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Devils Own - UT2K4

DownLoad Page

 

It's time for Phase IV of the Make Something Unreal contest. See our newest demo below.

 INSTRUCTIONS:

1. Download files
 host:  Zip format. Newest version for MSU Phase 4.
 Beyond Unreal

 Page with various mirror download links.

Courtesy of Beyond Unreal

 Devils Own website  DevilsOwn-v1-0-10.zip
   New game type: Pillage and Plunder, see details below.

Devils Own 9/9/2004
UT2004 Mod
 
Introduction
The Devils Own is a modification for Unreal Tournament 2004 set during the
Napoleonic Wars. You will declare your allegiance to either Napoleon and his
French Confederation or Great Britain’s European Coalition, and then wage war
for control over Europe.
 
You are an elite soldier during the Napoleonic Wars. You have sworn an oath to
defend the flag and protect your country. Now you must use your fighting
skills as a soldier to win the battle.
 
While polite society turns you away, the general knows that you and your men
are their best hope for defeating the enemy. You must fight the most feared
troops of Europe and the growing threat of tyranny. The general has given you
the orders. Now, you decide the military tactics and how best to lead your
men on the battlefield. Musket fire and sword fights will determine who is
victorious.
 
Requirements
* Unreal Tournament 2004 version 3270
 
Installation
The Devil’s Own mod is distributed in two formats:
* DevilsOwn-vm-n-b-ut4mod.zip compressed ut4mod file
* DevilsOwn-vm-n-b.zip compressed file with directory structure
where m and n are the major and minor version numbers, and b is the build
number.
 
Both distributables are compressed using WinZip version 9.0. The ut4mod
version is installed using the UT2004 setup program. The mod image version is
installed by extracting the file into the UT2004 base directory with the option
to recreate the directory structure enabled.
 
ut4mod Installation
To install the ut4mod distributable, extract the DevilsOwn-vm-n-b.ut4mod file
using WinZip or any other compatible extraction utility, and then double-click
the extracted file to launch the UT2004 setup program.
Pick the desired language for the installation process, and then click Next
button. Verify that the Destination Folder specifies the base directory for
UT2004, e.g. C:\UT2004, and click Next. Finally, click Install to start the
installation process. After the installation process is complete, click
Finish to close the setup program. All files for the mod are installed in a folder named the DevilsOwn located in the base directory for UT2004. For example, assuming UT2004 was installed in C:\UT2004, the mod files are installed in C:\UT2004\DevilsOwn.
 
Manual Installation
The DevilsOwn-vm-n-b.zip distributable contains the files for the mod and
includes relative directory structure information to install the mod in a
subdirectory named DevilsOwn. To install the mod, open the file in WinZip and click Extract. Specify thebase directory for UT2004 as the destination folder, e.g., C:\UT2004. Make sure the Use folder names option is checked, and then click Extract. All files for the mod are installed in a folder named DevilsOwn located in the base directory for UT2004. For example, assuming UT2004 was installed in
C:\UT2004, the mod files are installed in C:\UT2004\DevilsOwn.
 
Playing the Game
To play the mod, start UT2004 and select the Community item in the main menu.
Select User Mods, make sure Devils Own is selected, and then click Activate.
Menus for the Devils Own are currently under development. A new main menu is
in place, but for subordinate menus, the UT2004 menus are used for now.
 
Controls
The mod uses native UT2004 controls along with the following default custom
key mappings:
R hold down to reload weapon
Ctrl hold down for Iron Sights
Shift hold down to run
 
Reloading
Weapons in the mod must be manually reloaded using the reload action. To
successfully reload a weapon, the reload key must be held for the duration of
the reload period for the weapon. The HUD charge bar indicates when
weapon is fully loaded.
 
Iron Sights
Currently, the iron sights modifier simply displays the crosshair for the
weapon. Ultimately, the intent of iron sights mode is to display the weapon
such that the player is looking down the barrel of the weapon.
 
Running
The run/walk relationship is reversed for the mod. That is, by default,
players move at walking speed. To run, hold down the run key while moving.
 
Pillage and Plunder
This is a new team-based game type in which there is an attacking team and a
defending team. Like Assault, there are multiple objectives to be completed by
the attackers while the defenders try to stop them. Unlike Assault, all
objectives are simultaneously active. Defenders initially know the location
and type of all items, attackers do not. At the end of each round, the
attackers and defenders switch roles. The team with the most objectives
completed after a pair of rounds is the winner.
 
Objectives are spawned in pseudo-random locations and their types, also
randomized, always fall into one of the two categories of "carryable" and
"destroyable". Carryable objectives must be returned to the attacker's
"capture point", similar to a Capture the Flag game. The capture points are
currently small stone huts, located in the attacker's area of the map.
Destroyable objectives must be destroyed.
 
The game type implementation is still in progress.
Implemented so far:
* AI for attackers and defenders, though defenders needs more work and
attackers need some fine tuning. Includes use of defense scripts and
assault paths tied to objectives via their spawn points.
* Game rules and round mechanics
* A short "recon round", for defenders to plan their strategy based on the
type and location of spawned items (only applies if real players
(PlayerController) on defending team).
* Respawn in reinforcement waves, not instantly.
 
Yet to be implemented:
* A "treasure map" or item direction indicator showing each team the items
they know about. Team knowledge of item location (aka "Discovery") is
already implemented, but we can't yet display this to the user.
* Strategic bonuses for certain items, such as faster reload, more stamina,
more ammo, gaining knowledge of remaining item locations etc.
* More customized objective items, such as treasure chests, paintings etc.
* Better / more customized audio and text messages for objective events
* HUD icon to indicate recon round in progress
* Disabling attackers from moving during recon round
 
Current Features
* original Pillage and Plunder gametype
* single- and multi-player gameplay using Unreal Tournament game types
* original maps inspired by historical battles
* original HUD
* original soldier characters models
* original voice packs
* new particle effects for weapons
* original weapons inspired by Napoleonic Era
* enhanced combat and damage gameplay
In future releases, we plan to expand the features listed above and offer
cavalry combat.
 
Credits
This game is a collaborative effort by students, hobbyists, and game
developers, who want to make an entertaining game. All work is copyrighted
and owned by each individual creator.
Duke of Richmond project consultant
James F producer
Brian B. programmer
Michael W. programmer
Ben W. programmer
Chris P. maps / effects
LocoPuyo maps / sound
Chris B. character models
Mr. W. weapon models
Viking research writer
Srinath weapon models
David L. concept weapon models
Mass. XV Regiment Fife n Drum music
Mario V. military music
Vasiliy concept character models
Mr C. weapons research

Sound effects from various sound libraries and public domain movies
A big THANK YOU to our family and friends for supporting our efforts.
Thank you to all those who donated material that was not used in demos and
those who offered helpful advice.
Mike C.
Richard - Scorpion Venom
Mr. A.
Mr. V.
NeroTBF
Napoleonic Operation Flash Point Mod
Our apologies to anyone not receiving proper credit or thanks. Let us know
and we will add your name to the website http://devilsown.ecactalogpages.com
 
 
If you encounter problems or have fixes please check FORUM

 

All the rights to the content on this page are reserved by their individual copy right holders.
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