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Jump Mode in Urban Terror 5!

posted Wednesday, 10 June 2020 by FS Barbatos
I can't believe it's been 5 years since my last blog post!

Reading my past posts and watching the associated videos really made me realize how much we have achieved in the past few years. Urban Terror 5 is starting to look and feel better than we could have hoped back in 2014 when we scrapped the Urban Terror HD project, switched to Unreal Engine 4 and started everything from scratch.

This year we kickstarted the Private Alpha of Urban Terror 5. The feedback from testers has been overly positive so far, especially regarding movement mechanisms as well as gameplay, which are in my opinion at the core of what truly makes UrT a unique and enjoyable game. Of course, there is still a long road ahead, and testers keep us busy with a lot of bug reports and suggestions. However, opening up the game to a bunch of players outside of the development team after more than 4 years of backstage development, and getting some useful primarily feedback had a net positive effect on the overall mood and motivation of the dev team.

The COVID-19 global pandemic has given me the rare opportunity to work almost full time on Urban Terror 5 for over a month, which was a really nice, new and enjoyable experience for me. I would definitely like to work more on the game, but it is quite challenging when having a full time job and IRL occupations. I have some leads I'd like to explore to spend more time on developing the game while keeping a part-time job, but this will be for another blog post. :)

I've worked on various areas of the game in the last two months, from the usual bug fixing to more interesting stuff like implementing an in-game console, voting system, match mode features as well as... the Jump Mode!

Jumping has always had a special place in my heart, being of the things that made me stick to Urban Terror when I discovered the game back in 2008. Jump Mode also happens to be the first major feature I implemented in UrT HD in 2011 when I joined the development team. It was then ported to UrT 4.2 in its sixth release.

So here we are, Jump Mode has made its way into Urban Terror 5!

The primary focus was to port the features from UrT 4.x, such as position saving and loading, teleporting to other players, ghost players, custom stamina regeneration settings, speedometer, jump timers, etc. I also added a new feature allowing jumpers to race against their own best time (you can see such thing in the TrackMania racing game for example!).

Now that this is done, the next step will be to look into adding some other cool new features to improve this game mode. I can't say for sure that those will ever make it into the game, but I'm looking into implementing checkpoints for timed jump runs, as well as objects to collect or shoot at while jumping to get more points. I'd also like to make it possible to race against a map's best ever time.

If you have other ideas of new features to implement for this game mode, please do not hesitate to share them on the official UrT Discord or on the forums!

Here is a little video of the Jump Mode in action, on a new jump map for Urban Terror 5 called SkyLines, by JohnnyEnglish. I'm also doing some jumping on the map Uranus, which we ported from urt4 over to Urban Terror 5.

As a bonus, I recently implemented corner clipping (also called corner cutting) in Urban Terror 5. Jumpers know how cool this quake3 bug-which-became-a-feature is, so I'm glad we could port it to urt5. Alpha testers are loving it! If you don't know what corner clipping is, it allows players to pass through wall corners or thin objects without losing velocity (when done properly), instead of sliding along the wall and losing all speed. It makes for a faster gameplay when mastered! You can see some examples of corner clipping on Turnpike at the end of the video.

Please don't hesitate to let me know whether you liked this blog post or not!
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