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Daedalus
06-15-2003, 07:51 PM
Here's my latest map conversion I'm proud of.

The Defiant bridge. This map was originally a cutscene only (no playable level/map). Now it's playable. The doors work now. And the Bridge itself will be imported into the huge Defiant map which I'm currently porting and editing.

http://img.villagephotos.com/p/2003-6/188815/ds9_defiantbridge1.jpg
http://img.villagephotos.com/p/2003-6/188815/ds9_defiantbridge2.jpg

and the use of this is?

- To make it FPS and give it a completely new feel. The original game is 3rd person game only.

- To play DS9 multiplayer! The original game has no muliplayer unfortunately. images/icons/frown.gif

- To port DS9 code, maps, models, sounds, music etc. and create a DS9 multiplayer mod for whatever Unreal Engine based platform.

Other conversion projects?
Yep, Undying multiplayer!

Ok, you probably don't like this kind of stuff, same like you didn't like the Deus Ex conversion stuff of mine. But what the heck... Eat or die. images/icons/tongue.gif

Morbid
06-15-2003, 08:28 PM
looks good

check this also
http://undying.sanffo.co.uk/

Daedalus
06-16-2003, 02:35 AM
^Yes, I heard about the Undying Curse mod. I wonder if those guys have already asked the developers for permission to publish it.

yossa
06-16-2003, 03:19 AM
I once wanted to recreate the effect of floor appearing under your feet (this simply blew me away in Undying), I failed though, and I don't know if it can be done with mover brushes in UT. In fact I doubt it, because I tried every trick there is to do it.

Java the Hutt
06-16-2003, 06:33 PM
Very Cool.

Theseus314
06-17-2003, 12:33 AM
If you want to make the level not suck in a fps game be sure to reduce the height of the ceilings by at least 33%.

yossa
06-18-2003, 04:47 PM
Nah, I'm not that heavy into porting Undying into UT... Besides I know pretty much nothing about UnrealScript.

Daedalus
06-19-2003, 12:38 AM
Originally posted by yossa:
I once wanted to recreate the effect of floor appearing under your feet (this simply blew me away in Undying), I failed though, and I don't know if it can be done with mover brushes in UT. In fact I doubt it, because I tried every trick there is to do it. <font size="2" face="Verdana, Arial">To port anything like this you have to do 2 things:

1) Check if this effect is hardcoded (DLL, EXE) or if it's an UnrealScript code (*.U files). If it's UnrealScript then you can proceed with 2)

2) Export the code, modify it so it works with UT or any other "target game" and then import and re-compile it, so you have an expansion of Undying classes to UT.

However, I can't repeat it enough times: porting code is a lot more difficult than porting maps, a LOT MORE, because often it is not the plain code alone. And even if it is you have to re-write the code accordingly to make it work in another environment (game).

But if you should manage porting code from Undying, DS9, Deus Ex etc. to UT1, UT2003 or DNF then you're 1337! images/icons/cool.gif

You could start with porting smaller things like e.g. the Undying interface (HUD etc.), then the weapons, character classes and so on. There should be also some special Undying classes for UnrealEd (e.g. Lightning = a new Light subclass, better than the one in UT). So check'em out, too. Port anything you need. Perhaps the effect you described is a special subclass of the mover class and just needs to be added to UT's mover class. It can be really thrilling to check out things like this.

The only problem are the developers who own the original game. If they say no then they mean NO. So don't even try porting code before asking the devs for permission, even if it's for fun only, because if the mod turns out to be something absolutely cool then you won't be allowed to publish it. And that would be a pity, wouldn't it.

All these conversions I made here are just for fun and for private use only. Before I don't get any GO! signal from the devs I won't go any further. It would be a waste of time making a professional DS9 and/or Undying multiplayer mod without having the rights to publish it. Sounds obvious.

[ 06-18-2003, 01:08 PM: Message edited by: Daedalus ]