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Comic-con Footage of someone with a clue


Flitterkill

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http://ih.gamerscoalition.com/ut/comiccon_ut3.zip

 

Deathmatch so no vehicles but if you finally wanted to see something resembling weapon speed and foot movement - here it is.

 

Shockballs *implode* pulling debris into themselves - neat!

 

28 meg zip containing an mp4 vid file, so quicktime or whatever is needed to view

 

Or lesser quality here

 

http://www.youtube.com/watch?v=z5LiBpGnLbE

 

-Fk

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Not sure if I like the new combos. Right now if a shock combo doesn't kill you, it just bounces you off and you can still fire back while you are flying away. With this new implosion-style, what if it doesn't kill you? Do you still get pulled into the middle?

 

Also in UT2k4, high skill shocka players can do a combo and sometimes hit you while you fly away. With the new style if it always pulls your enemy in to the middle of the implosion, then all you have to do is spam the middle of it with rox, link, bio, or whatever to finish them off.

 

Where's the demo already so I can stop thinking about stuff like this!?!??! :unsure:

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GC Board Member
Thanks for all the feedback guys!

 

A few comments: we're still working on player and pickup visibility - we're confident we've got a system that will address those issues well. We haven't fully implemented this system because we need to make sure all character skins and level lighting is finalized before we tweak it. We also have a very nice material based system for making it easy to pick out team colors on players and vehicles at any distance, where the red or blue is boosted based on distance. That way you get natural looking characters and vehicles up close, whose team is clearly distinguishable even at the furthest viewable distance.

 

Those machines are way overkill for the highest detail level - the only reason it wasn't turned on was because the option isn't exposed in the menus. We do all of our play testing on 2.5 year old systems with 7800s in them - that's our target medium detail (what you were seeing today) platform. Quad core doesn't help much for performance, but having a dual core machine is a big benefit.

 

Stinger primary fire is still a hitscan minigun, although that build has some issues with the tracers feeling a touch laggy. Stinger alt-fire is not hitscan, however.

 

So says Steve Polge in regards to the comic-con clip

 

HQ Divx is now avail as well at beyond unreal of this footage.

 

-Fk

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Quad core doesn't help much for performance, but having a dual core machine is a big benefit.

^Definitely good information to know. I wonder if future games will handle quad core in better ways, or it's still a waste of money in the near future...

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