Been working on a full modification of TimeSplitters onto UT2004. I know what your all thinking, why use such an old engine? well, if you have ever played TimeSplitters, you'll know how similiar the gameplay was to UT2004. And i just prefer 2004 and hate the newer Unreal Tournament 3. So this is basically just a teaser showing off some of the characters i have done, 101 in all so far. Have around 150 to go. There will be all the maps from the all of the series, all weapons and music. Also i have someone working on a bot skill mutator that will add in bots special attributes so each character is different!
So to all you TimeSplitter fans out there, here you go
[video=youtube;Zh_5u9n2fLc]http://www.youtube.com/watch?v=Zh_5u9n2fLc&feature=plcp[/video]
YES!
OH MY GOD YES!
Take my money, please just fucking have all of it. I have been waiting for such a thing for so long.
A few questions. How much progress have you made? In your opinion what is wrong with UT3, or the engine at least?
Looks good so far though
[QUOTE=Lick;37814816]A few questions. How much progress have you made? In your opinion what is wrong with UT3, or the engine at least?
Looks good so far though[/QUOTE]
101 Characters, 5 maps ( Need fixing ) and 1 weapon ( For testing purposes ). Its only being worked on by 3 people keep in mind.
Well, you have me excited.
Will you have the old school hold down to aim the cursor around implemented? I am wondering if that concept works on mouse controls because that is in my opinion one of the main distinctions of the gameplay created by rare for goldeneye and then passed on to perfect dark and timesplitters.
It wouldn't feel like a timesplitter's game without that aiming system implemented. You also have to weigh in factors like movement physics and the fact that there was no jumping.
Also make sure you can't see your hands when holding a weapon, TIS THE WAY OF ANCIENT TIMES.
I love you.
[QUOTE=BenJammin';37815566]Also make sure you can't see your hands when holding a weapon, TIS THE WAY OF ANCIENT TIMES.[/QUOTE]
All things considered, they can do it no-hands like Unreal Tournament 2004 did, or they might try to emulate the 'everyone has hands' thing Future Perfect did - but that'd probably be annoying as shit, since 2004 didn't have first-person arms meshes like Unreal Tournament 3 did. This is just guessing, but it's more likely to go the former if they just port weapons and character models over.
do you need any one else help you work on it i would be happy to
I was not expecting such a warm liking to the mod, i was however expecting comments such as '' why only show a 43 second clip of just characters? its a waste of my time ''. But thank you everyone for your positive feedback
Hi Cairn. I never thought I'd see this... I remember when we worked on the Timesplitters mod for the source engine but I never thought I'd see it for UT2004. Nice one!
[QUOTE=Rombishead;37858029]Hi Cairn. I never thought I'd see this... I remember when we worked on the Timesplitters mod for the source engine but I never thought I'd see it for UT2004. Nice one![/QUOTE]
I am not sure if i quite remember who you are? what did you work on inside of the source mod? i know i was doing rigs, infact the 70+ models i rigged are somewhere on this forum still haha
[QUOTE=Cairn Trenor;37858091]I am not sure if i quite remember who you are? what did you work on inside of the source mod? i know i was doing rigs, infact the 70+ models i rigged are somewhere on this forum still haha[/QUOTE]
I was one of the level creators. I can't remember what user name I had back then. I did the Chinese level and started work on a few others.
[QUOTE=Rombishead;37858112]I was one of the level creators. I can't remember what user name I had back then. I did the Chinese level and started work on a few others.[/QUOTE]
Oh nice! i had heard about your work on the chinese level actually, infact i even saw pictures of it! it looked fantastisch! if you know any skills with the UT2004 engine, id be glad to recruit you
[QUOTE=Cairn Trenor;37858185]Oh nice! i had heard about your work on the chinese level actually, infact i even saw pictures of it! it looked fantastisch! if you know any skills with the UT2004 engine, id be glad to recruit you[/QUOTE]
Afraid I've never used it before. But I look forward to seeing your progress.
this is as illegal as a mod could be
[QUOTE=ChestyMcGee;37858250]this is as illegal as a mod could be[/QUOTE]
I am in contact with Karl Hilton about permission etc, won't be releasing anything until then.
If Crytek cease and desists this I am going to kill someone.
Oh man, those characters bring back good memories. I remember playing infected and setting the snow man character on fire. It was so great.
Also out of curiosity, how did you manage to get the game assets to the PC?
[QUOTE=Bryanrocks0;37858308]Oh man, those characters bring back good memories. I remember playing infected and setting the snow man character on fire. It was so great.[/QUOTE]
Didn't he shout "I'm melting!" whenever he got set alight?
This is fuckin amazing n all but I'll never get my dream of a Future Perfect HD remake
[QUOTE=Sergeant Stacker;37858409]Didn't he shout "I'm melting!" whenever he got set alight?[/QUOTE]
I think all the characters did? Maybe. It's been years since I played ever since my copy stopped working :(
I remember a lot of yelling when they were on fire
[editline]30th September 2012[/editline]
[QUOTE=Dead Madman;37858449]This is fuckin amazing n all but I'll never get my dream of a Future Perfect HD remake[/QUOTE]
I never played Future Perfect. How did it compare to the first two?
[QUOTE=Bryanrocks0;37858473]I think all the characters did? Maybe. It's been years since I played ever since my copy stopped working :(
I remember a lot of yelling when they were on fire
[editline]30th September 2012[/editline]
I never played Future Perfect. How did it compare to the first two?[/QUOTE]
Personally, i preferred TimeSplitters 2 much more due to the TSFP bot A.I being stupid as hell. Altho the story mode was brilliant fun! i guess if i had to choose, it'd be TS2 for the multiplayer and TSFP for the singleplayer
I'm wondering - where did you get all the characters from? I remember there being quite a few packs floating around before, just never as complete.
3D ripper Dx
Oh god this is amazing.
I suggest you guys keep a low profile until you are ready to release.
I know it sucks but these are the exact kinds of projects that get C&D orders. And the worst part is, lawyers don't start noticing them until they get signifigant publicity or have a lot of content already done, which means years of wasted work for you usually.
See Halogen (Halo mod for C&C Generals). Shut down months before release by Microsoft, despite Bungie giving the mod thier "blessings". The reason why? 6mo later, Halo Wars announced. Microsoft owns the IP, not Bungie, so despite having the blessings of the developer and the creative spirit, the one who actually owns the IP saw Halogen as something that needs to go.
This happens a crap ton with japanese RPG remakes too, such as the remake of chrono trigger. Tons of stuff was done on that game but they had to shut down when Square told them to.
It may seem like the IP holders don't care, but once they see just how serious of a project it is, and once they have plans of their own for their own IP, is when you start getting C&D orders. It's very rare for any indie/modding project based on someone else's IP to actually get released. The few projects that have done it, did it because:
1. They kept everything under wraps until release, which meant that there really wasn't anything that could be done except the IP holders telling the devs to no longer work on it further.
2. They were using an IP that is largely niche, belongs to a publisher that isn't terribly active or have resources for lawyers, or an IP that is basically dead in the water with no hope of coming back.
3. They were using an IP, but using it on the publishers own propritary game engine/game, and the publisher had no real plans to use the IP anyways anytime soon. In which case, it does nothing but benefit the owner of the IP as it requires players to buy their game or use their platform to play it anyways (see: Black Mesa. Also valve are really nice about this stuff).
4. The developers got a non-commercial liscense to actually use the IP legally. This one is hard to do, and requires you to actually set up a "company" of sorts to develop for it. But it's great, because it basically garuntees you don't get a C&D order. The IP holder is likely to decline your request if they find too much conflict with it (i.e. it would cause them to have to compete with you on a something they have in mind for that IP themselves, or if you are doing it on a game engine/game they have no monetary ties to, etc). This is what happened with MWLL, they were able to use the mechwarrior IP because at the time there was largely nothing being done for it, and it was being done on a very "pro-windows" and top selling PC game, which meant that the mod would do no harm except enrich the value of the IP in the eyes of Microsoft (that said, if the same thing were to happen again today, MWLL would likely have been declined due to MWO being in development).
[QUOTE=KorJax;37859020]I suggest you guys keep a low profile until you are ready to release.
I know it sucks but these are the exact kinds of projects that get C&D orders. And the worst part is, lawyers don't start noticing them until they get signifigant publicity or have a lot of content already done, which means years of wasted work for you usually.
See Halogen (Halo mod for C&C Generals). Shut down months before release by Microsoft, despite Bungie giving the mod thier "blessings". The reason why? 6mo later, Halo Wars announced. Microsoft owns the IP, not Bungie, so despite having the blessings of the developer and the creative spirit, the one who actually owns the IP saw Halogen as something that needs to go.
This happens a crap ton with japanese RPG remakes too, such as the remake of chrono trigger. Tons of stuff was done on that game but they had to shut down when Square told them to.
It may seem like the IP holders don't care, but once they see just how serious of a project it is, and once they have plans of their own for their own IP, is when you start getting C&D orders. It's very rare for any indie/modding project based on someone else's IP to actually get released. The few projects that have done it, did it because:
1. They kept everything under wraps until release, which meant that there really wasn't anything that could be done except the IP holders telling the devs to no longer work on it further.
2. They were using an IP that is largely niche, belongs to a publisher that isn't terribly active or have resources for lawyers, or an IP that is basically dead in the water with no hope of coming back.
3. They were using an IP, but using it on the publishers own propritary game engine/game, and the publisher had no real plans to use the IP anyways anytime soon. In which case, it does nothing but benefit the owner of the IP as it requires players to buy their game or use their platform to play it anyways (see: Black Mesa. Also valve are really nice about this stuff).
4. The developers got a non-commercial liscense to actually use the IP legally. This one is hard to do, and requires you to actually set up a "company" of sorts to develop for it. But it's great, because it basically garuntees you don't get a C&D order. The IP holder is likely to decline your request if they find too much conflict with it (i.e. it would cause them to have to compete with you on a something they have in mind for that IP themselves, or if you are doing it on a game engine/game they have no monetary ties to, etc). This is what happened with MWLL, they were able to use the mechwarrior IP because at the time there was largely nothing being done for it, and it was being done on a very "pro-windows" and top selling PC game, which meant that the mod would do no harm except enrich the value of the IP in the eyes of Microsoft (that said, if the same thing were to happen again today, MWLL would likely have been declined due to MWO being in development).[/QUOTE]
Thanks for the info, as far as i am concerned, me and my friend started development on this mod for just us two to play it again over the internet due to me moving away from London 6 years ago. If i do get told to take it down and not release, then i just guess thats bad luck. I would love to release it to everyone, and if i can't then i expect everyone to rally together and plead with Crytek
[QUOTE=Bryanrocks0;37858473]
I never played Future Perfect. How did it compare to the first two?[/QUOTE]
It's so fuckin fun and has such a strong story line whereas the first 2 are kinda ehhh regarding story
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