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Author Topic: Urban Terror 4.2  (Read 19113 times)

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Offline Biohazard

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Re: Urban Terror 4.2
« Reply #15 on: May 23, 2009, 08:29:22 AM »
true. but sumtimes ppl just like to camp for a min or two just to get a few kills. Its not like nobody would know where that spot is.
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Offline oneinch

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Re: Urban Terror 4.2
« Reply #16 on: May 23, 2009, 10:33:13 AM »
Don't knock the camp and going prone. For TDM and FFA camping and going prone really has no use. But for capture and hold, camping has lots of uses in a game mode like that, mainly defending what your holding. But there is also that occasion when you can find a bottle neck in a map where people have to pass through with no alternate route and you get a nice little mg and camp that bad boy giving your team a chance to get a good defense set up, etc, etc. Sniping and going prone in a mode like capture and hold has immense benefits and set up some really sweet sniper battles as a sniper find him/her self a nice little spot to defend a flag to the point where the only way to remove the sniper is either with a lucky shot or with another sniper(and the battle rages on). They have their uses, just not in TDM or any other death match.
I LOVE THE FRAG IN THE MORNING!!


daleroflrofl

Re: Urban Terror 4.2
« Reply #17 on: May 28, 2009, 11:29:31 AM »



-A way to mute radio spammers (unless the current mute works, I don't think it does?)   Already on it's way with an automatic version too!
-Fix the bugs with Referees (I think they could be very useful to many clans in policing servers)
-An additional item or two, not sure what but I think it would be possible.
-A new sidearm, something between the DE and Berretta.  The dev team doesnt take new weapon suggestions :( :( :(
-Maybe the the abillity to enter the prone position... I think this could be very valuable for snipers  Think how buggy this would be!!!
-Auto-kick for too many suicides (same as auto-kick for tk)  F1




Offline Biohazard

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Re: Urban Terror 4.2
« Reply #18 on: July 06, 2009, 03:57:10 PM »
EWWW after hearing some news, and reading up on it, they have added a jump training mode. now this might be good for people that are new, but i just think learning it urself is a good experience. :-\
You pray for less idiots, but you get more.
You pray for love, you get hate.
You pray for power, you get shot.


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Rotterdam

Re: Urban Terror 4.2
« Reply #19 on: July 07, 2009, 04:43:55 AM »
I know someone made a glock for the new urban terror, Im pretty sure it wont be in the next urban terror. But there are plans to have a new sidearm, most likely it wont be used, but hey we gots teh p90

Offline [DSG]Durandal

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Re: Urban Terror 4.2
« Reply #20 on: July 09, 2009, 08:13:51 AM »
I was talking about this earlier with some of you guys on vent... so I got around to doing some playing with the new proposed game engine that 27 is working on. Thought you guys might be interested. Water has always looked fail in UrT... so this is a HUGE improvement. DoF implementation is iffy... as is bloom implementation... but we'll see. As far as I know the engine is only for beta testing... so it could be changed if 4.2 ever comes out. I've heard rumors of changes to the sniper rifles, the shot gun and the addition of at least one new grenade (probably putting the flashbang back in). We know from their site that the P90 has been built. Now... bets on when / if it will come out? lol
"On a long enough time line, everyone's survival rate drops to zero." -- Tyler Durden

Offline Zhalix[1up]

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Re: Urban Terror 4.2
« Reply #21 on: July 09, 2009, 12:55:03 PM »
That new water is amazing.  The edges still make it look kind of funny though.  :)



Rotterdam

Re: Urban Terror 4.2
« Reply #22 on: July 09, 2009, 01:13:21 PM »
lol ya

Offline Biohazard

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Re: Urban Terror 4.2
« Reply #23 on: July 09, 2009, 03:43:24 PM »
i dont know about u maccer's (people who use mac's like rott and kik3n) but when i play on my PC it looks like smoke, not water :/
You pray for less idiots, but you get more.
You pray for love, you get hate.
You pray for power, you get shot.


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Biohazard: C. Moore
RenaRyuuguu: See more what?
Biohazard: C. Moore Hax

Rotterdam

Re: Urban Terror 4.2
« Reply #24 on: July 09, 2009, 04:02:45 PM »
Well Bio, thats mostly because we played the old version :P
And that sucks ass on every computer :P

Offline [DSG]Durandal

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Re: Urban Terror 4.2
« Reply #25 on: July 09, 2009, 06:05:58 PM »
All the shots were taken on winxp if it matters.

Here are a couple more so you can see what happens when things fall in the water as well as an example of the DoF effect when you move the crosshair from a distant object to a closer one without actually moving.
"On a long enough time line, everyone's survival rate drops to zero." -- Tyler Durden

Rotterdam

Re: Urban Terror 4.2
« Reply #26 on: July 09, 2009, 06:55:01 PM »
thats sick

Offline Zhalix[1up]

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Re: Urban Terror 4.2
« Reply #27 on: July 09, 2009, 06:57:05 PM »
That water is so sexy.  That DOF effect is nice to look at too.



Offline Dj_Menthol

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Re: Urban Terror 4.2
« Reply #28 on: July 09, 2009, 08:20:39 PM »
i just peed a little

Offline [DSG]Durandal

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Re: Urban Terror 4.2
« Reply #29 on: July 09, 2009, 10:17:09 PM »
i just peed a little

This is why we can't have nice things... :P
"On a long enough time line, everyone's survival rate drops to zero." -- Tyler Durden