"RiflesMod" Gameplay on Witching Hour (Day), Witching Hour (Night) and Crossroads (Night) *WIP* 21/10/09

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Uploaded by on Oct 22, 2009

This is a gameplay video of my current mod project, initially it was heading towards being a near-remake of MoH:AA but I'm moving in a different direction now.
So far I've removed alot of the Unreal-ness from the mod - glowy characters in team colours, the HUD elements, double jumps, dodging, high run speeds and crosshairs are all gone - aswell as adding new real-ness features like weapon reloads, sight aiming, a sprint ability, independant grenade and melee keys and head (1.75x, 'pang' sound), torso (1.15x, 'thud' sound) and crotch (1.05x, temporary 'poke' sound) damage multipliers for all bullet weapons.
Audio-visually everything is very early progress (some of the sounds are from MoH:AA and will be replaced) but coding wise I need to do a class system (at the moment you spawn with a knife, pistol, two grenades, binoculars and a random primary weapon) and fix some bugs (like there being a muzzle flash when you throw a grenade or use the knife) then it'll be pretty much done.

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Uploader Comments (DazJamesW)

  • AWESOME nice one

    do u have any tuts on throwing grenades in UT3???

  • Basically it's the Rocket Launcher's grenade but I made it always bounce instead of exploding when it hits people. To get it to fire via a dedicated key I put a function in my pawn class that switches the players weapon to the grenade, calls projectilefire and then switches back to the weapon that the player was holding previously.

    I'll do a proper tutorial when I get chance.

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All Comments (12)

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  • I also swapped the stand-in wood material from the nearly done Enfield Rifle models to a stand-in green plastic material to make it look a bit more modern. I'm probably going to heavily modify that model into something more fitting, I might just keep the action part of the weapon and make a new stock and foregrip for it.

    To be honest I can swap the models in and out to anything and keep the weapon characteristics so I'm not too worried about absolutely nailing down a theme for them yet.

  • I decided the drop the WW2 theme and started building similar weapons which were original designs and intended to be slightly sci-fi weapons that are grounded in the real world. The B.A.R. stand-in model was replaced with one I made for a standalone weapon (my Assault Carbine) and the PPSh-41 model was heavily modified into a new SMG. The Colt M1911A1 was recently replaced with a revolver but I think I'm going to change that a lot when I get chance.

  • Well as it was originally going to be WW2 I'd started adding WW2 weapons. I had a mostly done Colt M1911A1, Enfield Rifle (and sniper version), PPSh-41 and an M9A1 Bazooka. I also had stand in models for the B.A.R., Winchester Shotgun and the M2 Frag Grenade which were basically boxes and cylinders arranged into the shape of the weapons it was meant to represent (the idea was if you looked at the centre of the screen the shape in the bottom right corner would be the right one).

  • Seems good.

    Are you putting in real life weapons and technology, or near-future realistic sci fi? I really cannot tell :(

  • Ahh :P

    It can get quite tense with 4-8 players, it's like the never knowing what's around the corner feeling you get with tight corridor maps but you need to actually find cover rather than having it all the time.

    With higher player numbers you just want to find a tree and hide behind it forever.

  • Sorryy, I meant MOODY. Love the fog on it :)

    The only stuff that I think break the illusion so far are the playermodels that are still left from UT3.

    Otherwise: great job.

  • By 'moddy' do you mean unprofessional?

    You should see Crossroads in the daytime, it's horrid :P

    I wouldn't say it'll be out soon but I might get the class system done and then make it so it's obviously not final graphics but at least make it look tidy, then do a release and use that to get more staff to do art and use it as a testing period so if there was a full art release it wouldn't have the inevitable bugs in a first release.

  • I hope it releases soon. I was looking for something like this.

    The forest map looks really moddy.

    Are you going to rework the character models as well? Maybe custom vehicles?

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