Jay22 posted a video of Brizz and raxxy’s prototype testing on the BU Phayder Labs server. Some familiar faces in this one :). (and it has a great ending…).
Jay22 posted a video of Brizz and raxxy’s prototype testing on the BU Phayder Labs server. Some familiar faces in this one :). (and it has a great ending…).
Sir Brizz and raxxy have lit a fire under the movement issues in the current UT pre-alpha. They have crafted a way to have a server push custom settings to Brizz’ movement prototyper if you join a custom server.
To test this out, download Brizz’ prototyper HERE. Be sure to update this after each build or check the forums to see if it’s broken on a new UT build.
Once you have the movement prototyper installed, you need to join servers that say “CUSTOM CONTENT” preferably BeyondUnreal’s Phayder Labs.
Make sure you voice your opinion on the new movement in the forums. UT movement needs to be this or something close.
Epic pushed into Saturday again to get a build out (feeling guilty). The Launcher actually died on me during the update and when I tried to resume, it would not complete. After an uninstall, I was able to get back up and running again.
In this build, more UI changes are evident especially in the area of the server browser. Honestly I wasn’t sure how to get the server list at first, but I finally figured out that you have to double-click on the grouped list of servers. Things aren’t very clear there between the Hubs window and server list the way it is now but I’m sure things will get better in time.
Cliffy’s game company BossKey, revealed some new concept art for Project BlueStreak on their Twitch stream today. There is still not a ton of info out there regarding what Project BlueStreak will actually be when it is released other than possibly an old-school FPS.
Whether it ends up being a first person shooter when it is finally released or something very different, it’s hard to say at this point. These renders below of “Rushmore Station” don’t look that FPSish to me but I certainly have high hopes for it with Cliffy involved.
Epic released the latest version of the Launcher today with a much more prominent UT page.
This is definitely a step forward layout-wise with separate tabs at the top for UT and Unreal Engine content. I’m still not a huge fan of the orange/white color scheme but oh well.
Today’s UT update revealed some exciting imagery! First up was a Keyshot render of KazeoHin’s Flak cannon by Chris Perna (below). Hopefully this will be representative of how the flak will look when it gets in game.
YemYam also revealed the in-engine render of the shock rifle which looks fantastic. To watch the the full UT project update, go to the Twitch channel HERE.
Some of the Epic crewed worked on the weekend to get a new build out a few hours ago. The biggest change on this release should be more stable net code.
I haven’t tested it online yet but offline there are not too many obvious changes to the game. Most of the changes are under the hood. See the left side menu for release notes.
I admit I’m keeping my eye on Toxikk since it unabashedly does not hide the fact that it takes much of its design concepts from UT.
I fired up the early access beta last night and I have to say that it’s a good attempt at a fun, UT-like game. In development by a small team at Reakktor studios over the last three years, the game is built on the UDK and uses many of the UT3 public assets that are available in the UDK.
They went for the highly cluttered environment look like UT3 but the characters are all fairly brightly lit with emissive materials so it is effectively similar to the brightskins mutators available in all UTs.
Movement-wise, it feels fairly fluid with a quite high double jump peak and a dodge and dodge-jump ala UT2004. The one caveat is that the dodge reset time is slow which is a little annoying coming from UT but I’m sure it was on purpose to tone down the movement a tad and give noobs a chance at getting a few kills.
I’m still learning the weapons and there is no visual ordering of weapons on the HUD so I don’t know the relative power of each of them yet. Overall, they have the basis for a pretty fun game that I’m sure will be tweaked by the final release.
Leave it up to Zaccubus to make the annoying secondary link more interesting. Currently my least favorite characteristic of UT4, the secondary link with the tractor beam effect is quite controversial.
Here Zaccubus details some link secondary strategies for both offense and defense.
This is amazing UE4 based student project. It is quite incredible when you look at all of the content.
Details:
“We are proud to show you our capstone student project “Trailed” that we produced this semester at NAD.
Trailed is a real-time narrative experience game slice set in an undetermined post-apocalyptic fully dynamic environment made in UE4.5.0. This 7 student’s capstone project was made in 14weeks with the goal of pushing our design, artistic and technical abilities to the limit.”
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