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RayBob
25-06-04, 07:48
I bought this game months ago but only installed it tonight. Holy shit it's fun! :D

Ormy
25-06-04, 17:55
Personally I thought it was pretty much identical to UT2k3, except onslaught which OWNED.....untill got boring a month or two later. Imported the music score into my playlist though.

Codrum
25-06-04, 18:30
Played onslaught on the demo for a few weeks before retail came out, but by then I was bored with it :rolleyes: .
It is a fun game, but too similar to 2003, and I get better frame rates on 2003 ;)

alig
25-06-04, 18:35
Had ut2004 since day of release, played it, won it, fucked it.

Though i have recently started downloading mods for it (my ut folder is 8.9gb now) like RO/Frag Ops/SAS/Neo-tokyo but while they are all good mods they are trying to copy counterstrike and day of defeat but they always take the concept one step too far. Well RO and SAS do, they dont have a crosshair in RO at all and only a crosshair in SAS while you are crouched or stood still, while this is a realism effect it makes the game less fun and more of a chore. I have'nt played fragops or neotokyo yet, i wanna wait for my X800 to arrive in the morning so i can see UT2004 in all its glory with 6xAA/16xAF :D

Doc Holliday
25-06-04, 18:40
well im playing that instead of the cron. Loving it all the way. There are a couple of servers i play on which have remapped versions of some of my old faves from ut99 like facing worlds and others. plus theres plenty of new maps etc people are making. All in all great fun. and i have a clan now so makes it more involving than just going pubbing...

VetteroX
25-06-04, 19:21
I dont really like it... I dont like fps where you run 50 mph, and have wacky guns... the guns arent "futuristic" they are stupid... a slime shooter? a gun that shoots purple bubbles that move 5 mph loaded on a 20th century humvee? a shotgun (flak cannon) that shoots rounds as big a bowling balls? sorry, everquest is more beliveable then this game.

As for the graphics.... they havnt changed in years... the details on the weapons and vehicles are very poor... in some games graphics dont matter but in a fps they do (yeah nc graphics suck but it makes up for it in other ways)

Battlefield Vietnam is better in every way, better graphics, more realistic, vehciles are more balanced and much more fun, as well as take more skill to use... the helicopter takes a lot of skill and time to become an ace pilot of, and when you do you can wreck havoc.

Psycho Killa
25-06-04, 19:23
Ill get bored of onslaught when I die.

greendonkeyuk
25-06-04, 20:10
@ vet, youre playin a game with monks and magic and youre complaining that Ut is not realistic... the irony is astounding. :D j/k

I personally like ut a lot, its a great stress relief for me, from above recomendations i think i might try Bf vietnam however as now and again it is good to have a dose of realism in a game but mostly to be brutally honest i play games to get away from reality, its more fun that way.

Onslaught rocks, but some of the noobs who play it however get to be annoying. My bro is clanned on unreal tournament (something i havent got round to sorting) and ive sat and watched him play it in a clanned match. That to me is the epitome of team work. It was a great game, they lost the match sadly, but it liked like a lot of fun to watch.

Bottom line, if its fun, ill play it. when the fun stops, its time to move on.

Duder
25-06-04, 20:51
DOWNLOAD AIRBUCCANEERS (http://ludocraft.oulu.fi/airbuccaneers/) NOW

SilentEye
25-06-04, 20:56
I coded my own vehicle for UT2004 :)
You know the Wall Turrets on Onslaught right? Those with the beams?
I made it fly :)



class HoverTurret extends ONSChopperCraft
placeable;

#exec OBJ LOAD FILE=..\Textures\TurretParticles.utx

var() float MaxPitchSpeed;

var() array<vector> TrailEffectPositions;
var class<ONSAttackCraftExhaust> TrailEffectClass;
var array<ONSAttackCraftExhaust> TrailEffects;

var() array<vector> StreamerEffectOffset;
var class<ONSAttackCraftStreamer> StreamerEffectClass;
var array<ONSAttackCraftStreamer> StreamerEffect;

var() range StreamerOpacityRamp;
var() float StreamerOpacityChangeRate;
var() float StreamerOpacityMax;
var float StreamerCurrentOpacity;
var bool StreamerActive;

function bool Dodge(eDoubleClickDir DoubleClickMove)
{
if ( FRand() < 0.7 )
{
VehicleMovingTime = Level.TimeSeconds + 1;
Rise = 1;
}
return (Rise != 0);
}

function Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
{
local int i;

if(Level.NetMode != NM_DedicatedServer)
{
for(i=0;i<TrailEffects.Length;i++)
TrailEffects[i].Destroy();
TrailEffects.Length = 0;

for(i=0; i<StreamerEffect.Length; i++)
StreamerEffect[i].Destroy();
StreamerEffect.Length = 0;
}

Super.Died(Killer, damageType, HitLocation);
}

simulated function Destroyed()
{
local int i;

if(Level.NetMode != NM_DedicatedServer)
{
for(i=0;i<TrailEffects.Length;i++)
TrailEffects[i].Destroy();
TrailEffects.Length = 0;

for(i=0; i<StreamerEffect.Length; i++)
StreamerEffect[i].Destroy();
StreamerEffect.Length = 0;
}

Super.Destroyed();
}

simulated event DrivingStatusChanged()
{
local vector RotX, RotY, RotZ;
local int i;

Super.DrivingStatusChanged();

if (bDriving && Level.NetMode != NM_DedicatedServer && !bDropDetail)
{
GetAxes(Rotation,RotX,RotY,RotZ);

if (TrailEffects.Length == 0)
{
TrailEffects.Length = TrailEffectPositions.Length;

for(i=0;i<TrailEffects.Length;i++)
if (TrailEffects[i] == None)
{
TrailEffects[i] = spawn(TrailEffectClass, self,, Location + (TrailEffectPositions[i] >> Rotation) );
TrailEffects[i].SetBase(self);
TrailEffects[i].SetRelativeRotation( rot(0,32768,0) );
}
}

if (StreamerEffect.Length == 0)
{
StreamerEffect.Length = StreamerEffectOffset.Length;

for(i=0; i<StreamerEffect.Length; i++)
if (StreamerEffect[i] == None)
{
StreamerEffect[i] = spawn(StreamerEffectClass, self,, Location + (StreamerEffectOffset[i] >> Rotation) );
StreamerEffect[i].SetBase(self);
}
}
}
else
{
if (Level.NetMode != NM_DedicatedServer)
{
for(i=0;i<TrailEffects.Length;i++)
TrailEffects[i].Destroy();

TrailEffects.Length = 0;

for(i=0; i<StreamerEffect.Length; i++)
StreamerEffect[i].Destroy();

}
}
}

simulated function Tick(float DeltaTime)
{
local float EnginePitch, DesiredOpacity, DeltaOpacity, MaxOpacityChange, ThrustAmount;
local TrailEmitter T;
local int i;
local vector RelVel;
local bool NewStreamerActive, bIsBehindView;
local PlayerController PC;

if(Level.NetMode != NM_DedicatedServer)
{
EnginePitch = 64.0 + VSize(Velocity)/MaxPitchSpeed * 32.0;
SoundPitch = FClamp(EnginePitch, 64, 96);

RelVel = Velocity << Rotation;

PC = Level.GetLocalPlayerController();
if (PC != None && PC.ViewTarget == self)
bIsBehindView = PC.bBehindView;
else
bIsBehindView = True;

// Adjust Engine FX depending on being drive/velocity
if (!bIsBehindView)
{
for(i=0; i<TrailEffects.Length; i++)
TrailEffects[i].SetThrustEnabled(false);
}
else
{
ThrustAmount = FClamp(OutputThrust, 0.0, 1.0);

for(i=0; i<TrailEffects.Length; i++)
{
TrailEffects[i].SetThrustEnabled(true);
TrailEffects[i].SetThrust(ThrustAmount);
}
}

// Update streamer opacity (limit max change speed)
DesiredOpacity = (RelVel.X - StreamerOpacityRamp.Min)/(StreamerOpacityRamp.Max - StreamerOpacityRamp.Min);
DesiredOpacity = FClamp(DesiredOpacity, 0.0, StreamerOpacityMax);

MaxOpacityChange = DeltaTime * StreamerOpacityChangeRate;

DeltaOpacity = DesiredOpacity - StreamerCurrentOpacity;
DeltaOpacity = FClamp(DeltaOpacity, -MaxOpacityChange, MaxOpacityChange);

if(!bIsBehindView)
StreamerCurrentOpacity = 0.0;
else
StreamerCurrentOpacity += DeltaOpacity;

if(StreamerCurrentOpacity < 0.01)
NewStreamerActive = false;
else
NewStreamerActive = true;

for(i=0; i<StreamerEffect.Length; i++)
{
if(NewStreamerActive)
{
if(!StreamerActive)
{
T = TrailEmitter(StreamerEffect[i].Emitters[0]);
T.ResetTrail();
}

StreamerEffect[i].Emitters[0].Disabled = false;
StreamerEffect[i].Emitters[0].Opacity = StreamerCurrentOpacity;
}
else
{
StreamerEffect[i].Emitters[0].Disabled = true;
StreamerEffect[i].Emitters[0].Opacity = 0.0;
}
}

StreamerActive = NewStreamerActive;
}

Super.Tick(DeltaTime);
}

function float ImpactDamageModifier()
{
local float Multiplier;
local vector X, Y, Z;

GetAxes(Rotation, X, Y, Z);
if (ImpactInfo.ImpactNorm Dot Z > 0)
Multiplier = 1-(ImpactInfo.ImpactNorm Dot Z);
else
Multiplier = 1.0;

return Super.ImpactDamageModifier() * Multiplier;
}

//FIXME Fix to not be specific to this class after demo
function bool PlaceExitingDriver()
{
local int i;
local vector tryPlace, Extent, HitLocation, HitNormal, ZOffset;

Extent = Driver.default.CollisionRadius * vect(1,1,0);
Extent.Z = Driver.default.CollisionHeight;
Extent *= 2;
ZOffset = Driver.default.CollisionHeight * vect(0,0,1);
if (Trace(HitLocation, HitNormal, Location + (ZOffset * 5), Location, false, Extent) != None)
return false;

//avoid running driver over by placing in direction perpendicular to velocity
if ( VSize(Velocity) > 100 )
{
tryPlace = Normal(Velocity cross vect(0,0,1)) * (CollisionRadius + Driver.default.CollisionRadius ) * 1.25 ;
if ( FRand() < 0.5 )
tryPlace *= -1; //randomly prefer other side
if ( (Trace(HitLocation, HitNormal, Location + tryPlace + ZOffset, Location + ZOffset, false, Extent) == None && Driver.SetLocation(Location + tryPlace + ZOffset))
|| (Trace(HitLocation, HitNormal, Location - tryPlace + ZOffset, Location + ZOffset, false, Extent) == None && Driver.SetLocation(Location - tryPlace + ZOffset)) )
return true;
}

for( i=0; i<ExitPositions.Length; i++)
{
if ( ExitPositions[0].Z != 0 )
ZOffset = Vect(0,0,1) * ExitPositions[0].Z;
else
ZOffset = Driver.default.CollisionHeight * vect(0,0,2);

if ( bRelativeExitPos )
tryPlace = Location + ( (ExitPositions[i]-ZOffset) >> Rotation) + ZOffset;
else
tryPlace = ExitPositions[i];

// First, do a line check (stops us passing through things on exit).
if ( bRelativeExitPos && Trace(HitLocation, HitNormal, tryPlace, Location + ZOffset, false, Extent) != None )
continue;

// Then see if we can place the player there.
if ( !Driver.SetLocation(tryPlace) )
continue;

return true;
}
return false;
}

static function StaticPrecache(LevelInfo L)
{
Super.StaticPrecache(L);

L.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehicles-SM.RAPTORexploded.RaptorWing');
L.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehicles-SM.RAPTORexploded.RaptorTailWing');
L.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehicles-SM.RAPTORexploded.RaptorGun');
L.AddPrecacheStaticMesh(StaticMesh'AW-2004Particles.Debris.Veh_Debris2');
L.AddPrecacheStaticMesh(StaticMesh'AW-2004Particles.Debris.Veh_Debris1');
L.AddPrecacheStaticMesh(StaticMesh'WeaponStaticMesh.RocketProj');

L.AddPrecacheMaterial(Material'Engine.GRADIENT_Fade');
L.AddPrecacheMaterial(Material'VMVehicles-TX.AttackCraftGroup.raptorCOLORtest');
L.AddPrecacheMaterial(Material'AW-2004Particles.Fire.SmokeFragment');
}

simulated function UpdatePrecacheStaticMeshes()
{
Level.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehicles-SM.RAPTORexploded.RaptorWing');
Level.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehicles-SM.RAPTORexploded.RaptorTailWing');
Level.AddPrecacheStaticMesh(StaticMesh'ONSDeadVehicles-SM.RAPTORexploded.RaptorGun');
Level.AddPrecacheStaticMesh(StaticMesh'AW-2004Particles.Debris.Veh_Debris2');

Super.UpdatePrecacheStaticMeshes();
}

simulated function UpdatePrecacheMaterials()
{
Level.AddPrecacheMaterial(Material'AW-2004Particles.Energy.SparkHead');
Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.exp2_frames');
Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.exp1_frames');
Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.we1_frames');
Level.AddPrecacheMaterial(Material'AW-2004Particles.Weapons.SmokePanels2');
Level.AddPrecacheMaterial(Material'AW-2004Particles.Fire.NapalmSpot');
Level.AddPrecacheMaterial(Material'EpicParticles.Fire.SprayFire1');
Level.AddPrecacheMaterial(Material'VMVehicles-TX.AttackCraftGroup.RaptorColorRed');
Level.AddPrecacheMaterial(Material'VMVehicles-TX.AttackCraftGroup.RaptorColorBlue');
Level.AddPrecacheMaterial(Material'VMVehicles-TX.AttackCraftGroup.AttackCraftNoColor');
Level.AddPrecacheMaterial(Material'AW-2004Particles.Weapons.TrailBlura');
Level.AddPrecacheMaterial(Material'Engine.GRADIENT_Fade');
Level.AddPrecacheMaterial(Material'VMVehicles-TX.AttackCraftGroup.raptorCOLORtest');
Level.AddPrecacheMaterial(Material'AW-2004Particles.Fire.SmokeFragment');

Super.UpdatePrecacheMaterials();
}

defaultproperties
{
bDrawDriverInTP=True
bDrawMeshInFP=True
MaxPitchSpeed=50.000000
TrailEffectPositions(0)=(X=-148.000000,Y=-6.000000,Z=51.000000)
TrailEffectPositions(1)=(X=-148.000000,Y=6.000000,Z=51.000000)
TrailEffectClass=Class'Onslaught.ONSAttackCraftExhaust'
StreamerEffectOffset(0)=(X=-219.000000,Y=-15.000000,Z=57.000000)
StreamerEffectOffset(1)=(X=-219.000000,Y=15.000000,Z=57.000000)
StreamerEffectOffset(2)=(X=-52.000000,Y=-4.000000,Z=142.000000)
StreamerEffectOffset(3)=(X=-52.000000,Y=4.000000,Z=142.000000)
StreamerEffectClass=Class'Onslaught.ONSAttackCraftStreamer'
StreamerOpacityRamp=(Min=1200.000000,Max=1600.000000)
StreamerOpacityChangeRate=1.000000
StreamerOpacityMax=0.700000
UprightStiffness=100.000000
UprightDamping=1000.000000
MaxThrustForce=75.000000
LongDamping=0.050000
MaxStrafeForce=75.000000
LatDamping=1.000000
MaxRiseForce=75.000000
UpDamping=0.050000
TurnTorqueFactor=300.000000
TurnTorqueMax=200.000000
TurnDamping=50.000000
MaxYawRate=1.500000
PitchTorqueFactor=50.000000
PitchTorqueMax=100.000000
PitchDamping=1.500000
RollTorqueTurnFactor=450.000000
RollTorqueStrafeFactor=50.000000
RollTorqueMax=50.000000
RollDamping=30.000000
StopThreshold=100.000000
MaxRandForce=3.000000
RandForceInterval=0.750000
DriverWeapons(0)=(WeaponClass=Class'nova.HoverTurretGun')
RedSkin=Shader'VMVehicles-TX.AttackCraftGroup.AttackCraftChassisFinalRED'
BlueSkin=Shader'VMVehicles-TX.AttackCraftGroup.AttackCraftChassisFInalBLUE'
IdleSound=Sound'ONSVehicleSounds-S.AttackCraft.AttackCraftIdle'
StartUpSound=Sound'ONSVehicleSounds-S.AttackCraft.AttackCraftStartUp'
ShutDownSound=Sound'ONSVehicleSounds-S.AttackCraft.AttackCraftShutDown'
StartUpForce="AttackCraftStartUp"
ShutDownForce="AttackCraftShutDown"
DestroyedVehicleMesh=StaticMesh'ONSDeadVehicles-SM.MANUALbaseGunDEAD'
DestructionEffectClass=Class'Onslaught.ONSVehicleExplosionEffect'
DisintegrationEffectClass=Class'Onslaught.ONSVehDeathAttackCraft'
DestructionLinearMomentum=(Min=50000.000000,Max=150000.000000)
DestructionAngularMomentum=(Min=100.000000,Max=300.000000)
DamagedEffectOffset=(X=-120.000000,Y=10.000000,Z=65.000000)
ImpactDamageMult=0.001000
HeadlightCoronaOffset(0)=(X=76.000000,Y=14.000000,Z=-24.000000)
HeadlightCoronaOffset(1)=(X=76.000000,Y=-14.000000,Z=-24.000000)
HeadlightCoronaMaterial=Texture'EpicParticles.Flares.FlashFlare1'
HeadlightCoronaMaxSize=60.000000
VehicleMass=10.000000
bTurnInPlace=True
bShowDamageOverlay=True
bDriverHoldsFlag=True
bCanCarryFlag=True
ExitPositions(0)=(Y=-165.000000,Z=100.000000)
ExitPositions(1)=(Y=165.000000,Z=100.000000)
EntryPosition=(X=-40.000000)
EntryRadius=190.000000
FPCamPos=(Z=76.000000,X=-20.000000)
DrivePos=(Z=89.000000,X=-25.000000)
TPCamDistance=500.000000
TPCamLookat=(X=0.000000,Z=0.000000)
TPCamWorldOffset=(Z=200.000000)
DriverDamageMult=1.000000
VehiclePositionString="Mounting HoverTurret"
VehicleNameString="HoverTurret"
RanOverDamageType=Class'Onslaught.DamTypeAttackCraftRoadkill'
CrushedDamageType=Class'Onslaught.DamTypeAttackCraftPancake'
FlagBone="Mesh01"
FlagOffset=(Z=80.000000)
FlagRotation=(Yaw=32768)
HornSounds(0)=Sound'ONSVehicleSounds-S.Horns.Horn03'
HornSounds(1)=Sound'ONSVehicleSounds-S.Horns.Horn07'
GroundSpeed=2000.000000
HealthMax=1000.000000
Health=1000
Mesh=SkeletalMesh'ONSWeapons-A.NewManualGun'
SoundVolume=500
CollisionRadius=150.000000
CollisionHeight=70.000000
Begin Object Class=KarmaParamsRBFull Name=KParams0
KInertiaTensor(0)=1.000000
KInertiaTensor(3)=3.000000
KInertiaTensor(5)=3.500000
KCOMOffset=(X=-0.250000)
KLinearDamping=0.000000
KAngularDamping=0.000000
KStartEnabled=True
bKNonSphericalInertia=True
KActorGravScale=0.000000
bHighDetailOnly=False
bClientOnly=False
bKDoubleTickRate=True
bKStayUpright=True
bKAllowRotate=True
bDestroyOnWorldPenetrate=True
bDoSafetime=True
KFriction=0.500000
KImpactThreshold=300.000000
End Object
KParams=KarmaParamsRBFull'Onslaught.ONSAttackCraft.KParams0'

}

This aint the whole script, had to remove 20000 characters cause else the post was to long :-p
"The text that you have entered is too long (20993 characters). Please shorten it to 15000 characters long."

Scikar
25-06-04, 21:52
You could have just attached the .uc file. ;)


EDIT: Except they probably won't let you attach non-image files etc. so you probably couldn't. Never mind.

alig
25-06-04, 21:54
I dont really like it... I dont like fps where you run 50 mph, and have wacky guns... the guns arent "futuristic" they are stupid... a slime shooter? a gun that shoots purple bubbles that move 5 mph loaded on a 20th century humvee? a shotgun (flak cannon) that shoots rounds as big a bowling balls? sorry, everquest is more beliveable then this game.

As for the graphics.... they havnt changed in years... the details on the weapons and vehicles are very poor... in some games graphics dont matter but in a fps they do (yeah nc graphics suck but it makes up for it in other ways)

Battlefield Vietnam is better in every way, better graphics, more realistic, vehciles are more balanced and much more fun, as well as take more skill to use... the helicopter takes a lot of skill and time to become an ace pilot of, and when you do you can wreck havoc.

Lol, and now you know why its called "unreal" tournament ;)

The game might have guns that are out of this world...impossible to make ever in the real world and have bullets that do mega damage but move at 5mph but at the end of the day it all sums down to one thing and one thing only. Balance.

What fun would UT2004 be if the Leviathon moved at the same speed as the Manta huh?

I've got both and i cant stand battlefield vietnam...it has a learning curve this big |---|, it is made by EA fucking-shite-we need good devs-GAMES...in just one night i was top of the list everytime online.

UT is totally different, it takes ages to get amazing at UT...months and months of practice, its why its one of them games that are in competitions where you can win money and BF:V isnt. The vehicles in UT2004 own the vehicles in BF:V...maybe the choppers are hard to control, not because they are actually hard to control but because the control system has serious issue's. Apart from the code being all fucked up and shit then BF:V is ok. UT has one of the most advanced engines in the world and by far one of the best net codes.


a gun that shoots purple bubbles that move 5 mph loaded on a 20th century humvee?

There is nothing wrong with that. Have'nt you been to TG lately where KK have put a fucking tree with branch's in the MIDDLE of a rocky fucking canyon lmfao, oh dear god what next?.

DarkPhoenix
25-06-04, 22:00
His post

Interesting. I'd be more interested in a levitian or goliath that has 1 or more of the turrets attatched.
:D



If anyone needs a valid online cd-key...pm me.(Dont worry, its right off of the DVD case.) Mods delete if deemed inappropriate...




I'd like to learn how to do all this stuff. I never play online so it would be my creations to play with. ;)

SilentEye
25-06-04, 22:07
Interesting. I'd be more interested in a levitian or goliath that has 1 or more of the turrets attatched.
:D


If anyone needs a valid online cd-key...pm me. Mods delete if deemed inappropriate...

PM me with what exactly you want and I'll do it, I would like to have your CD Key. :)

Moscow
25-06-04, 22:25
I dont really like it... I dont like fps where you run 50 mph, and have wacky guns... the guns arent "futuristic" they are stupid... a slime shooter? a gun that shoots purple bubbles that move 5 mph loaded on a 20th century humvee? a shotgun (flak cannon) that shoots rounds as big a bowling balls? sorry, everquest is more beliveable then this game.

As for the graphics.... they havnt changed in years... the details on the weapons and vehicles are very poor... in some games graphics dont matter but in a fps they do (yeah nc graphics suck but it makes up for it in other ways)


Um....in Neocron you run at silly speeds and have odd weaponry, there are also Psi-Monks, mutants that can withstand umpteen rockets to the face, laser weaponry powered by batteries, a distinct lack of toilets....etc, etc.

Unreal is far more plausible than most games in this respect; the "slime shooter", as you call it, is just an acid-based Supersoaker. The "purple bubble gun" has a slow secondary fire because it's programmed to be used in conjunction with the primary fire, it's also mounted on a "20th century Humvee" because what else is going to be used? Humvees have doing a fine job for a long, LONG while now; highly unlikely they'd change them a few years down the line.

Also, the flak cannon does actually exist: The one that exists in-game is just a smaller, more compact, version of the anti-aircraft cannons. Likewise, of *course* it's going to fire obscenely large rounds; have you seen the size of that thing compared to the rest of the character model?

Plus, the graphics are bad? Wow....did you play above minimum graphical settings when you had the game?

Anyway, more on topic:

I like the game, especially Assault (Mothership being my personal favourite) and Onslaught. I'm also a pretty big fan of the "game within a game" theme; the plater controlling virtual warriors who, in the Unreal world, are taking part in a much larger, much more "realistic" computer game than anything up until the point. :p

I also love the amount of canon and story you can get out of the whole thing. A surprising amount of effort has gone into making a believable, "alive" world than you would first think.

Peace.

-Moscow

Doc Holliday
25-06-04, 22:41
well if anyone wants to add me on buddy for this fine fine game my updated full nick is [RA]Doc_holliday. the clan is red alert if anyone has heard of em ;)

tomparadox
25-06-04, 23:04
DOWNLOAD AIRBUCCANEERS (http://ludocraft.oulu.fi/airbuccaneers/) NOW omg thats badass

edit: DrNarf ( i see your reading this thred ) if you see this read your PM box...

OTIS
27-06-04, 08:27
Battlefield Vietnam is better in every way, better graphics, more realistic, vehciles are more balanced and much more fun, as well as take more skill to use... the helicopter takes a lot of skill and time to become an ace pilot of, and when you do you can wreck havoc.

BF:V is a real dissappointment atm...its so unbalanced its not even funny...there are so many balance issues i dont even want to start naming them...one has to do with the helicopters...the vietnameise (SP) have a spawn chopper and they can drop and endless number of men into a base and the americans have to anti air weps except for the M60 :rolleyes: and blah blah blah i could go on for another hour about how this game sux. Imo UT2k4 > BF:V :D

ya i said i dont wanna start naming problems but i did anyway so suck it!!!!! :p

FirestarXL
27-06-04, 11:25
I love UT2004, I can just jump in for a 15 minute session then come out feeling satisfied after having some fast paced onslaught action. Classy stuff.

TheGreatMilenko
28-06-04, 06:08
just bout UT2k4 today it ownz :) btw any 1 know any good TC mods for it?

VetteroX
28-06-04, 06:24
Yes, Unreal has bad graphics... for your info I have a radeon 9800 pro amd 64 3400 and 1 gig of ram. the ENGINE is good, but the job they did with it is poor... look at the details on the guns... which is in your view ALL the time, then look at the detail in BFV's guns... BF blows it away. Look at the details in the vehicles, same things. True, BFV is based on real models, but, theres just no tetail on UT's weapons and vehciles, it just looks like a cartoon.

Playwise, I dont see the skill theng... after a few hours of play I was on the top of the list too. UT2004 has its imbalances too, like when someone gets the tanks, and camps over our last spawn blowing us away as soon as we spawn.... all games have some imbalances.

Anyway, this has got me in the mood to play some BFV.. later.

TheGreatMilenko
28-06-04, 06:34
Yes, Unreal has bad graphics... for your info I have a radeon 9800 pro amd 64 3400 and 1 gig of ram. the ENGINE is good, but the job they did with it is poor... look at the details on the guns... which is in your view ALL the time, then look at the detail in BFV's guns... BF blows it away. Look at the details in the vehicles, same things. True, BFV is based on real models, but, theres just no tetail on UT's weapons and vehciles, it just looks like a cartoon.

Playwise, I dont see the skill theng... after a few hours of play I was on the top of the list too. UT2004 has its imbalances too, like when someone gets the tanks, and camps over our last spawn blowing us away as soon as we spawn.... all games have some imbalances.

Anyway, this has got me in the mood to play some BFV.. later.

if you think UT2k4 has bad graphics either you have a shitty ass comp or your vision is blurry

VetteroX
28-06-04, 09:40
obveously you cant read, because unless you got your comp a week ago and spent top dollar, mines better. I did 1280X1024 full detail. Farcry and BFV both have FAR superior graphics. Again, try READING, the engine is good, but the level of detail on the chars, vehicles, and weapons, (shadowing and light, textures, etc) is HORRIBLE compaired to other games made within the last year. Look at the level of detail on the M16 or M16 in BFV... the shaking strap clip when you wlak, the shadows that pass over it, the light of the muzzle flash, the rust, powder and oil stains, then look at the guns in Unreal... no nice details, they look like plastic toys.

ino
28-06-04, 10:12
Well ut2k4 or unreal in general is a decent fps game. One of the few that actually tried not to just be another Quake1 and sell some copy's. And graphics dont mean SHIT in an fps game. the more flash and grease you can turn off the better it is. I still play qw and have the past like 8 years :).

I play gl version I feel more comfy with it most settings off, but there are lots of players who plays quake in software mode 320x240 everything off. The feeling is what makes an fps, and Quake 1 and to some extent unreal is the only games who actually made it in in my oppinion.

I can play ut2k4 in atleast 1024 with everything on, but all you see are flashy blobs and lights and shit removing 80% of your sight wile playing. I go down to 800 turn everything off and go mad.

ohh and edit. It's not just me who turns shit off when playing. Lots of counterstrike players removes as much graphical goodies as possible to smooth the game play and enhance what you actually needs to see. and the list of games goes on

Lanigav
28-06-04, 10:24
I'm having a total blast with UT2004, and am actively looking for a clan to join. Onslaught is the best thing to happen to the multiplayer FPS genre since UT99 came out.

Scikar
28-06-04, 12:38
obveously you cant read, because unless you got your comp a week ago and spent top dollar, mines better. I did 1280X1024 full detail. Farcry and BFV both have FAR superior graphics. Again, try READING, the engine is good, but the level of detail on the chars, vehicles, and weapons, (shadowing and light, textures, etc) is HORRIBLE compaired to other games made within the last year. Look at the level of detail on the M16 or M16 in BFV... the shaking strap clip when you wlak, the shadows that pass over it, the light of the muzzle flash, the rust, powder and oil stains, then look at the guns in Unreal... no nice details, they look like plastic toys.

It's somewhat deliberate actually. All those extra details in BFV add up, and if the engine for it is anything like the BF1942 engine, it's horribly inefficient at it to boot. The thing with UT is that it's not aimed as a semi-realistic game like BFV, but as a pure FPS. So your FPS counts. Look at UT. Take an average system from when UT was released, you'd find that it ran most games acceptably, then stick UT on you never drop below 50 FPS. Same with UT2004. It takes a hell of a lot to make UT2k4 drop FPS if you have even an average system as long as you don't go overboard on the settings. I'm willing to bet if you stick BFV up to max detail everywhere, there will be times when your FPS drops to shit.

The sad part about it really is that pure FPS isn't quite so attractive any more. That's what makes Onslaught the most popular UT2k4 gametype. So in a sense, UT2k4 should be pushing BFV detail level since it's attracting a different type of gamer. But tell Epic that. :)

Mumblyfish
28-06-04, 12:42
The sad part about it really is that pure FPS isn't quite so attractive any more among idiots.

Fixed ;)

Assault is the most fun gametype I've played in any FPS, ever. It's stupidly fast-paced, the music is perfect, and the announcer is integrated perfectly into it. Just... brilliant.

Sha-ZAM!

TheGreatMilenko
28-06-04, 22:56
obveously you cant read, because unless you got your comp a week ago and spent top dollar, mines better.

what ever bitch ass richboy

OTIS
29-06-04, 01:55
Yes, Unreal has bad graphics... for your info I have a radeon 9800 pro amd 64 3400 and 1 gig of ram.


AHHHHH!!! i have close to the same thing but a 9800xt (waiting on the x800xt) and an amd 64 3200+ and a gig 'o ram of course :D

Judge
29-06-04, 02:10
I've been thinking about getting UT2004 for a while now... and have finally decided that I'm just going to have to get it asap.

TheGreatMilenko
29-06-04, 05:53
I've been thinking about getting UT2004 for a while now... and have finally decided that I'm just going to have to get it asap.

good choice :D