i already had this idea a lot of time ago; but i din't think about UT, maybe because i hate its graphics engine. I thought about HALF LIFE 2.
The modding tools for the modeling/graphic part is already avaiable (a special version of XSI. You know what is XSI??)
Don't know anythig about the coding part, but the game should be a lot more flexible than UT and.. wow... never seen what the engine is capable of??
Implementing zero-grav motions should be a lot more interesting there...
And... yes, surely the veichles system is fully implemented there
I think it's not out yet and there is much still to be documented and written about it. Unreal already has a wealth of resources and documentation pertaining to every aspect of its editor and modding. Furthermore, we know a Descent-like game can be done with it. Comparatively, we know very little about Half-Life 2's editing facilities, or even the game's stability.
I know, however hl2 is just coming out in August(I hope..).
Just a question: what lets us know that a descent-like game (i mean, the only particular thing to create is a zero-grav vehicle) is surely possible?
Has been already experimentesd that?
The Assault map AS-Mothership has a reasonably similar facsimile that shows UT2k4 has the physics to support such a game. A few of the Onslaught mode vehicles also control like Descent ships, albeit without the banking.
Uhm, in other words, read the thread before you reply.
okay, okay, you've convinced me.
Wow, seems we have to do a lot of work to give the game a descent look! A new HUD, a cockpit, new textures(many could be recycled from UT), new robots(their models and textures, plus some appropriate AI script !)
Man, this project is the occasion to give descent a future!
Diedel..sign me in as a proud Modeler!
Judging from graphics, UT2k4 has it all over Battlefield Vietnam in terms of Descent. We need an engine that excels at corridors, since most of Descent takes place indoors. Much of BV is outdoors with rather simplistic buildings. I have no experience with BV's level editor, but UnrealEd is very friendly and easy to get into.
Plus, although I'm sure it can be done, BV represents 1970s Vietnam. It's more challenging to turn that into a sci-fi futuristic landscape than it would be in Unreal, which is already mostly futuristic.
i agree with you about the futuristic feel of UT..
and what you said about outdoors was really the only thing i thought might not fly with the bf engine..
Im not sure if the lighting would support tunnels properly.
at any rate...if you guys get this off the ground i'd be happy to help with the website promoting it..
*JBOMB* wrote:Im not sure if the lighting would support tunnels properly.
Unreal has one of the most flexible illumination implementations I've seen in a game you can build custom content for. Some levels have 400 or more individual lights in them, with their own colors, radii, type, intensity, and so forth. And UnrealEd has a real-time panel that lets you see exactly how it will look in the game, something D3Edit and most of the Radiant editors don't have.
Donâ??t waste time and money getting UT2003. UT2004 has every thing that UT2003 has and a lot more. Plus if you get the game take a look at the ChaosUT2: Evolution mod.