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  1. #76
    Joined
    Apr 2002
    Posts
    9,302

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4

    Quote Originally Posted by black-feather
    wow... i wanna be a professional too then Will fix the always come in second instead of first in the next release dna you an actor?? OMG how abt an autograph? come on, dun sting
    I wish I had saved that picture of me that J1m always puts up - I'd autographthat one for him

  2. #77
    Joined
    Jul 2004
    Posts
    71

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4

    well, here are some response to your comments guys And really thanks to Lenny and

    you guys for testing out Anomaly

    First i guess i'll answer the queries,if anyone is interested or bored, this may provide some

    entertainment :P

    Jerky,
    1. Unearthed was the first completed map i did for Anomaly, still at the learning stage and

    trying to add in all sorts of stuffs and everything, so its kinda heavy, though it still runs.. on

    some computers. I also don't really know what are the impt stuffs to look out for, juz

    wanna make a map with many shortcuts and stuffs, that my lead asked me to. Well, glad

    dna enjoyed it I guess hes the second player i played with on the net who can really

    play that map. At least those hard work are not wasted.. oh well

    2. Orientation of the player on the minimap was not possible when we first started... as we

    did not know how to do it, until Zerobit found that out later. But too many things needed to

    be done and we forgot abt it sorry.

    3.The weapons actually do quite abit of damage, the duals are the main weapons, and the

    single port weapons are the supporting weapons in case your main dual weapons has run

    out of ammo, thats how i classify them anyway You'll need to be extremely good to kill

    someone with full health using the single port weapons, but using the dual, in Lan play

    during our tests, the duals can kill a player within half a lap or so. During online gameplay,

    the rockets lag sometimes so it comes out a few seconds after you fire. It really takes out

    the fun and deadliness of the weapon and hopefully we can fix that. Also the choice of

    weapons that are effective for use differs slightly from map to map and from player to

    player. btw, the dual machineguns are really really powerful if you know how to use it. Kills

    faster and from a further range than the rockets

    4.We currently have no plans for pickups, as we wanted to concentrate more on racing,

    combat and strategy, rather then finding pickups on the track thing. Makes it more

    realistic too

    5.Weapons that drop behind are in the works. mines are in the plan, but wasn't

    completed. We'll definitely have some countermeasures for the front guy to protect himself.

    6.Off track enemies have been discussed before, but that will be for later when we have

    completed the main parts of the mod.

    7.More gameplay modes are also in the works, but we wanna complete the Bots first hehe

    after that, we can see what are the stuffs we can do more clearly and do planning and

    testing for different gametypes.

    8.Regarding controls, it does take some getting used to, but its still playable, Its juz the

    timing to release and slide and the timing to catch back the craft to make it go the

    direction you want.

    9.More vehicles and weapons in the works too! But will need some time

  3. #78
    Joined
    Jul 2004
    Posts
    71

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4

    Dna,
    10.dna, that was the idea of the game, to learn the map. We actually wanted to have a

    super complicated city with all kinda road networks. But don't think many people would

    want to do that. Unearthed was the map closest to the original idea that we had where you

    had to really know the tracks well. The subsequent maps were simpler, and outskirts was

    the latest map. Its kinda to let ppl get the hang of it i guess. Most ppl like Outskirts as it

    has the widest and easiest track. I guess its a progression kinda thing, and putting new

    players into Unearthed immediately would definitely put them off, except for a small

    minority

  4. #79
    Joined
    Jul 2004
    Posts
    71

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4

    Lenny
    11. The vehicle damage currently is very straight forward, basically just get hit and collect

    damages, slow down until you stop when your health runs out thats all. We'll look into the

    damage later in the development and see what we can do.

    12. I guess the speed thing needs getting used to too. But we still lose to wipeout f-zero

    and pod racer in the sense of speed.

    13. We'll try to work something out for the chat at the start screen thing. I feel weird using

    the console to chat too.

    14. The catch up feature is something new, but we'll have to leave it till further down the

    road to see how it goes.

    15. We can add alot more racers if we wanted to, but we cut to 8, cause having too many

    players would cause major lag. Its kinda unplayable on a normal connection, even with 8

    players. So its technical i guess.

    16. Turbo boost are like what dna has said, its to make it more strategic, though short

    controllable boost would be nice i guess.

    17. Sorry abt falling off the track. I need to work on my blocking volumes.. :P

    18. Not sure abt the pings stuffs. Gotta ask zerobit abt it.

  5. #80
    Joined
    Jul 2004
    Posts
    71

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4

    Snyper
    19. Glad you like Anomaly hehe, AlienSwarm is good! Damn... and I've never played

    F-Zero X be4. No money to buy Nintendo64 :P

    dna
    20. Sparks and stuffs coming later

    21. Sound bug fix would be coming soon

    22. Theres something wrong the the collision stuffs. Even if 2 pieces are snapped together

    perfectly, somehow the engine would still detect a collision and stop it totally.

    23. We'll look into the coins

    24. ... and turbo zones thingy too

    Jerky
    25. Regarding the interface stuffs, it would be redone at later date too

    Lenny
    26. ok, oval or figure 8 soon :P

    dna
    27. Yups, guess you noticed the prb with jumping for our mod. would fix that too

    yo guys, Zerobit has to handle all programming related issues, its alot of stuffs to handle

    so see you guys next year!! :P

    hehe

  6. #81
    Joined
    Jul 2001
    Location
    Toronto
    Posts
    9,837

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4

    Wow. Thanks for the response black-feather.

    If you want us to alpha/beta test changes/improvements, just let us know. I think a lot of us here see the potential for this game and it is a lot of fun (even at this early stage!).

    I'm really going to look into making some plain maps for this game. Someone else can skin it and make static meshes.
    Mobile Editor - PC Perspective
    Follow me on Twitter

  7. #82
    Joined
    Apr 2002
    Posts
    9,302

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4

    Yup, just let us know when you need us.
    And when you post the mapping requirements.




    hint




  8. #83
    Joined
    Mar 2003
    Location
    Central NJ
    Posts
    9,922

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4

    Fix The God D*mn 3th Thing!!!! :d


    Trust me, I do science

  9. #84
    Joined
    Jun 2001
    Location
    Southern Tier of NY
    Age
    45
    Posts
    20,663

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4

    Thanks for all the info, black-feather I look forward to playing your latest builds.

    I can't help but wonder ... when do you sleep? Your posts today are after 5am your time Even I'm not on the forums THAT early
    If you enjoy gaming click here to learn about the Fragging Frogs.





    [Proudly using only AMD desktop CPUs since 1996]
    My Rigs - My Upgrade History - My Games

  10. #85
    Joined
    Jul 2004
    Posts
    71

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4

    yo guys,
    some info on map over here if you guyz want. Will be making a base map so you guys can juz use it to make an Anomaly Track.

    http://forums.pcper.com/showthread.p...9&page=2&pp=15

    I just thought it would be more appropriate and related over at the Anomaly thread,

  11. #86
    Joined
    Jul 2004
    Posts
    71

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4

    you guys are really great man,
    hehe do tell when you are playing again!
    We're kinda low on players for Anomaly. Any Guys from marketing here? Got any suggestions how to create more publicity on this mod? other then pimping on all forums?

    come on guys!
    need to
    no one playing

  12. #87
    Joined
    Jul 2004
    Posts
    71

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4

    Yo dna, the base map for making Anomaly tracks is done. Its a kinda tutorial, with some explaination inside. I've got no server to host it at the moment so if you want, i mail it to you? around 250kb.

    Anyone who is interested can email me at raymond@reanimation-studios.com. I will reply you with the file.

    btw i do slp, when i got the feeling to hehe

  13. #88
    Joined
    Dec 2001
    Location
    Monument, Colorado
    Age
    52
    Posts
    2,519

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4

    maybe one of the first things to do would be server setup stuff, make it easier to get running, that way a server can be set-up rather quickly, get the use of webadmin worked in. There are several of us that run servers for the helluv it.

  14. #89
    Joined
    Apr 2002
    Posts
    9,302

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4

    Yeah, mail it to me. I got out the UT2K4 DVD last night to look at all themapping stuff. It's been a long time since I've opened up ANY map program, so I'm quite lost
    I'd start sending news to the UT news sites, like planetunreal, etc if you wanna get some pimping done for you. Make friends with those guys and you'll get a lot of mileage. I can usually generate about a gigs worth of bandwidth each time I post something to PlanetQuake, so... that's alot of visits/downloads. Well, for someone who's just starting out anyway

  15. #90
    Joined
    Apr 2002
    Posts
    9,302

    Re: WW 7/7/04 - Anomaly Racing mod for UT2K4

    So when IS the next game?

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