|We Need You||Monday, October 11 2004|
Esc is recruiting! We're looking for player models, levels, an inventory system, and whatever else people think is cool. We're running this a little differently than most mods, more like an open source project. Rather than an official team, anyone can contribute ideas or code. Check out our recruitment page and make Esc what you think it should be!
Esc for UT2004
Sunday, February 14 2005
Long awaited, Esc is now available for
Unreal Tournament 2004! Thanks to DJPaul for getting the ball rolling. It has streaming, dacning and chatting, and we're looking for an inventory system, player models and custom maps. Check it out in our download section.
Esc Party at Truff's Birthday Bash
Monday, October 11 2004
Sunday, October 17, Truff is celebrating the second birthday of her
community, with a bunch of "unusual" mods, including Esc. Check it out
Fortune Cookies Never Lie...
Monday, October 11 2004
Esc is back! Truff of www.truff.net contacted me, wanting to host a server. Turns out, once her community found out about it, they god mad interested in it. I knew it would happen sooner or later. :)
At her request, I fixed the Dedicated Server. So, we also have a new release. Download the virtual goodness now.
Wednesday, January 21 2004
I guess all those fortune cookies were wrong after all...
Thursday, December 11 2003
need beta testers! To help us out, download the mod, and join us on
Sunday (see below for times.) Don't forget to join the esc-discuss
Yahoo! group to help us with feedback.
Party every Sunday
Tuesday, December 9 2003
for others to Esc with? We're hosting a party every Sunday on the
flagship server esc.media.mit.edu (aka 220.127.116.11). Come meet the team
and others who can show you all about Esc. Times:
1pm U.S. West Coast
4pm U.S. East Coast
Sunday, September 7 2003
back...... Over the last year, M.C. Spanky has been busy at work
improving the hardest part of Esc: setting up your own server. Say bye
bye to song tool and apache, hello to Winamp and Icecast2. Setting up
your own server is now 10 times easier.
And with that change rolled in, and DJ Paul back in the saddle, we're back to recruiting. Got an idea for a cool powerup, map, character model, or just want to lend a hand? Just download Esc and join the esc-dev mailing list. We could really use your help...
We're not dead
Wednesday, June 4 2003
Hello everyone; just a note to say we are not dead!
MC|Spanky has been working on a special component of the mod over the last year, in between his busy job which is taking most of his time.
I've been very busy with college and Real Life and such, but both of us hope to start anew, refreshed, on this promising mod project - we intend to feature-complete the UT version of the mod, then move over to the UT2003 engine, as the improved graphics and sounds will make this mod really special.
Thanks for checking by!
Esc Club Party
Sunday, June 2 2002
you downloaded the latest Ravers Island map from our download page, I
accidentally included the wrong texture file. I've put up a new
version, "beta 3 a," which you'll need if you want to take part in the
party that's starting in an hour.
If you downloaded the big version of v.0.5.6, it has the right files in it.
Or click here.
v . 0.5.6 Released!
Monday, May 27 2002
release adds an inventory display, courtesy of Mr. DJPaul, a background
for Esc, courtesy of Ak (graphics) and Mr.Mitchell (code), and a bunch
of bug fixes and other fun stuff. So download it now, from our Download
Monday, May 27 2002
Sunday, from 8pm GMT+0 (3pm U.S. east coast, noon U.S. west coast), the
Esc team gets together on the Esc server for a big get together, and a
We'd like to invite all of you to join us - that's on the main Esc server, at 8.00pm GMT+0.
See you there!
We Need You
Tuesday, May 7 2002
been making steady progress over the last six weeks, adding a bunch of
maps and features. We still need people in every department, but the
most important thing we need right now is switch to streaming audio
(presumably using icecast), and for someone with some UI programming
experience to rewrite our (platform independent) song encoder SongTool.
You don't need to know Windows or Unreal Tournament programming to do
these (although they'd help a little), but some experience with UI
programming or open source hacking (respectively) is a must. Are you up
for the challenge? If so, drop us a line on the esc-dev mailing list. These projects are crucial for Esc...
v. 0.5.5 Released!
Thursday, May 2 2002
release adds a buy menu, courtesy of DJPaul, and fixes a bunch of bugs,
courtesy of Mr.Mitchell and myself. There are two example items in the
buy menu, "beer" and "weasel." At the moment, neither of them do
anything. If someone wants to make a drunk effect, or glow sticks, or
any other item, this would be a really great time...
This should fix the CONNECTING bug, and the previous server crashing bugs. But the only way we can know for sure is if a bunch of people try connecting to the server. So, if you've got a few minutes free, we could really use you downloading the latest version and the DuskToDawn map, and taking it for a spin.
v. 0.5.3 Released
Monday, April 22 2002
Mr.Mitchell and I have been working away, and Angleheart donated a map
he'd made a while ago. All of which means, v. 0.5.3 is waiting for your
love on our Download page.
PLEASE UNINSTALL ANY PREVIOUS VERSIONS AND DELETE ALL FILES IN YOUR UNREALTOURNAMENT\ESCMUSIC FOLDER.
The list of players is now on the HUD, and if you right click, not only can you scroll your chat window back, but you can private message any player. Mr.Mitchell has redone our main menu and added a servertab, making it much easier to find our flagship server. And last but not least, Angleheart has donated a map he once made based on the Quinten Tarentino movie "From Dusk 'Till Dawn."
Wednesday, April 17 2002
the eagle-eyed amongst you will notice that the format of this news
page has changed ever-so-slightly - this is intended to make it much
easier for the staff to update the website.
We're hoping to release a new version soon, so stay tuned.
First Public Release
Sunday, March 24 2002
it's rough around the edges and not very pretty, but it works. Our
first public release, v. 0.5, hit the web today. You can find it here. Off to do some recruiting....
Last Major Component Complete!
Sunday, February 17 2002
networking has been done for a while, and just today M.C. Spanky put
the finishing touches on the first version of the SongTool. He
re-encoded our flagship song, and encoded two new songs, the first
change to the music in something like two years. Which means: it's
pretty much finished! We just need to take off a few rough edges, write
some documentation, and we're ready for a public developer's release!
And so much for "definitely by Christmas." That's the last time I make a public guess for a release date...
Sunday, October 14 2001
got almost everything in place, and while it's rough, it'll be enough
to enjoy. The only components we're missing are the networking and an
external program which determines where the bars begin and end in a
song. M.C. Spanky is working on the networking while Fisherman bangs
the keyboard for the bar finder. When those are together we'll release,
definitely before Christmas, hopefully by American Thanksgiving.
In preperation, I've updated the "Resources" section of the site. If you're making a mod of your own, you may find it very handy.
Version 0.1 Release (Internally)!
Sunday, July 15 2001
like the busy beavers we are, we managed to put together a first,
internal release. "Internal" means only for team members, so you'll
have to wait a little longer before we put the sweet, sweet candy on
our shelves. It's got most of the initial functionality, including
press-buttons-to-dance, 3D location based music, a dancing cam that's
synched with the music, and a new interface to chatting. Still, we've
got out work cut out for us for the rest of the summer. We're working
hard on new characters and environments, and screenshots will be coming
soon. Keep watching this space.
Conference Presentation A Success
Friday, March 30 2001
presentation at the AAAI symposium on AI in Interactive Entertainment
went over very well, and we even got a new team member. We're working
away on a first rough, "proof of concept" version. Once that's done
we'll post some screenshots here, and be in good shape to hit it hard
over the summer.
A Metric Ton of Milestones
Tuesday, November 14 2000
an old hand at UnrealScript coding, as been pumping out working chat
and dancing code since day one. But the rest of the team is new to
mods and has been learning the ropes. This week it all paid off. We
got our first model into Unreal Tournament, first sounds playing in
DirectSound, first files downloaded, first pass of a level, and the
conference paper accepted. Coincidently, we're heading to Cleveland on
Saturday for a little bar hopp..., ah, "field research." Next up is
integrating and refining, and we hope to have something to testers
before the holidays. Looks like we won't have our Alpha until well
after that. We'll keep you posted.
martin at martincmartin dot com