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Open Tournament Pre-Alpha

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  • Open Tournament Pre-Alpha

    The folks at the Open Tournament got something working. Less than a month has passed, and now we have the first playable release.

    Download it here ->https://sourceforge.net/projects/communityot/files/

    You need to install VC2013 c++ redistribuitables so it loads http://www.microsoft.com/es-es/downl....aspx?id=40784

    The whole sourcecode is uploaded, and all the assets are too, feel free to take a look or download the source files by yourself.

    Current features it has:
    • Completed Weapons: Assault Rifle, Minigun, Flak Cannon are fully working
    • Partial Weapons: Rocket launcher(only primary missile), Shock Rifle(no shock combo yet)
    • Health and Death: you have health and you die and go ragdoll when it goes below 0, then you can respawn
    • Movement: Double jump, dodge, wall dodge.
    • Multiplayer: Everything here works MP completely, and comes with a VERY basic deathmatch mode


    It has a few maps working, all of them still WIP, but they are cool.

    Some photos of them:
    Numb51's Nightime Dek: Check the lighting work and materials.


    Chonglee Daytime Dek: all materials are the same, the entire map is driven by light ONLY


    Plunge map by Enos Shenk: check the jump pads


    very WIP original map Plex by Numb51 too: has elevators


    Our weapon meshes are the Flak cannon and the Rocket launcher meshes, we have a minigun mesh and a assault rifle mesh almost done. The weapon system doesnt support animations yet(is a new weapon system written by me specifically for this project)
    In the case you want to see how the weapons work, here you have a video:


    To create a server, you need commands, opening them with "`" key, the command to connect to someone is "open <serverip>", and the command to open a map as server is "open Dek?listen" The game will automatically load Dek level as singleplayer if you only want to see how the movemnt and weapons work.

    Important
    This is barely any tested, still has debug logs everywhere, will crash a enormous amount of times, and the weapons arent really balanced at all. Dont expect it to be working, this is more for betatesting in a real place environment. Also, it has no settings screen so you would need to edit the INI files to do anything.

    Ill be here whole day for hotfixes, so if a really showstopper bug appears i can fix it fast and upload a fixed version. Ill open IRC soon, ill post when IRC is up and running.
    Attached Files
    Last edited by vblanco; 05-04-2014, 11:56 AM.
    UDK and UE4 programmer and Unreal engine 4 betatester. Currently working on commercial VR games.
    Deep knowlegde of C++ and blueprints.
    Games released, Deathwave, VRMultigames, DWVR:
    http://store.steampowered.com/app/463870
    http://store.steampowered.com/app/500360
    http://store.steampowered.com/app/520750

  • #2
    Cool! You guys are really making it happen. Had great times in the original Unreal Tournament
    Godz for UT '99 / UT 2003

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    • #3
      This is some very nice progress. Keep it up.


      SEJonF.com | Twitter | Youtube | ArtStation | WIP | UE4 SciFi Assets Hallways | Interiors | Props | CMD Center | Engineer Halls & Props | Free Asset Demo | Fantasy WIP | Ice Shader

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      • #4
        Looks really cool!
        A 3D Adventure Game developed using Unreal Engine 4

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        • #5
          It's happening!

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          • #6
            Nice work so far!
            Looking forward to future progress!

            Any maps I make in UE4 I'll contribute to this if you need more content!

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            • #7
              Originally posted by Lord_Porksword View Post
              Nice work so far!
              Looking forward to future progress!

              Any maps I make in UE4 I'll contribute to this if you need more content!
              Great! I also could make map or two. Do you have list of tasks that somebody can pick and just do?

              Also is movement speed final or at least at stage when mapper can feel if map size is correct?
              UT2004 had very misleading size of player (and its collision) compared to size of maps.

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              • #8
                Good work getting an alpha released this quickly, there are quite a few people looking on keenly to see where this project leads

                The only bug i found was an error relating to MSVCR120.dll, some others had the same

                This was installed with vc2013 but would not work until i updated windows 7 to service pack 1

                I think this is an engine issue rather than specific to your release

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                • #9
                  So while there haven't been official announcements yet, there has been strong hinting that this project will get an official blessing of some kind. Does that mean you'll be able to use Epic IPs such as map names and character likenesses, or can you not comment yet?

                  What are your stylistic plans for the music in either case? I'd love for a new 'Tournament to give up the generic orchestral stuff in favour of bringing back that unique demoscene vibe.
                  Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

                  Oldskooler PreDigital CRTify illustrious Patreon

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                  • #10
                    Originally posted by SF View Post
                    So while there haven't been official announcements yet, there has been strong hinting that this project will get an official blessing of some kind. Does that mean you'll be able to use Epic IPs such as map names and character likenesses, or can you not comment yet?

                    What are your stylistic plans for the music in either case? I'd love for a new 'Tournament to give up the generic orchestral stuff in favour of bringing back that unique demoscene vibe.


                    I'm in charge with musical direction at the moment and I'm very interested in what the community thinks. Any further feedback on musical choice would be greatly appreciated!

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                    • #11
                      I would like to help with this project how would I get in to help?

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                      • #12
                        Originally posted by sg1anubis View Post
                        I would like to help with this project how would I get in to help?

                        Add JohnFlerianos on skype.

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                        • #13
                          This is very exciting, gives me that feeling that I felt when I first played UT99. Keep up the good work, watching with eager eyes!

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                          • #14
                            Originally posted by JohnF30 View Post
                            I'm in charge with musical direction at the moment and I'm very interested in what the community thinks. Any further feedback on musical choice would be greatly appreciated!
                            I'm "voting" for some "tracker" music like from original UT99, I think anybody on scene will help you.

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                            • #15
                              Originally posted by nerfur View Post
                              I'm "voting" for some "tracker" music like from original UT99, I think anybody on scene will help you.
                              I think the old style of tracker music works with UT but I think maybe have the new version made with actual guitars, drums and some synth. Could be cool and not sound so old school.

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