- Nothing has been 100% decided. Yes all of the dev team members have specific opinions on whether the QF or alt fires stay, go, etc. However no decision have been made one way or the other. I have been concentrating on the core gameplay (pickups, inventory system, scoring model, etc). The code is a complete rewrite of the CB2 code (which was kinda a mess tbh), and although the code can support multiple firemodes (i.e. "altfire") because I tied into the UT3 inventory system, we may or may not use it.
- Quickflip will not be in the alpha version, simply because I have been concentrating on other things (it may be there in the beta version if it is decided to keep it). Core gameplay stuff had to be done first so our mappers can get a feel for the first couple of maps. IMO no maps [at least initially] should have to depend on the QF anyway -- especially if we are going to try to attract new people to the mod. THere is also a question of whether it is even possible to implement the same way as CB2 under the new engine.
- There won't be a secondary fire mode in the alpha version; we may decide to add secondary fires to some of the pickups in time for the beta, but again, I have been concentrating on basic (and necessary) gameplay features.
- There is no stunt mutator in UT3 to tie into, so the jumping and spinning you are used to won't be there right away either. That was all native C++ code in UT2k4, so we will have to look at how we can implement it later after the core game is up and running.
I am very close to getting a working alpha version (but temporary HUD graphics). The inventory system is done and working (took a lot longer than I thought), but I still need to tweak the actual firing of items a bit. Once that is done, the alpha version will ready for the dev team mappers to start really testing out the first few maps. I know we have been taking a while to get CB3 out, but I have been working on the code solo in my free time, so I apologize as I know you guys are anxious.
