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I made Turnpike back in the day, interested in converting to UE4

#61 User is offline   killspree Icon

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Posted 15 October 2015 - 02:48 PM

Frankie can you do a short video about the stuff we have in urt and how to translate that to unreal 4 Talking about about doors lifts spawn doors a floor that are no drop weapons movable objects, jump pads anything we might need for mapping that we already can do.

Maybe show off nevada a bit?

Greetings,

This post has been edited by killspree: 15 October 2015 - 03:42 PM


#62 User is offline   Zenity Icon

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Posted 15 October 2015 - 04:19 PM

View Postkillspree, on 15 October 2015 - 02:48 PM, said:

Frankie can you do a short video about the stuff we have in urt and how to translate that to unreal 4 Talking about about doors lifts spawn doors a floor that are no drop weapons movable objects, jump pads anything we might need for mapping that we already can do.

Maybe show off nevada a bit?

Greetings,


Most of them are very common actions which are easy to do with Blueprints and you should find quite a bit of documentation on this (e.g. https://wiki.unreale...t_Lift_Tutorial[1]). There should also be useful items on the marketplace for more complex movable items. Jump pads don't really belong in UrT to be honest (that was a leftover from Q3 I think), so if you need those it's probably fine if you invent your own thing.

As for doors and spawn doors: My recommendation would be to hold out on those for now. If we support doors then it will probably be in a specific manner to support consistent behaviour (i.e. kicking doors down for faster gameplay?!), but more often than not it's much better for the flow of a map to simply not use doors and instead lock them open or even only use open door frames. This is both better for game flow since you don't get stuck on slow doors, but also for intuitivity since you don't have to wonder which doors open and which don't.

Spawn doors are similar, if you really need them just leave a placeholder for now until we implement them. My personal feeling on those is though that they don't make for good game flow. Very few of the most popular CTF maps (especially competitive maps) seem to be using spawn doors, so it clearly isn't necessary to make a map work. If you are designing a map from scratch, I'd try to design it so that spawn doors aren't necessary (if you are targeting CTF that is).


[1] Though I'm not sure if matinee is the best approach for multiplayer purposes, I'll have to investigate that. For now it should work though and you can always replace it later if necessary. If you want to be 100% safe, write some custom Blueprint moving actors by adjusting their velocity rather than position directly. That makes things a bit more tricky of course. If necessary we'll certainly provide a pack of common movers at some point, but I'd be very surprised if this hasn't been done already.


#64 User is offline   killspree Icon

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Posted 15 October 2015 - 08:47 PM

Hi zenity,

Interesting I will make that lift for now thanks, and blandekiller yes that sort of things I mean just an idea but can that be done using level streaming or is this more for a area that is closed off by a door and is loaded when you enter it?

Can it be done by blueprints? for example have certain meshes that are connected to a node that let's it spawn only in ctf or ts game mode?

Is this even possible or does this involve a lot of coding?
About that lift can it be done using animations and blueprint it like the matinee lift?

Greetings,

This post has been edited by killspree: 15 October 2015 - 09:01 PM



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#66 User is offline   Zenity Icon

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Posted 16 October 2015 - 05:35 AM

Yes absolutely, the "func walls" (let's call them funky walls) can be done with Blueprints, all you need is a method to query the current gamemode. That should already exist, and if not we can easily add support for it. For now you could just fake it by setting your own "gametype" variable in the level Blueprint and then later you set this based on the actual gametype that is loaded.

You can make any item appear or disappear, though something that should be considered is that lightmaps can only be generated for static meshes. In general dynamic map items are not as optimised as static map items, so this should be used with some care.

Ultimately, nothing beats a map that is strictly designed for one gamemode, and occasionally adding a map file variant can be worth it. The way I see the gamemodes play out in my mind so far though, I am hopeful that very little variation will be required to begin with. The main reason for funky walls really is Team Survivor and how poorly it performs on any map larger than Harry's cupboard. If we fix that, and I believe we will, then we'll have a lot more options.

#67 User is offline   killspree Icon

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Posted 16 October 2015 - 01:46 PM

Sounds great If i find a way to do something that has not already been figured out by fs i will share it most things are already easy to do like teleporter in bp.

That variable should it be a boolean for the gametypes?

Frankiev love to see the casa map!

Greetings,

This post has been edited by killspree: 16 October 2015 - 02:17 PM


#68 User is offline   Dark-knight Icon

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Posted 28 October 2015 - 05:31 AM

View Postkillspree, on 07 October 2015 - 11:37 AM, said:

it's going to limit the possibilities for lower spec systems to keep up.

I know your statement has already been talked about and resolved, but seeing you say that made me very angry.
This is 2015, not 1999. I have no plans on playing a game that looks like garbage because people wanted it to run on dated hardware. I understand that UE4 runs differently than the Quake Engine, but my following points still stand.

This happens all the time with console games (don't get me wrong I love console games) when the developers decide to port it from console or scale it down for the console, it always looks and runs like crap on the PC. Why should the Devs have to tweak the game so it can run on dated hardware because someone doesn't want to upgrade?

I'm not trying to be disrespectful to anyone, but I think modern tech should be a requirement for UrTHD. People who have low spec computers will just have to upgrade if they want to play it, and IMO all the 'low' settings should be deleted from the game. I'm tired of seeing teammates running around shooting at the ground, walking into walls, or staring at the sky because their computer can't handle the game or framerate.

Why set the standard so low? If you raise the bar to play the game, you will have more people who are interested in playing it. Unfortunately, gamers this day-and-age care more about graphics than gameplay, but that is just the reality we live in now.
I apologize if I have offended anybody.

View PostbeautifulNihilist, on 09 September 2015 - 08:50 PM, said:

there are no flaws in Urban Terror, only features.

#69 User is offline   killspree Icon

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Posted 28 October 2015 - 12:13 PM

I am not talking about dated hardware or a standard I was talking about the minimal recommended hardware for unreal 4 editor and if the game will still be playable on it.

Because frankie has done a map where he has different version one with his max tris count 90 million, my system can not reach that kind of count so I was just curious how the engine performes on a minimal recommended system by epic games not fs.

A max tris count of 500000 is more realistic than 90 million simply because if you can not make a map look awesome in unreal 4 using 500.000 tris you should be making any maps for any games.
Your not the slightest mad at fs for making a game in 1999 for witch you need hardware from 2009 at least a decent quadcore ddr3 ram at high speeds and a decent gpu to be able to play on all servers at 125fps?

Greetings,

This post has been edited by killspree: 28 October 2015 - 12:32 PM


#70 User is offline   Dark-knight Icon

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Posted 29 October 2015 - 04:57 AM

View Postkillspree, on 28 October 2015 - 12:13 PM, said:

I am not talking about dated hardware or a standard I was talking about the minimal recommended hardware for unreal 4 editor and if the game will still be playable on it.

Because frankie has done a map where he has different version one with his max tris count 90 million, my system can not reach that kind of count so I was just curious how the engine performes on a minimal recommended system by epic games not fs.

A max tris count of 500000 is more realistic than 90 million simply because if you can not make a map look awesome in unreal 4 using 500.000 tris you should be making any maps for any games.
Your not the slightest mad at fs for making a game in 1999 for witch you need hardware from 2009 at least a decent quadcore ddr3 ram at high speeds and a decent gpu to be able to play on all servers at 125fps?

Greetings,

Ah I see, yes you do have a point. I believe that UrTHD should be able to work with Unreal 4's minimum recommended hardware effectively.

View PostbeautifulNihilist, on 09 September 2015 - 08:50 PM, said:

there are no flaws in Urban Terror, only features.

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