntlet for the greatest “giant room” map for UT ever! DM-WarHouse is an impressive remake of an actual room with a ton of custom meshes and materials. Can’t wait to fly the deemer around while hidden in the cupboard :). Follow the development HERE.
 

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UT Project Update: New Build, Zaccubus and Community Maps

In this week’s UT project update, Steve Polge discusses several exciting changes to the upcoming build. Highlights include weapon adjustments to long distance flak shards, the dreaded shock combo radius, and rocket splash damage.

In addition, there will be HUB updates to mapvote and improvements to aid in delivering custom content. Also, as Steve previously mentioned, there will be adjustments to slide that will return it to levels closer to the previous build.

The biggest news of the week was Epic announcing that they have hired Zaccubus as a contractor. Congrats to Zacc!

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@Zaccubus: UT Gameplay Breakdown: trinatek POV

Brave soul Trinatek offered up his gameplay to be analyzed by none other than Zaccubus. It’s a brutal, no-holds-barred analysis and I have to say I learned a lot. Thanks Trinatek (and Zaccubus of course)!
 

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UT Project Update: New Build info, Weapon Update and Q&A

On this week’s UT project update, the team discussed the potential of a new build coming next week. Challenges with weapon model changes could potentially cause that to slip.

Pete Hayes (YemYam) gave an update on weapon FOV scaling, showing examples of first person weapon views at different FOV settings. Great to see that the team figured out how to keep the weapons looking very close to the same across the FOV range. Pete also mentioned that he is going to try hard to get a first cut of the new rocket launcher into the next build. Fingers crossed on that!

Always entertaining, the team answered community questions with the high point for many being the status on the slide functionality in the game. Steve Polge mentioned that slide in the next build will be returned to something more similar to the previous build which many people liked.

View the Twitch stream HERE.

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Hub Issues

Apologies to all that were on the Hub yesterday when it went down. Issues with trying to set up a separate dedicated instance were the culprit. The main Hub process went down with about 15 players on today.

Going to set aside the dedicated instance concept for a while since there seems to be port crosstalk issues.

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Link Gun Update

YemYam has posted another juicy weapon update, this time to the link gun. The details are really starting to look fantastic!

UT4_Link_Hi_Wip_2

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First Rocket Launcher WIP Images

YemYam released the first images today of his work-in-progress on Gooba’s Rocket Launcher concept. This is considered at the 40% complete stage and it already looks like a total beast!

There is a good chance that a prototype of this will be in the next build – can’t wait!

UT4_Rocket_Hi_Wip2

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Major UT4 Movement Changes Coming Next Week?

Sir Brizz posted on the UT Forum that he tried the latest build and indicates that there are significant changes to the movement coming in the next build.

Steve Polge’s Github comments state the following:

“Movement tweaks: New separate brakingfriction, so can increase movement friction, so running direction changes are crisper. Increased sprint delay, and also increased sprint acceleration. Movement speed is now immediately limited to normal ground speed if strafe while sprinting, but also get full normal acceleration. Tweaked a bunch of floor slide properties.”

The post by Brizz comes just a little over a day after he admitted in a forum post that essentially he was so bummed about the movement that had massively lost interest in the game.

Hopefully Epic can get this dialed in and unite the UT community and get everyone excited about playing UT4!

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UT Project Update: Movement Updates, CTF-Pistola

The UT project update for this week indicated a Q&A session with the community but for those of us who are watching the recorded broadcast, the Q&A session didn’t seem to make the cut. There is also a 1:44 remnant on the Twitch past broadcast list that doesn’t seem to function.

That said, what was presented contained several interesting tidbits regarding the next release. Chief among these were movement changes with changes to slide and wall slide as standouts. Steve mentioned a bug fix that “could” get people that have been affected the most by the aiming/netcode issues, back in the game. It looks like game has been one frame off with regards to calculating where a hit takes place. Will be interesting to see how this affects mouse movement feel.

Also of huge interest to HUB operators :), was the one second blurt out by Steve that there will be some sort of HUB-based mapvote in the next build. Good to see that Epic is listening to us!

Watch the Twitch stream HERE.

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Unreal Engine 4.8 Released!

Unreal Engine 4.8 was released today, and as usual, there is a massive amount of new and mind blowing additions. One thing that should find its way into the next UT build is the replay system with DVR-like functionality.

Outdoor scenes will take another leap with the new grass functionality.  From the release notes:  “The new grass system dynamically renders instanced grass and other ground clutter meshes on the landscape around the player”.  Awesome!

Go HERE for the full release notes.

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