Unreal Annihilation 
 

News

Closing shop
Posted by FireSlash, on 08/26/08
Sorry about the late post here, I just now got around to fixing some issues with the site against PHP5 (specifically the change in array_merdge for the curious).

We've decided to close shop. UA, and any project resembling it is officially dead. The source and assets will remain available to anyone who'd like to finish this project, but the existing team has abandoned it due to lack of time.

A small subset of the team has moved over to a small projects team called Idle Minds. We'd love to see you there.
More info
Posted by FireSlash, on 01/07/07
My last post was a bit vague, so I'll take this moment to spill a bit more about what we're doing with UA.

Right now, we're still planning units and drawing up concept art.

Nothing is in stone yet, so we'll happily consider any suggestions posted on the forums. Currently we're looking at an underwater theme though, so suggestions centered around that idea may get more attention and consideration. We'd really like to get an idea of what the community wants to see in this mod, since we've dropped the TA IP.

Finally, I'd like to ask any concept artists out there for some assistance. We're short handed (as in none) for concept art at the moment due to some Real Life issues with our previous artist. If you're interested, post on the forums.

Thanks for hanging around during these drastic changes.
With a fresh slate...
Posted by FireSlash, on 09/05/06
Unreal Tournament 2007 is coming closer and closer. I'm dusting off the website and prepping for the next release. This has probably been said before, but It will be a bit different this time.

I'll be slowly releasing further details as things get ironed out, but the main thing is that we're dropping all TA IP. What this means to you, the player, is that you won't be seeing any Core or Arm units this time around. Instead, we're focusing on a more unique set of content that is more attainable, as well as removing the burden of using IP we don't have explicit permission to use.

Again, more info will be released at a later date. For now, feel free to poke around into the forums. Information there might come a bit sooner than the main news page *wink*
Looking back...
Posted by FireSlash, on 01/14/06
It seems that UA has been going on for forever. 2001 was when I conceived this project, and here we are, 2006. Wow.

UT07 is on its way, and finding coders for UT04 seems about impossible. Taking this into consideration, we've come to the conclusion that a UT04 release of UA just isn't going to happen. Sorry folks.

We don't want our effort to be wasted, so I've made public the latest subversion release of UA, and all the latest texture packs needed to compile. You can access them here.

With that out of the way, we wait patiently for UT07 to be released. Right now, we fully intend to look at the feasability of making UA for UT07, depending on how its release sparks the development community. Please don't think of this mod as "dead", its simply on hold until fresh blood is available in the UT community.

Until then, I hope some developers will take a look at the current UA sources, and perhaps finish it. Any interested developers please look at the licensing and feel free to do what it allows. I'd love to see UA completed, even if it is after UT07's release. Feel free to make a post in the forums if you have any questions on the source or structure.
Heres your update
Posted by FireSlash, on 01/04/06
See post below.



>.<
Where have all the updates gone?
Posted by FireSlash, on 11/29/05
You may have noticed the lack of updates recently.

Here is more or less a good idea of whats going on behind the scenes right now:

FireSlash: Hey guys, get this beast of a mod finished and out of the way.

*time passes*

Lupin[lvl]: It worries me when nobody replies to this thread for a whole week....
FireSlash: ...Yeah...


So, moral of the story, heres what we need:
* Coders. We need dedicated people with an UnrealScript background to help finish the code beast. Right now, most of the remaining problems exist with replication and unit interactions.
* Skinners. While this isn't mission critical for the next release, it would be nice to see all of Lupin's models skinned and included in the next release. Skinners must be able to unwrap simple models (up to 1000 polygons)

If you can help us out, email Fireslash, please include LINKS to samples. Attachments make baby jesus cry.
 
Copyright 2000-2003 Christopher "FireSlash" Kadar  All Rights Reserved