PlanetJailbreak

News

UT3 Jailbreak Beta Demo Released!

JBlogo19.jpg

Jailbreak has finally arrived for UT3!

The Make Something Unreal Contest round 4 submissions are due today, and for the occasion we have submitted a beta demo, and are making it available for you to download via BeyondUnreal Fileworks mirrors.

Zip install: UT3JB-Beta.zip (412.72 MB)

Windows exe: UT3JB-Beta_Installer.exe (359.35 MB)

UT3 version 2.1 with Titan Pack is required.

Following are the 11 maps in our demo release:

JB-Pagoda by H34dCr4sh
JB-Precinct by RevBillyG
JB-Rebirth by The_Head
JB-FacingWorlds by Tahngarthor (SirTahngarth)
JB-Makoy by Oscar "G.Lector" Crego
JB-Strand by Hazel.H
JB-Seven by RevBillyG
JB-Suspense by Wormbo
JB-Gasoline by H34dCr4sh
JB-Jaques_Birthday by Pendragon
JB-OfMiceAndMen by RevBillyG

We hope you enjoy participating in this beta demo! Rest assured that we have plenty more exciting maps and features coming soon, including a return of the llama hunt and arena cams.

As this is a beta, we would really appreciate your feedback in our forums. For a list of currently known issues and to report new issues, visit the Support Forum.

New Trailer and Screenshots for UT3 JB!

UT3 Jailbreak is coming soon! Here's some media to whet your appetite.




Here are screenshots of just a few of our maps.

JB-Pagoda by H34dcr4sh
Click to view the full version

JB-Rebirth by The_Head
Click to view the full version

JB-Precinct by RevBillyG
Click to view the full version

JB-Makoy by G.Lecter
Click to view the full version

Alpha 10

Originally Posted by Wormbo in our development forum:


And yet another alpha, this time a bit larger because we now have the custom switch mesh.

Main changes from alpha 9:
  • We now have the capturing player on the Celebration Screen.
  • As mentioned above, release switches now have a custom base mesh and also a basic particle effect, both team-colored.
  • Hoverboard-towing a player out of jail now counts as assist.
  • Transportation restrictions now include an option to disallow translocator disk throwing altogether.
  • New toys for mappers:
    • JBLadderVolume with configurable ladder direction
    • JBKillZVolume can be restricted to specific classes.
  • Kismet changes:
    • New condition Is locked? tests whether a jail is locked, i.e. ignores activation
    • New action Play Announcement (Target) doesn't broadcasts like "Play Announcement", but only sends the announcement to the Target player(s)
    • Action Become Titan now has a new property "OnlyTest", which causes the transformation to be only simulated to check whether transformation is possible
    • Action Get match settings has a new variable "Titans", which returns whether the Titans mutator is in use
    • Event Execution didn't really change, but the implementation is more robust now. (This change requires a Kismet update.)
    • Event Jail Status has two additional outputs "Locked" and "Unlocked", which trigger when the jail's actual lock status changes. (see below)
      These two events do not affect any of the Jail Status event's linked variables.
    • Event Release can now be used to fill in MyBaseVolume and NearBaseVolume of the associated release switch (see below), similar to how Jail Status fills the JailVolumes of a JBInfoJail or JBInfoEscape.
  • Release switches now have better location speeches, similar to CTF flags. This is controlled via UTGameObjective->BaseRadius/MyBaseVolume and the various properties in the LocationSpeech group.
    MyBaseVolume or, if that's not set, BaseRadius specify the area around the switch that is considered "the base", causing bots to say "in the red/blue base". NearBaseVolume or NearBaseRadius specify a larger area around the switch where the bots say "near the red/blue base". The MyBaseVolume should contain the switch, the NearBaseVolume doesn't have to. If a player is in both volumes, the MyBaseVolume obviously takes precedence.
    If the player is outside these two areas, but the switch is the closest to the player anyway, a "Midfield" speech is used instead. If the player is MidFieldHighZOffset units above the switch, bots say "Midfield high", below MidFieldLowZOffset "Midfield low". Anything between these two is just "Midfield".
    Location speeches are only used for primary switches. Team-specific location speeches are not used for neutral switches.
  • JBSlowVolume and JBXRayVolume have a configurable camera effect property now.
  • JBInfoJail can now be locked from Kismet via the Toggle action (the actor, not the Kismet event!), separately from UnrealScript locks. If either or both locks are active, the jail will go into "locked" state and trigger the "Locked" output of its Jail Status event. Only if both locks are deactivated, the jail will go back to "unlocked" state and allow releases again, triggering the "Unlocked" output.
I hope I didn't miss anything.




Alpha 9

We've had yet another new internal release!

Main changes since alpha 8:
  • JBJumpPad now has all the team-specific features and visuals JBTeleporter already had.
  • JBInfoJail now defaults to bReleasesBothTeams = True, as the comment for that property previously already suggested. Additionally an Accessed None has been fixed here.
  • Setting bShowOnRadarMap=False for a Release Switch now actually has the intended effect of hiding the switch icon from the radar map.
  • Objective suggestions are a bit smarter than before and won't suggest attacking if the player doesn't want to. (unless really necessary)
  • Improved Kismet: Get Prisoners can now filter bots. Count Players can now count prisoners in specific jails. (This should help selecting an execution camera.) Activate Release should work now. Jail Status event's Releaser and Release Switch outputs have been fixed.
  • New Kismet stuff: Action Do Melee Attack - tells a titan to perform a melee attack. Action Become Titan - tells a player to become a titan, or a titan to become a behemoth. Condition Is a bot? - finds out, whether a specific player is a bot or not. (These should help adding bot support for escape routes.) Get Match Settings - Returns match settings, such as time limit and goal score, and transportation device settings. Spawn Projectile - does the same thing as the stock Spawn Projectile, except you may pass in actors instead of vectors for the origin and target, and Instigator is no longer required. Cancel Arena Fight - Cancels scheduled arena fights that have not yet begun.
  • Fixed execution cam not working for dead prisoners.
  • Added localized bot orders to scoreboard. The spacing has also been improved.

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