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1. Jun 2003 - 14:29:02
Dick Dastardly . Plan Update
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Hi all, Well, I thought it was time I let you all know what I've been up to since joining SID: Firstly, I've released a couple of early versions of my new map ut_nimrod to the QA team. As you may have read elsewhere, this map is (very loosely) based on the storming of the Iranian embassy in London by the SAS back in 1980, although the action takes place in a hotel rather than an embassy. This map contains a few suprises which I think you're going to like and I'm really pleased with the way it plays, but I still need to add quite a bit more detail and new textures.
The three screenshots below show some of the areas which are closest to being final, although there are still some temporary textures in them. The first shows one of the hotel bedrooms (which contains what I think I'm right in saying is Urban Terror's first trouser press); the second shows part of the library and includes some of the new sofa and chair models I've been working on; and the third was taken in the TV room, and again shows some more new furniture.
I've also been lucky enough to have a chance to update one of my favourite maps, ut_casa, for beta 3. (Although as |NV|S pointed out, given the map's popularity, people are likely to show up at my door with pitchforks and lanterns if I screw it up, so I've been spending a lot of time on it). The new version supports all gametypes (including the new bomb mode) and also features new routes and quite a few minor graphical tweaks. Thanks to the new func_walls entity, the layout changes depending on the gametype, enabling me to keep the map's great TS play whilst opening up some new areas for CTF.
In the first shot below, you can see the red flag and the exits from the new CTF spawn rooms; the second shot shows part of one of the new routes; and the final picture is a view from near the fountain in which you can see the distant rooftops are now being drawn properly (no more flickering in and out of sight). N.B. The skybox in these shots is still very much a work in progress.
Anyway, that's about it from me, I'll just close by saying you have a real treat in store with beta 3.0 - the whole team have been working their asses off to bring you great new gameplay, features, weapons, sounds, skins and maps, and if you enjoy playing it even half as much as I do, you'll have a hell of a good time. Cheers, DD
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Af : Pingvin
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30. May 2003 - 22:11:21
Get Wet & Wired
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One level designer who has not received much attention recently has been WetWired. For those new to Urban Terror you might remember some of his Action Quake 2 levels, for example beer and nobeer. After some persuasion during the early years of Urban Terror, he was asked to join the development team and lend his talents to the mod. His release of ut_revolution, at the time of Beta 2 was the "flagship" level for our release. Unfortunately, with some changes in development the level never really got the credit it deserved. The level was meant to be played in a game mode form, for example an attack/defend type of scenario. Since that was not included in Beta 2, the level received some bad publicity and really just faded away.
For Beta 3 WetWired's level, ut_precinct will be making its Urban Terror debut. By far one of the better all around levels that will be release. One thing WetWired can do is take all the aspects of level design into account and release a damn fine level. Revolution is a testament to that, except the timing was off.
There has not been much mentioned about Precinct from the band of testers helping Silicon Ice Development play test the build before it is released. The level is comparable to that of ut_swim by NRGizeR. How's that you ask? Well, first off it is a completely indoor level, with narrow hallways, stairwells, offices and an elevator. Snipers will tend to shy away from this level as it is probably going to feel a be "tight" to them. This is a true shotgun level! At last check, the level was set up for Team Survivor, Capture & Hold and CTF.
SID has not decided on the full complement of levels to be included in the distribution...yet. This list will be made public shortly. I mentioned this on the Urban Terror web site. Right now, there are MANY levels being tested, tweaked and updated. Probably more than should have. But nonetheless, the entire level design team has really come together and are working collectively as a group, it's awesome to see. Props to Dragonne, BladeKiller, RabidCow, Dick Dastardly, SweetnutZ, Bar-B-Q, INVIS, with help from thnom and QueenBee.
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Af : Pingvin
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30. May 2003 - 19:41:08
Beta 3 User Interface
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In order to simplify console commands and allow better match control, we have updated the user interface to include some of the more common commands that will be used in the upcoming release. As we discussed in our last update, we enlisted the services of thnom from the community to help update our existing game menus to allow for better interface and more functionality.
The START SERVER menu now has a new layout that includes a preview of levels, along with color coded bot support for team games. PLAYER menu has changed within the code, for gamers to select sex and race, not allowing them to have all the control selecting individual skins as in previous versions. A new addition under the PLAYER is a menu for our newly coded match mode. There are three commands that will be listed: READY, CAPTAIN and SUBSTITUTE. The READY command tells the server that you are ready to begin the match. CAPTAIN will let the server know which team member is in charge, while SUBSTITUTE will allow a gamer to spectate and talk to their team without being selected to play.
We have taken some of the hassle of using console commands and included those in the OPTIONS menu. The new commands include MINI-MAP POSITION that allows you to toggle all the screen positions for the mini map. You will also be able to change your field of view (FOV), set to the default of 90 to the medium (100) or low (110) setting. Finally, the DRAW HUD will let you toggle the heads up display (HUD) from the menu. The 'ENABLE PB' and 'CROSSHAIR SETUP' shown in the bottom right of the OPTIONS menu will let you toggle PunkBuster and configure the type and size of your crosshair.
The RCON menu now has four sub menus included: ADMIN, PLAYER, PB and OPTIONS. The admin will now be able to control the match from the user interface. Common admin commands include: reload map, next map, map pause, swap teams, shuffle teams, match mode (on/off) and the rcon password. Some of these new admin commands were discussed in the previous news post.
The second tab under RCON is labelled, PLAYER and will allow the admin to slap, kick or ban a given gamer on the server. The admin selects a name from the list of gamers on the server and the appropriate action. There are some basic PunkBuster commands listed under the PB menu. For a description of their use read PunkBuster for Server Administrators. The final menu is the OPTIONS tab, with five options: toggling friendly fire, allowing voting on the server, provide respawn protection, force spectating and flood protect.
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Af : Pingvin
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Kilde : Urban Terror
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27. May 2003 - 09:42:23
Hvor er Urban Terror 2.7?
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Spørgsmålet på næsten alles sind er, "Hvor bliver 2.7 af?" Lad mig være den første til at bryde nyheden til jer. Der bliver ikke nogen Urban Terror 2.7. Sagen er den at vores mål har ændret sig i denne udviklings cyklus. Oprindeligt skulle den næste planlagte udgivelse hedde "2.6b", der rettede op på de fejl og server fejl der hidtil har været. Den plan blev lagt på hylden og vi besluttede at arbejde videre til det Community't kaldte Beta 2.7. På dette punk i udviklings cyklusen var vi meget længere fremme (Detaljer følger senere) i udviklingen at vi besluttede at kalde den næste Urban Terror udgivelse Beta 3.0. Så hvad betyder dette for dig og Community't? Bliv ved med at læs og vi vil kaste noget lys over hvad det er vi har arbejdet på siden vores 2.6a udgivelse i Januar.
Beta 3.0 vil være totalt ompakket; væk er de 7 .pak filer fra dit q3ut2 bibliotek, erstattet af en enkelt trimmet .pak fil. Lige nu har vi kun et ca. for den endelige udgivelse, men så snart det er bekræftet vil vi udtale os om den totale størrelse. Husk når man om pakker filer, vil mange "dublicate" filer forsvinde, dette inkluderer .tga, .jpgs og .bsp filer ( nogensinde set størrelsen på nogle af de .bsp filer til maps'ne?). Så, da denne nye pakke vil være en hel del større download end en update, så vil den tillade os at rense meget af det rod vi har lavet for at nå til dette punkt. Nu videre til nogle af detaljerne fra udviklings holdet.
Lad os starte med at slå nogle af myterne fast mellem ARIES og ARIES2. Når den er totalt omskrevet af TwentySeven, vil den nye "hit detection" være en fornyet, "ZEUS" (det er ARIES far). Men i Beta 3.0 vil ARIES være opdateret.
"ARIES er KUN ansvarlig for hvilken del af player modellen der bliver ramt når kuglen allerede har ramt spillerens "bounding box". Jah det er ikke helt perfekt, men dette er ikke grunden til "missede skud" eller de såkaldte "Spøgelses kugler" eller for den sags skyld ""#¤"#%"!""@ hit detection", siger TwentySeven.
Han fortsætter, "Du kan så'n tilnærmelses vist teste det selv. En spiller der står stille betyder at bounding box'n ikke bevæger sig rundt, så det eliminere at resten af net koden er en faktor. Hvis du fjoller rundt og sætter GOD mode på, så skulle du være i stand til at finde et par områder på din modstander (som står stille) som vil tillade dig at sætte en kugle lige igennem kanten på visse områder af nogens arm eller kevlar uden at der bliver registreret et hit. Dog virker stort set alt det centrale på kroppen som forventet.
Grunden bag de fleste af de "missede skud" i spillet er ikke ARIES, det var resten af det system der placerer den bounding box til at starte med - "anti lag" systemet. NU da det har fået en masse opmærksomhed i den sidste udviklings cyklus (2.7) og de problemer vi er stødt på er rettet har gjort os (SID) og "dem" (QA) ret meget gladere med der hvor vi er nu.
For at opsummere hvad du kan forvente i den næste udgivelse: Ikke længere et problem at sigte mellem LPB's og HPB's, ikke længere et problem at have en fuld server og ens hit detection går af #"¤@&¤ til, ikke længere et problem at have Spøgelses kugler, medmindre du virkelig er skod (ThA PiNk ) eller personen du skyder på er 999. Der vil være et mindre problem med nogle af animationerne som ikke vil have en fejl fri hit mulighed (drejer sig fortsat om når man klatre og svømmer) disse vil blive rettet til på en senere dato. "den rigtige grund til at ARIES2 bliver implementeret er ikke kun for at rette fejlene i ARIES (hvilket udover det ikke er så store i 99% af spil situationerne). Vi har simpelthen mistet muligheden for at producerer ARIES hit kode (de blev lavet for 2 år siden), så vi blev nødt til at finde på noget nyt så vi kunne inkluderer de nye spiller modeller i spillet" konkluderer TwentySeven.
For at gøre Spiller modellerne mere synlige, har BladeKiller og Miles arbejdet på at rense og modifikaniserer spiller "skins'ne". Som du kan se på Screen shots'ne, begge holds skins står ud mod baggrundens miljø som på ut_casa. Skinsne som er afbilledet ovenover. De er kaldet TAG og SWAT. Så snart vi har alle skinsne færdige vil vi visse jer alle 3 sæt sammen. Sammen med alle de nye skins, TwentySeven har færdiggjort kodningen af skins set pr. map kode.. Miles tilføjer, "ærmer og handsker er blevet tilføjet på Cobra teamet (alle hold faktisk) og har udskiftet deres "knit-caps" med wetsuit hætter. For tiden er jeg i gang med at kigge på Desert temaet og det ser nu ret godt ud indtil nu. Jeg har muligvis G36 færdig så snart spiller skinsne er klar... også en mulig skulderpatch til at identificerer en medic frem for rygsækken".
Vi har hvervet Thnom, fra communty't ti at hjælpe med at opdaterer noget af 2D grafikken, inkluderet "user interfacen" (UI). Nogle af de ting inkluderer et nyt layout med map prewiev og farve kodet bot support når man starter en server. Han har tilføjet en ny "Matchmode" menu (under PLAYER) som er kontrolleret inden fra spillet for at tillade dig at "READY", når du er klar til at spille, "CAPTAIN" fortæller serveren at du er kaptajn og "SUBSTTUTE" betydende at du kan kun spectate dit hold og tale til dem, mens du ikke er udvalgt til at spille. Under "MENUEN" har du nu også mulighed for at ændre vejr effekterne, position af dit minimap, størrelsen på FOV og HUD. du kan også slå PunkBuster til inde fra menu'n uden at skulle skrive pb_cl_enable i din konsol menu.
Til admins'ne har vi implementeret nogle nye muligheder for at gøre deres job lettere når det er involverede i kampen. De nye kommandoer består af: Genstart af map, Genload map, næste map, map pause, byt hold, bland hold, matchmode (on/off) og kodeord (rcon kodeord). Nogle af disse er nye i den kommende udgivelse, Byt hold (swap teams) vil gøre præcis det (mest til bomb/defuse mode). Bland Hold (Shuffle teams) vil tage den nuværende spiller liste og blande den, mens matchmode (inkluderende auto demo) vil assisterer i league spil og orginaceret kampe.
Mange af de levels some vil blive inkluderet i Urban Terror 3.0 er ved at blive færdig gjort. Mange har set en form for modifikation, på grund af den nye implementering af den nye bomb/defuse spillemode. Andre levels, så som ut_village2 og ut_casa er blevet opdateret til at inkluderer CTF. Frygt nu ikke, da jeg kan se jer klynge jer til updaten af ut_casa. Programmørerne har skabt et nyt værktøj kaldet func_wall some tillader en level designer at lukke områder på det pågældende level afhængigt af hvilken spillemode der bliver spillet. Så i ortodokse der klynger jer til det originale ut_casa i TS behøver ikke bekymre sig, originalen er der stadig.
Listen af levels some bliver inkluderet i Beta 3.0 er ikke helt færdig endnu, men du kan forvente at se ca. 5 levels pr. spillemode (TS/TDM CTF, Bomb) sammen med andre "nye tilføjelser". Vi har her billeder af ut_siberia af SweetnutZ, ut_streets2 og ut_crenshaw af INVIS. Disse er nogle af de modifikationer vi har lavet til de eksisterende og nye levels. Du vil også se nogle af de originale levels så som ut_docks som er blevet opdateret til CTF, takket være brugen af func_doors i GTKRadiant, har vi nu muligheden for at lave døre som kun åbner en vej, dette vil tillade holdene at spawn'ne i sikkerhed uden at frygte at blive offer for granat camping når de respawner. Et level som får en opdatering er ut_ricochet, originalt designet af WetWired. Dragonne har lavet nogle ændringer på level't, tilføjet bomb/defuse mode, samt opdateret spawn punkterne, tilføjet nogle flere adgangs ruter og fjernet den røde bil til fordel for en hvid varevogn. Bar-B-Q har haft ret travlt med at tilføje den nye bomb/defuse spillemode til ut_mines, ut_rommel og ut_sanctuary.
Dette er kulminationen af de sidste 4 måneder og der er stadig mere information som vi ikke har diskuteret, samt rundet alle level'ne. Der har været og vil fortsætte med at være fejlretninger og modifikationer til spille koden, inkluderende nye animationer (Negev) og lyde til AK-103, IMI Negev, SR-8 og eksplosionen af bomben, Hilsen Bar-B-Q. Nu når vi kommer tættere på vores "code freeze" vil vi udgive flere screen shots, videoer (til DiVX) og informationer omkring den fremkommende udgivelse.
Oversat af [Laus]ThA PiNk
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Af : Pingvin
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Kilde : Urban Terror
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25. May 2003 - 23:49:13
Call For Help
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When is comes to online gaming communities, the development team believes the Urban Terror is one of the best, well manored going. No, really! There are many great people in the community who continue to support and assist the community, a testament to the relationship between the gamers and the development team.
While we are still working on the "next" release, we put out a small call for help. As you know, most of what you see from the development and community sites comes to you without having to shell out any cash. I even commented on it during my recent trip to San Francisco, for the in studio taping of The Screen Savers.
Many have help to shape the community into what it is today, but we are looking for some help to finish out the year, without having to resort to "other means" when it comes to continuing to host our forums and urbanterror.net web site. The donations we received last year via our PayPal button on urbanterror.net were able to succesfully pay off about 90% of our hosting costs.
We again turn to the community in order to help offset some of the costs we continue to incur as development rolls along. I can already see some of the comments rolling in, "Well, where is 2.7?" "Give us something before we give you money!" And in due time we will, as you will read on the Urban Terror web site in the next few days.
We do not require anyone to donate. If you do not want to donate, that is fine, continue enjoying the mod and playing in the leagues and community. But, we are thankful to those who help SID offset some of the costs. If you feel the need to donate, then click the PayPal button on urbanterror.net.
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Af : Pingvin
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7. May 2003 - 22:30:36
Cover this !
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This started as an april fools joke, but we thought we would modify it and release it to the community. It's a little thing that me and [Laus]Rednex whipped up in a matter of minutes or something 
You can download the cover in full resolution (300 dpi) here (approx. 8 MB). Anyone is free to mirror this if they want. Our server sux!
Don't forget to read the fine print on the back !
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Af : Pingvin
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7. May 2003 - 12:52:41
Enhanced Bot AI
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Since the early days of Urban Terror, there has been a continued interest in the development team improving the current bot code. Not since GottaBeKD, that is going back to 2000 have we had someone whose primary focus was bot AI. I guess we can all agree that some bot code is better than none, but it could be better...
Recently, we have been in contact with a coder who goes by the name of AxonMisFire. His interest is two fold when it comes to AI and the implementation, or shall we say enhancement of the bot AI. Currently, he and his research team at the University of Texas, Arlington are working on bots in a given environment. Based on previous conversations, getting the bots to move and act in the Urban Terror (Quake 3) environment is something that is of interest to both his personal research and the development team.
Currently, he is working with the code base. While no real window has been set or talk about merging the current code base with that of the bot code, the wheels are in motion to bring "smart" bots to life in Urban Terror. No more seeing Chicken running around in circles shooting at the ground or Cockroach running right past you, until you fire a shot. We will update you on the process as it relates to the bots and get AxonMisfire to give you a bit more information.
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Af : Pingvin
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5. May 2003 - 21:26:45
22. Apr 2003 - 06:17:58
21. Apr 2003 - 18:32:16
Velkommen
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Så er der igen sket en medlemsforøgelse i [Laus]. Det vil sige at klanen nu tæller (gisp) 12 medlemmer  De to nye folk er [Laus]Slayer og [Laus]MasterEP.
VELKOMMEN TIL!
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Af : [Laus]Rednex
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