UT Pre-Alpha – Marktplatz, Hubs, Editor & DM-Outpost23

Unreal Tournament macht einen großen Schritt nach vorne, denn die neue UT Pre-Alpha enthält einige neue Features. Allen voran der Marktplatz, der nun gestartet wurde und über den man zusätzliche Inhalte von der Community beziehen kann. Zu den weiteren Neurungen gehören neue Charaktere, die Map DM-Outpost23, voll funktionsfähige Hubs, überarbeitete Menüs, ein angepasster Editor und eine neue Version des Launchers.

Marktplatz & Hüte

Da Unreal Tournament kostenlos sein wird, möchte Epic Games die Entwicklung über den Marktplatz finanzieren. Und dieser ist nun online, wenn auch erstmal zum Testen und nicht um jetzt schon Geld damit zu verdienen. Damit es zum Start des Marktplatzes auch schon erste Inhalte gibt, hat Epic Games vor einigen Wochen die Community dazu aufgerufen, eigene Hüte für die Charaktere zu kreieren. Genau diese kann man nun über den Marktplatz beziehen und Epic Games kann das System im Hintergrund in Ruhe beobachten und verbessern.

DM-Lea & DM-Outpost23

Der Marktplatz hat aber zum Start noch etwas zu bieten: Die Community-Map DM-Lea kann darüber kostenlos heruntergeladen werden. Diese ist ein Remake der gleichnamigen Map für UT2004, auf 1on1 ausgelegt und spielt unterwasser. Der Autor CaptainMigraine hat die letzten Monate viel Zeit und Arbeit in dieses Projekt gesteckt. DM-Lea ist quasi fertig, dennoch kann es gut sein, dass der Autor noch die ein oder andere Kleinigkeit ändern wird, abhängig davon was für Feedback von der Community zurückkommt.

dm-lea ut

Mit DM-Outpost23 hat auch Epic Games nun eine erste komplett fertige Map abgeliefert. Sie wurde etwas verdeckt im Hintergrund gestaltet und war von Anfang an als kleine Überraschung gedacht. Dennoch ist DM-Outpost23 für alle Spieler der UT Pre-Alpha keine Unbekannte. Wenn man über die Map läuft, erkennt man schnell das Layout von DM-Circuit wieder, die schon seit vielen Monaten in der UT Pre-Alpha enthalten ist. Epic Games hat der Map nun ein Thema verpasst und sie vollständig gestaltet. Herausgekommen ist eine wunderschöne Map, die unter anderem als Vorzeigemodell dienen soll. Die Community kann DM-Outpost23 als Richtlinie für die optische Qualität nehmen und bekommt dazu noch einen Haufen neuen Content, der in eigenen Maps verwendet werden kann.

dm-outpost23 ut

Neuer Launcher & angepasster Editor

Der Launcher wurde erneut optisch aufgewertet und aktualisiert, natürlich auch um den Marktplatz und den neuen Editor als neue Features zu integrieren. Aber auch im Spiel selbst wurde viel an der Optik von Menüs und Hintergrundbildern (z.B. im Ladebildschirm) gemacht.

Um der Community das Erstellen eigener Maps zu vereinfachen, wurde ein angepasster Unreal Editor für das neue Unreal Tournament veröffentlicht. Diesen kann man über den neugestalteten Launcher erreichen. Dazu gibt es eine Reihe von Tutorials, die den Einstieg ins Mapping und Modding erleichtern.

Funktionsfähige Hubs & neue Charaktere

Die Hubs, die sich ebenfalls schon seit einiger Zeit in Entwicklung befinden, sind nun voll funktionsfähig. Hubs sollen das Zusammenspielen und das Finden geeigneter Matches erleichtern. Man kann gewünschte Einstellungen vornehmen und dann nach passenden Mitspielern suchen. Natürlich gibt es aber auch weiterhin die Möglichkeit den klassischen Server Browser zu benutzen.

Und damit auf einem Server nicht jeder Spieler gleich aussieht, gibt es nun zwei neue Charaktere. Epic Games hat den alten „Malcolm“-Charakter aussortiert und dafür einen neuen sowie einen „Necris Male“-Charakter erstellt. Diese neuen Versionen der Charaktere basieren natürlich auf den Konzepten, die bereits vor einiger Zeit in den wöchentlichen Livestreams vorgestellt wurden. Über die Einstellungen kann man nun einen der beiden Charaktere auswählen und ihm auf Wunsch einen Hut auf den Kopf setzen.

ut malcolm

UT Pre-Alpha Build 02.03.15 Changelog

Major Changes

New DM-Outpost23 fully meshed visual bar level.
New Malcolm and Necris characters are playable.
Re-skinned and updated Launcher.
New Unreal Tournament Marketplace with cosmetic items by community contributors.
DM-Lea by CaptainMigraine is available for free from the markeplace.
Unreal Editor customized for UT is now available for free from Launcher.
New set of web tutorials to teach you how to create content and mods for UT. Check them out at http://learn.unrealtournament.com .
Polished and optimized weapon effects.
Revamped menus with new graphics and layout.
Hubs are now fully functional.
First pass on performance optimization, barely touched the surface.

Levels

New DM-Outpost23 fully meshed visual bar level.
DM-Lea by CaptainMigraine is available for free from the markeplace.
DM-Decktest
Fixed slime volume at bottom of deck.
Example_Map
Updated to match new look.
Reworked to integrate post & lighting example map content.

Weapons

Fixed Translocator disk broken when fell out of world.
Polished Translocator scale/position, materials, textures, & animations.
Fixed weapons that fire projectiles with nonzero extent collision not properly preventing the projectile from starting out inside a wall.
Polished Redeemer texture & material, polished 3p mesh.
Created anims and montages for Redeemer (Equip, Fire, Down) and hooked them up.
Hooked up Flak Cannon ammo counter material.
Reduced Flak shard overlap sphere.
Checked in new Flak shell using separate texture (no longer needs old flak materials).
Fixed Enforcer left hand mesh igorning blueprint initial rotation
Fixed not playing udamage fire sound when firing bio alt-fire while have udamage.

HUD and Scoreboards

Fixed team scoreboard double counting spectators.
Don’t force two digits for hours in HUD.
Fixed spectator text color on scoreboard.

Hubs and Server Browser

Lots of polish for Hub menu.
Bugfixes for Hub match creation and joining code.
Some new icons for the Hub Browser.
Add a „Start New Match“ fake badge for Hub.
Moved the Start/Leave and Start/Ready/Abort buttons to a better place.
Made Hub instance match max player counts more reasonable.
If a player not in a session joins a HUB they will be kicked with a friendly message telling them to use the browser.
Hub match creation always falls back to DM if can’t resolve game mode, as UI code counts on having a valid game mode.
Cleaned up the Server Browser

Networking

Failsafe timer for client-side projectiles which don’t get matched up with replicated server side projectile.
Temporarily extended timestamp reset until we can figure out why rollover is broken.

Bots

Improvements to bots reacting to new enemies.
Better wall dodging AI.
Bots engage enemies more in DM when powerups are far away.
Fixed an issue with bot consistency in PIE due to different world initialization order.
Stop considering favorite weapon as important pickup once the bot has a copy.
Bots fill out multiplayer game to max of BotFillCount and MinPlayersToStart.
Always add bot to duel game that starts with less than 2 players.
Fixed some incorrect jump paths being generated.
Fixed lift pathing data being broken when the lift is a mesh with an origin that is not near the center of the lift

Performance Optimization

Performance tweaks and art polish pass on all weapon effects.
Detail settings are now auto-detected at startup.
Don’t use SimpleDynamicLighting for lowest quality setting.
Fixed performance regression in IsShadowOccluded().
Set bLightAttachmentsAsGroup for UTCosmetics and UTWeaponAttachment (perf optimization).
Disabled receiving decals for projectile meshes.
Don’t use projectile meshes as occluders.
Projectile meshes don’t cast shadows (except redeemer missile).
WeaponAttachment meshes don’t receive decals.
Fixed bio explode effect particles having collision.
Disable other player’s projectile flight lights at low detail settings.
Effects use detail modes to disable some parts of the effect at low detail settings.
Cosmetic Items have bUseAsOccluder false.
Force shadow casting off on all impact effect lights unless at Epic effect quality.
Flak shard bounce effect light is high detail only.
Added bLowPriorityLight flag to UTProjectile. For projectiles not fired by the local players, low priority lights and all projectile flight lights if effects detail is low or medium are turned off.
Link projectile has low priority light.
Added system to allow impacteffects to specify a lifetime scaling for their decals.
ImpactEffect sets component location before registering it. Fixes particle system LOD being base on a position at (0,0,0).
Enforcer and link impacteffects scale decal life by 0.5.
ReflectionEnvironment disabled at low and medium settings.
Added ability to play fireeffects at greater than 1 shot intervals. Minigun tracers now happen every other shot.
Turned off lit translucent lights in particles. Super expensive, don’t ever use.
Checked in new 3 level LOD’s for all 3p weapon meshes.
Added option to force impact effects to use LOD 0 if created by the local player. Shock combos fired by you now always render at LOD 0
Optimized BoneDataVertexBBuffer updates to only copy the data needed, can be merged into main, saves memcpy time in the render thread

Engine and Editor

Unreal Editor customized for UT is now available for free from Launcher.
New set of web tutorials to teach you how to create content and mods for UT. Check them out at http://learn.unrealtournament.com .
Cleaned up editor content organization and fixed up redirects.
Improved movement collision, reducing stickiness in some spots.
Rebuild navmesh prior to saving if out of date; turned off „build navigation automatically“ by default for UT.
Fixed projection distance of various weapon impact decals so they are properly applied to curved surfaces.
Bound Ctrl-B to build geometry.
Auto rebuild geometry off by default
Fix for Linux server crashing because OSS attempts to cancel HTTP requests after the HTTP module has been unloade
Explicitly clear timers when actors are destroyed because engine isn’t auto clearing looping timers of destroyed objects.

UI

Re-skinned and updated Launcher.
Updated game splash screen and editor splash screen.
Updated Main Menu background.
Updated loading screen.
New Menu top bar and icons
Updated menu graphics and styles.
New layouts and look for player settings menu.
New layout and look for system settings menu.
Added tooltips to system settings menu.
New layout and look for create game menu.
Tweaked dynamic decal default lifespan and lifespan slider in settings.
Fixed the Slate combobutton double click issue.
Fixed text sizes and backgrounds on various dropdown menus (Settings, About)
Added Connect via IP to the Play Now submenu
Added a bunch of Common styles (EditBox, NormalText, BoldText)
Fixed being able to choose from all country flags.
Added anti-aliasing selection combo box and screen percentage slider to system settings menu.
Fixed a case where the level summary gets the wrong internal object name so the UI can’t find it
Fix UT menus still allowing gun fire when open.
Lots of friends and chat system fixes.
Added delegate callback to the movie player when it finishes playing movies and can safely return to gameplay.
Fix crash if attempting to interact with the game while the eula prompt is up. The eula is now shown after loading movies are finished.
Fix separators on UT main menus changing size when resolution changes.
Removed confusing dedicated server button from create match server panel. (all servers are dedicated servers now)
Added a warning message when creating a server while local custom content is out of sync with the user’s cloud storage
Added a connecting… dialog after entering an IP to join instead of closing all the menus
Fixed controls reset to defaults switching show menus and show scores.
Added a basic warning about running a server from a LAN and what ports to open when hosting a game
Added the player preview environment to the entry level to improve response time opening that menu; hooked up level screenshot in the hub.
Hooked up „No Screenshot available“ image.
Fixed number of combatants create game option being respected for net games.
Fix race conditions when updating textures from an SWebBrowser.
Introduced a new thread safe way to update a texture (this is expensive as it requires an extra memcopy).
Added in-game toasts when getting a game invite, friend invite or friend request accepted.
Added a button to auto-detect settings again after startup in the settings screen

Characters and Animation

New Malcolm character is now the default character.
New Necris character is selectable.
New cosmetic items in marketplace by KazeoHin-TechAE and TeriyakiStyle.
Replaced swimming animations, added dual pistol versions as well.
Hooked up new swimming aniamtions with playrate based on speed.
Added dual pistol wall slide poses and hooked up.

Misc. Gameplay

No longer spawn with helmet.
Lifts are not blocked by dropped cosmetic items.
Fixed tutorial shouldn’t have time limit.
Hooked up new gore and blood effects.
If player feigns and is unable to get back up after several attempts, kill him.
Damagetypes now define the text of the centered self suicide message.
Added new feignfail damagetype with custom death messages.
Fixed feigned player falling out of world when killed while a ragdoll.
Fixed Instagib spawn protection time.
Fixed crash at end of idle team game that was never actually played.
Fixed dropped pickups blocking lifts only on clients
Fixed flak and rocket decals attaching to lifts.
Lifts crush ragdolls they can’t push aside, including players feigning death.
Scale down head bone to 0.001 instead of 0 when taking a head shot so that any attached effects still work.
Unhooked the annoying train sound.
Unlimited ammo now controlled by gametype with bAmmoIsLimited.
Ammo not limited in BasicTraining.
Fixed powerup overlays not applied to left hand enforcer right away when acquired
Fixed left hand enforcer mesh being invisible if dual enforcers are acquired directly by a player who had no enforcers at all (lost due to feign death or gametype doesn’t come with them)
Fixed feigning death blocking lift function.
Fixed teleport velocity not being transformed correctly
Fixed gibbed corpses still having (Unreal) physics turned on
Fixed playing hitscan impact effect if no hit (like linkbeam).

Quelle: unrealtournament.com, wiki.unrealengine.com

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