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Wed May 28, 2014 12:15 am
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danimal
new baby

Joined: 13 Sep 2002
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Thought this deserved its own thread. I can't promise how up to date I'll keep this or how long, but b/c I have a free license to UE4 I thought you all would enjoy checking out the latest version of UT4.
Give it a whirl, see what you think of wall dodging, chaining wall dodges (e.g., do a lift jump, high wall dodge, then another wall dodge as you come down) and the overall feel of it.
*Updated 8/13*
- Tons of movement and weapon tweaks.
- Improved ground speed over older builds.
- Better FOV and other options.
- Better brighter skin and similar enhancements.
- Rocket boosting is kind of wow (try 2rockets with an open ceiling).
- Meh: wall sliding (hit a wall, hit crouch, slide...) and rolling (hit crouch at the edge of your dodge to... roll ineffectually).
*How to Install*
1. Please install this FIRST:
http://www.microsoft.com/en-us/download/details.aspx?id=40784
Download -> vcredist_x64.exe
2. Here is the link to the game: https://mega.co.nz/#!pdtFmZBb!pn0yzqafGrMxSyWDqxxEWaQQ6XnSQvF7t1LAAFaqe48
3. After unpacking, the binary to run is in: \UTGame\WindowsNoEditor\UnrealTournament\Binaries\Win64
I defaulted the map to the tiny arena map included, but you can open the console with ~ and Open MapName (for example Nick's Map to explore movement options like chaining wall dodging).
Last edited by danimal on Fri Aug 15, 2014 7:39 pm; edited 11 times in total
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Wed May 28, 2014 12:16 am
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danimal
new baby

Joined: 13 Sep 2002
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I personally think it feels pretty damn good so far. Small quibbles, a few minor tweaks, but the overall feel is very UT to me. Worried a bit about them testing crouchslide, but if that's the worst that is included I suppose I can live. Enjoy crouchsliding into my rockets newbs
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Wed May 28, 2014 2:57 am
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medor
new baby

Joined: 04 Oct 2012
Location: France
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Wed May 28, 2014 6:12 am
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chicken-
Head Admin


Joined: 17 Sep 2001
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quote:
Originally posted by medor
No win 32 valid ?
That build requires 64 bit.
Does anybody know of anyway to make this use some sort of Input ini so I could change the controls? I've never used WASD and it's hard really get a feel for it when I'm stumbling around just to move :p
From what I can tell, I like it. It feels kinda slow to me at first, but after raising the fov it feels better.
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Wed May 28, 2014 7:39 am
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InfamousRaider
killing spree

Joined: 16 Feb 2006
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I tried the previous version and it wasn't fullscreen. Is there a way to make it fullscreen?
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Wed May 28, 2014 3:02 pm
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High Voltage
ultra kill

Joined: 25 Jan 2004
Location: California
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IDK about this crouch sliding but i guess we will have to wait and see what they do. Ramp slides still aren't in.
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_________________ mmmmmmm dunno. |
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Wed May 28, 2014 3:56 pm
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chicken-
Head Admin


Joined: 17 Sep 2001
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Not at all what I had in mind for crouch sliding. I was hoping for something you could use at the end of a dodge for a brief slide for more versatile movement, but not something that is used to accelerate and go even faster than just dodging.
Shock ball feels kinda slow, primary feels kinda fast.
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Wed May 28, 2014 4:15 pm
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danimal
new baby

Joined: 13 Sep 2002
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Yah I thought they were going to go all Warframe with this (where you can slide then jump at the end for a higher jump etc). Warframe has wall walking, slide jumping, bla bla galore. It sounds cool but it gets pretty stupid pretty fast. This crouch slide is pretty harmless tbh.
Shock is still off, but compared to the previous week it's a ton better. What drives me nuts is the refire rate between shock ball to primary. I want to hit the combo before it lets me. Still, early days and the weapons really aren't meant to be serious at this point, no work has been done on them other than making them not awful.
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Wed May 28, 2014 4:42 pm
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chicken-
Head Admin


Joined: 17 Sep 2001
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Crouch slide as it is now is not harmless, you can accelerate across the map by keeping crouch held and continually dodging.
I hope that's a mistake.
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Wed May 28, 2014 5:21 pm
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leviathan
m-m-m-monster kill


Joined: 11 May 2002
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this is a bug not a feature, im sure.
Last edited by leviathan on Sat May 31, 2014 6:46 am; edited 1 time in total
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Wed May 28, 2014 5:29 pm
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danimal
new baby

Joined: 13 Sep 2002
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So I didn't see that holding down crouch while dodging continuously sped up, but my work computer is so poor it's possible it's just too laggy for me to tell. Those readout numbers across the left = your pawn speed.
Did you experience that holding down crouch + dodging slowly sped you up over time?
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Wed May 28, 2014 6:02 pm
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chicken-
Head Admin


Joined: 17 Sep 2001
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It's when you hold crouch and dodge forward over and over as fast as possible. You accelerate even faster than a dodge and continually dodge to maintain the speed other than a slight slowdown right before executing another dodge.
I'm getting up to 2200 speed when doing this.
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Wed May 28, 2014 7:22 pm
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danimal
new baby

Joined: 13 Sep 2002
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Definitely a bug then, there's been plenty of these (early wall dodging was infinite) since it's so new.
As far as I can tell this is just... slide when you crouch!
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Thu May 29, 2014 7:05 pm
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Sonic|^
rampage


Joined: 17 Dec 2004
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Thanks man. Keep us updated.
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Fri May 30, 2014 12:32 am
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High Voltage
ultra kill

Joined: 25 Jan 2004
Location: California
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on top of what chicken said, it bugs out and you get stuck crouch sliding when you mash crouch slide and dodge.
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_________________ mmmmmmm dunno. |
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Fri May 30, 2014 3:22 am
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danimal
new baby

Joined: 13 Sep 2002
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They got a lot of great work done today. Fixed shock, put in rockets, tweaked minigun, actually put some light into the level, made weapon positions less retarded, started the basics of a weapon pickup system and even some temp HUD.
Unfortunately it won't compile atm, I'm going to assume it was either a bad update they introduced or they might have moved internally to UE4.2, I'll try to get it up for the weekend.
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Fri May 30, 2014 1:37 pm
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sLY1838
LIAR

Joined: 29 Apr 2013
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I think it's important to be on the ball with epic before they commit to something, but this might just be a little too early to really analyze anything.
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Fri May 30, 2014 5:45 pm
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Numb-Fingers
double kill


Joined: 11 Jun 2004
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I'm honestly liking the crouch sliding. It doesn't seem like it will be an effective combat move because it will be rather predictable(like dodge jumping) but it seems like a nice feature for traversing. I also can't wait to see how it looks when they add animations and maybe some sliding particle effects for it. Remember, the cooler this game looks the more appeal it will get for new players.
I had thought about something that would be interesting for it. What if a player could crouch slide into an enemy player and (pop) them up like two player heights at a 45 degree angle. This would allow for some strategic flak gibs or some awesome close quarter headshots.
I also thought about the opposite for teammates. What if I crouch slided into my teammate who dodged into me. I could effectively be a ramp that boosts my teammate to places only reachable by piston jumping.
To make it even simpler. What if a teammate just being in the crouching position would effectively turn into a ramp if another teammate dodged into them. I know these mechanics would be relatively hard to pull off, but completing hard things is rewarding.
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Fri May 30, 2014 8:09 pm
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danimal
new baby

Joined: 13 Sep 2002
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That is actually a reasonable suggestion for what is otherwise a gimmick feature.
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Fri May 30, 2014 8:55 pm
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danimal
new baby

Joined: 13 Sep 2002
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New version posted for the weekend. See first post for major changes. Pic if you're unable to play just for fun:
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Sat May 31, 2014 6:49 am
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leviathan
m-m-m-monster kill


Joined: 11 May 2002
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quote:
Originally posted by danimal
That is actually a reasonable suggestion for what is otherwise a gimmick feature.
could be useful for flag runs in ctf.
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Sat May 31, 2014 9:10 am
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wink
double kill

Joined: 21 Jun 2005
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quote:
Originally posted by Numb-Fingers
I'm honestly liking the crouch sliding. It doesn't seem like it will be an effective combat move because it will be rather predictable(like dodge jumping) but it seems like a nice feature for traversing. I also can't wait to see how it looks when they add animations and maybe some sliding particle effects for it. Remember, the cooler this game looks the more appeal it will get for new players.
I had thought about something that would be interesting for it. What if a player could crouch slide into an enemy player and (pop) them up like two player heights at a 45 degree angle. This would allow for some strategic flak gibs or some awesome close quarter headshots.
I also thought about the opposite for teammates. What if I crouch slided into my teammate who dodged into me. I could effectively be a ramp that boosts my teammate to places only reachable by piston jumping.
To make it even simpler. What if a teammate just being in the crouching position would effectively turn into a ramp if another teammate dodged into them. I know these mechanics would be relatively hard to pull off, but completing hard things is rewarding.
Some very nicde ideas. I guess it would need some testing to see but aside from enemy poping I think it all sounds reasonable and fun.
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Sat May 31, 2014 5:33 pm
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9 Inches of Afro
rampage

Joined: 12 Feb 2002
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Hah, sounds fun, numb.
I like the idea of a crouching player acting as a ramp. Not sure how useful it'd end up being in competitive play (would depend upon map design, I guess), but it'd still be a damn cool feature to fool around with and maybe get new people into the game with.
I also like the idea of crouch sliding into someone and popping them up. Very fun ideas there.
Worth posting them over at the Epic site to see what people think, as that's not stuff you could necessarily count on Epic to come up with on their own.
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Sat May 31, 2014 5:34 pm
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9 Inches of Afro
rampage

Joined: 12 Feb 2002
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Oh, and thanks for the updates, dan.
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Sat May 31, 2014 6:31 pm
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chicken-
Head Admin


Joined: 17 Sep 2001
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The fact that they are tweaking the shock but leaving the primary rate of fire that fast is scaring me! Shock ball seems better now, I'd still like it a bit faster but it's acceptable now.
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Sat May 31, 2014 11:15 pm
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danimal
new baby

Joined: 13 Sep 2002
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Needs to be faster, its just a bit too slow. They at least reduced the timer from secondary -> primary, was having to wait for days to make a combo on a slow ball. Secondary flak though, a ton better now.
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Mon Jun 02, 2014 1:39 pm
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Numb-Fingers
double kill


Joined: 11 Jun 2004
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If I have a really good i'll just make a prototype or get someone to help me make one from the old Open Tournament team. It seems that they did remove the crouch sliding in the latest build. I just want something new and refreshing. The exact same movement style of any of the other games will be a bit of a let down.
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Mon Jun 02, 2014 3:04 pm
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danimal
new baby

Joined: 13 Sep 2002
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I think the over emphasis on movement only though is misplaced. We all want something new, but adding more dodging and jumping variations just gets silly.
Crouch sliding is the perfect example. In someone's head they thought "woah I'd be sliding it would be badass." Unfortunately, it would be inferior to dodge in 99% of circumstances and you'd just eat rockets/flak while you're sliding.
That said, I do like your crouch suggestion because it turns it away from being useless and inferior to dodge in every way. If anything, you could expand your notion to do something like:
- Crouch sliding causes you to pop players up in the air.
- Dodging into someone causes you to knock them down (ragdoll, UT3 had this for people knocked off of hoverboards).
Risky moves to get that close and essentially go melee, but with a good reward. And popping up could be use to do a mini boost to your teammate.
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Tue Jun 03, 2014 11:34 am
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souper
double kill

Joined: 22 Jan 2005
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I get an error message that says program can't start because XINPUT1_3.dll is missing from the computer?
*edit* Nevermind, updating DX appeared to fix it.
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Tue Jun 03, 2014 2:34 pm
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9 Inches of Afro
rampage

Joined: 12 Feb 2002
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I agree with Dan in that there are other ways to make it new besides just movement. Some weapons are basically must haves, but what about the idea of either doing away (or changing) a few others, or bringing in entirely new ones?
For instance, I've never felt we really need both a minigun *and* pulse. One or the other would be fine and I'd probably lean more towards keeping pulse for the more interesting difference/usage of primary/secondary, though I guess it could be relegated to a map design issue in competitive game types.
Goo is also meh as far as I'm concerned. Primary is only fun for trolling someone with low health, and getting killed by someone loading up secondary and then spamming it blindly, or running into you around a corner (usually killing you both) always seems pretty stupid/cheap.
Any ideas for new types of weapons floating around that would be interesting to add?
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Tue Jun 03, 2014 4:28 pm
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danimal
new baby

Joined: 13 Sep 2002
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So I think the big thing UT should do is explore Weapon Combos. We're OK on the movement, let's juice up weapon usage.
Two basic types of possible combos:
1. Shock Rifle style, where primary and alt have some combination effects.
2. Multiple weapon combos (fast weapon switching), where there are clear combinations that can be pulled off.
As an example of #2, imagine that one weapon had medicore damage but a noticable "pop up" effect on the player. It would allow you to pop them up in the air, then switch to a hitscan (shock primary etc) to finish the kill. I'd really, really like to see weapon combos pursued, I think it very much fits in the Unreal universe while promoting higher level play. Noobs might just spam rox, but a pro player would be very adept at using a rocket to boost a player into the air and finishing with plasma beam.
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Tue Jun 03, 2014 8:54 pm
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NoAimNoMoves
Meat Plow
Joined: 03 Nov 2001
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I hope they put a cooldown on wall dodging. I've seen a few videos where people would chain wall dodge across the map. For example, on Deck, a guy wall dodged from the amp shock rifle all the way to minigun. That is so ridiculous. I wish they would keep the movement as simple as possible and look to improve/change other areas of the game.
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Tue Jun 03, 2014 9:21 pm
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High Voltage
ultra kill

Joined: 25 Jan 2004
Location: California
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quote:
Originally posted by danimal
So I think the big thing UT should do is explore Weapon Combos. We're OK on the movement, let's juice up weapon usage.
Two basic types of possible combos:
1. Shock Rifle style, where primary and alt have some combination effects.
2. Multiple weapon combos (fast weapon switching), where there are clear combinations that can be pulled off.
As an example of #2, imagine that one weapon had medicore damage but a noticable "pop up" effect on the player. It would allow you to pop them up in the air, then switch to a hitscan (shock primary etc) to finish the kill. I'd really, really like to see weapon combos pursued, I think it very much fits in the Unreal universe while promoting higher level play. Noobs might just spam rox, but a pro player would be very adept at using a rocket to boost a player into the air and finishing with plasma beam.
https://www.youtube.com/watch?v=hyVJugIY7iY
Watch what 2k3 offered in that regards.. Unskilled 3 by seiM ... the weapon combos in the game were amazing. 2:20 sec is a great spot to watch if you dont wanna watch whole video. and 2:48
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_________________ mmmmmmm dunno. |
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Wed Jun 04, 2014 12:33 am
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danimal
new baby

Joined: 13 Sep 2002
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quote:
Originally posted by High Voltage
https://www.youtube.com/watch?v=hyVJugIY7iY
Watch what 2k3 offered in that regards.. Unskilled 3 by seiM ... the weapon combos in the game were amazing. 2:20 sec is a great spot to watch if you dont wanna watch whole video. and 2:48
Yup that's exactly what I mean but actually designed into the game (more than just fast weapon switch). The notion of "finisher" weapons in DM was the first time I really came across the idea, but I've always loved the idea that core game design would be based around sweet weapon combos.
My really out there idea is to have a short range grappling hook (as an alt for piston), where you could short pull someone in Scorpion style. Pop someone in the air, pull em in grapple kill. Tell me that wouldn't make for the best frag vids, rocket popup, grapple in, flak secondary pop up, grapple in!
Btw are you someone who was in HV or is that your name? If HV, which one?
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Wed Jun 04, 2014 2:22 pm
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de`pain
double kill

Joined: 10 Sep 2002
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[quote="danimal"]
quote:
Originally posted by High Voltage
Btw are you someone who was in HV or is that your name? If HV, which one?
He's just an AC/DC fan.
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Wed Jun 04, 2014 5:57 pm
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High Voltage
ultra kill

Joined: 25 Jan 2004
Location: California
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Lewl. Ive used hv since my quake 3 demo days and ut99 pubbin. Not any relation to the clan hv at all.
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_________________ mmmmmmm dunno. |
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Fri Jun 06, 2014 3:04 am
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eK|DREW-TANg
killing spree


Joined: 16 Jun 2005
Location: NYC
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quote:
Originally posted by NoAimNoMoves
I hope they put a cooldown on wall dodging. I've seen a few videos where people would chain wall dodge across the map. For example, on Deck, a guy wall dodged from the amp shock rifle all the way to minigun. That is so ridiculous. I wish they would keep the movement as simple as possible and look to improve/change other areas of the game.
that was fixed but still, i really dont feel like movement needs too much reworking.
the idea of a quicker half-dodge in addition to the normal dodge had been brought up, that's as far as i'd take additional movement actions
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Sun Jun 08, 2014 12:51 pm
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High Voltage
ultra kill

Joined: 25 Jan 2004
Location: California
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danimal any update for us
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_________________ mmmmmmm dunno. |
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Sun Jun 08, 2014 1:30 pm
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Numb-Fingers
double kill


Joined: 11 Jun 2004
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quote:
Originally posted by High Voltage
danimal any update for us
I have the latest build.
The movement is still ut3 like but it includes boost dodging. I have no idea if boost dodging is intended and plans to stay, but I hope so.
They have continued to import more ut3 assets. I say they have about 20% more importing to do. They are still missing a few weapons and a few pickups but other than that, there is health, amp, and ammo.
There is an artistic wall in a level. It looks like a possible art direction they are going in. The walls are realistically clean and not overly clean, and it has scifi clean metallic designs with the liandri logo on it. It looks like a both competitive and casual look.
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Sun Jun 08, 2014 4:35 pm
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High Voltage
ultra kill

Joined: 25 Jan 2004
Location: California
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can you upload build
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_________________ mmmmmmm dunno. |
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