• Unreal Tournament 99 SWEPs
    44 replies, posted
[IMG]http://i.imgur.com/1GEcIcU.png[/IMG] Well, after almost 3 months of work I'm releasing this. Someone waited this, now they can be happy. Includes UT99 weapons, entities and map remakes [B][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=189453748"]Workshop[/URL][/B] [video=Oh_Isk5qD2U]http://www.youtube.com/watch?v=Oh_Isk5qD2U[/video] [VIDEO=KRd2rPjLNcI]http://www.youtube.com/watch?v=KRd2rPjLNcI[/VIDEO] [img_thumb]http://i.imgur.com/YBu9Kxt.jpg[/img_thumb] [img_thumb]http://cloud-4.steampowered.com/ugc/795194589363801387/435E80FB325F5E6C818F17A6A8F74FE6BD07E203/[/img_thumb] [img_thumb]http://i.imgur.com/mwtS3aU.jpg[/img_thumb] [img_thumb]http://i.imgur.com/iQrZRgN.jpg[/img_thumb]
the similarities are uncanny in quality damn good work
[QUOTE=Handsome Matt;42658970]They look amazing, but you forgot the download link. c;[/QUOTE] I'll upload it to workshop when I finish the map
[QUOTE=TheMostUpset;42658980]I'll upload it to workshop when I finish the map[/QUOTE] Now we only need player models and to have a side by side comparison.
Fuck yes this looks amazing! UT99 was basically my childhood and everything here is so spot on
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=189453748"]Uploaded[/URL]
I LOVE YOU
Really quality addon once again, thanks for making this.
Some current issues I found: [CODE] -Shock canon primary fire does not angle itself on walls/ceilings/angled surfaces -Impact hammer does not damage you when you hit walls -The reddemers secondary fire is WAY too fast -Ripper blades slow down to near crawl before dissapearing -The flak cannons shrapnel is a bit over the top, especially in flak cannon fights -The translocator should disintergrate enemies[/CODE] Thats about it right now, but I think some of the weapons (Like the Redeemer and the Pulse rifle) could use custom death effects, such as the players melting/atomizing. Also, in my opinion, the map should include the music, with maybe a button to deactivate it outside the map if players get annoyed by it.
I don't think the translocator disintegrated enemies in '99. Hell, no special deaths beyond gibbing happened in that game, aside from death animations like being mowed down by the Minigun. This is a real awesome addon, though.
[QUOTE=RikohZX;42660285]I don't think the translocator disintegrated enemies in '99. Hell, no special deaths beyond gibbing happened in that game, aside from death animations like being mowed down by the Minigun. This is a real awesome addon, though.[/QUOTE] Really? I could of sworn the pulse rifle turned players into green goo, and the redeemer turned enemies into dust
[QUOTE=sirdownloadsalot;42660261] -The translocator should disintergrate enemies [/QUOTE] It's damages if you teleporting in npc/player. I'll fix the rest Also these effects appeared only after ut2003
[QUOTE=sirdownloadsalot;42660338]Really? I could of sworn the pulse rifle turned players into green goo, and the redeemer turned enemies into dust[/QUOTE] I just played the game again to check (after a reinstall that unfortunately caused my Unreal Anthology to uninstall UT2004 and all its mods...) and no special deaths beyond decapitation headshots, minigun mowdowns (also caused by Pulse Gun alt-fire), and ludicrous gibbing occurs. I do know that 2k3/4 does reduce the bodies to skeletons for certain methods of death, but that's a different game. v:v:v
i fuckin love it [editline]27th October 2013[/editline] okay yeah im making a ctf gamemode for this
You can't dual-wield enforcers D:
Hey, just tested them in SP, shock combo doesnt seem to work. It worked on MP :v:
[QUOTE=Matsilagi;42667031]Hey, just tested them in SP, shock combo doesnt seem to work. It worked on MP :v:[/QUOTE] Worked for me in SP too.
Cleaned GMod, now it works. Its not only working, but my game is much faster now, it was really needing a clean-up.
Updated addon and main post
This brings back too many memories. Even in the past few years I used to play this and UT2000 repeatedly all night.
I still play UT 99 to this day so this makes me very very happy.
I was the one that originally ported Deck16][ back in 2006. I later updated it and modified it for use with the now defunct GM:DM. I could probably get a download link up for the newer version if anyone wants it. [thumb]http://cloud-2.steampowered.com/ugc/3282305137939978422/42FD09549B12AB707E3CC6146FAC813C148C84D0/[/thumb]
[QUOTE=GiGaBiTe;44540295]I was the one that originally ported Deck16][ back in 2006. I later updated it and modified it for use with the now defunct GM:DM. I could probably get a download link up for the newer version if anyone wants it. [thumb]http://cloud-2.steampowered.com/ugc/3282305137939978422/42FD09549B12AB707E3CC6146FAC813C148C84D0/[/thumb][/QUOTE] Sure, that would be awesome
This looks awesome
We need a Monster Hunt gamemode for this.
[QUOTE=TheMostUpset;44540895]Sure, that would be awesome[/QUOTE] Gah, I'm having to redo all of the textures in the map because I lost the original conversions. They were crap anyway, going to use the original detail textures from UT99 instead of from HL2. I'll also replace all of the HL2 weapons with UT99 weapons. I noticed there's a bug with the rocket launcher where it skips a barrel when charging up multiple rockets. It's also missing its tertiary firing mode where you click primary fire first, then hold down both primary and secondary fire at the same time and it fires out all rockets in a cylindrical bunch instead of spreading out. The Redeemer's secondary fire also too responsive. In UT, it had much more buffered control that didn't turn on a dime. The 6502 code scrolling up the left side of the screen is also much too fast.
[QUOTE=GiGaBiTe;44550035]I'll also replace all of the HL2 weapons with UT99 weapons.[/QUOTE] Awesome, thanks! [QUOTE=GiGaBiTe;44550035]I noticed there's a bug with the rocket launcher where it skips a barrel when charging up multiple rockets.[/QUOTE] Hmm? I don't see any bugs there [QUOTE=GiGaBiTe;44550035]It's also missing its tertiary firing mode where you click primary fire first, then hold down both primary and secondary fire at the same time and it fires out all rockets in a cylindrical bunch instead of spreading out.[/QUOTE] I even didn't know about that:v: I'll try to add it [QUOTE=GiGaBiTe;44550035]The Redeemer's secondary fire also too responsive. In UT, it had much more buffered control that didn't turn on a dime.[/QUOTE] Yeah, I don't know how to recreate this [QUOTE=GiGaBiTe;44550035]The 6502 code scrolling up the left side of the screen is also much too fast.[/QUOTE] Just checked it in UT, it's fast too. Maybe it depends on FPS?
Here's it skipping: [t]http://cloud-2.steampowered.com/ugc/3282305137984351584/54C2ACFECAD8DB5DA15EACB73183DCABA399CC72/[/t] And while the 6502 code does scroll up the screen relatively fast on UT, it's not so fast that you can't read it. I don't know how you're scrolling the texture but it shouldn't be too hard to slow it down slightly.
[QUOTE=GiGaBiTe;44554820]Here's it skipping: [t]http://cloud-2.steampowered.com/ugc/3282305137984351584/54C2ACFECAD8DB5DA15EACB73183DCABA399CC72/[/t] And while the 6502 code does scroll up the screen relatively fast on UT, it's not so fast that you can't read it. I don't know how you're scrolling the texture but it shouldn't be too hard to slow it down slightly.[/QUOTE] Oh, I see now. Dunno how I couldn't notice that. I need to remake three animations to fix that, but I'm too lazy. Slowed down the texture a bit btw
Are you going to make the damage amplifier powerup? And fix the rocket launcher >:(
Sorry, you need to Log In to post a reply to this thread.