Search found 80 matches

by Darkness
Fri Feb 24, 2017 6:58 pm
Forum: Modifications
Topic: uHot (UT + SUPERHOT) 1.0
Replies: 6
Views: 2139

Re: uHot (UT + SUPERHOT) Beta

JackGriffin wrote:Sorry D, it's fixed. I had turned off getting PM's because an old member wouldn't stop sending them. PM away now. Alternately you can email me at agutgopostal at gmail dot com.
No problem. I basically answered most of what I would have sent to you above.
by Darkness
Fri Feb 24, 2017 4:10 pm
Forum: Modifications
Topic: uHot (UT + SUPERHOT) 1.0
Replies: 6
Views: 2139

Re: uHot (UT + SUPERHOT) Beta

Looks nice downloading now! :gj: Thanks, guys. Any feedback is appreciated... specially if you guys managed to do it before Sunday :mrgreen: My main concern is when the "slomo" doesn't work, due to UT running too fast... I should explain it better on how to fix it. Any hints? EDIT: PM JackGriffin, ...
by Darkness
Fri Feb 24, 2017 12:10 pm
Forum: Modifications
Topic: uHot (UT + SUPERHOT) 1.0
Replies: 6
Views: 2139

Re: uHot (UT + SUPERHOT) Beta

Looks like a blast! Thanks for your work. I'll give it a go and report back. Cheers! :gj: Thanks! To be honest, I spent a lot of time on it at first, but I actually got caught between multiple hobbies, and in the last 2 weeks I almost didn't work on it. Probably because what's missing is most visua...
by Darkness
Fri Feb 24, 2017 3:00 am
Forum: Modifications
Topic: uHot (UT + SUPERHOT) 1.0
Replies: 6
Views: 2139

uHot (UT + SUPERHOT) 1.0

SUPERHOT core mechanics applied to classic UT, with time moving only when you move, dodgeable projectiles and visuals based on original SUPERHOT. C1KD8FNeesI 4nqpUNGeQLg Features: Time flows based on your movement: the slower you are, the slower the time flows. When you're stopped, time almost stops...
by Darkness
Fri Jan 27, 2017 3:29 am
Forum: Coding, Scripting
Topic: Back into modding, but facing many problems
Replies: 18
Views: 5249

Re: Back into modding, but facing many problems

Why PM'ing instead of posting it on here? Lol just worndering .o. As they say, each to their own! Matrix Moves also use custom projectiles for enforcer and other classes to avoid the instant trace hit. Actually the matrix moves suggestion wasn't because of the tracer stuff, but because of the time ...
by Darkness
Thu Jan 26, 2017 6:01 pm
Forum: Coding, Scripting
Topic: Back into modding, but facing many problems
Replies: 18
Views: 5249

Re: Back into modding, but facing many problems

The ChaosUT sniper rifle is worth a look at. It is one of the few UT weapons with ammo you can hear travelling. You hear the zzzzzip of bullets as they miss you, or ricochet off a surface. I *think* I looked at it wayyyy back when I was starting Apocalypse Weapons, probably to look at their trail e...
by Darkness
Thu Jan 26, 2017 12:19 pm
Forum: Coding, Scripting
Topic: Back into modding, but facing many problems
Replies: 18
Views: 5249

Re: Back into modding, but facing many problems

Just explaining a bit further the situation regarding projectiles: I didn't have to actually remake the weapons and projectiles from UT to apply the physics. The whole slowdown is controlled only by the mutator, via a 0.1 timer, with a foreach allactors trigger. Yeah, very intensive, but works fine....
by Darkness
Thu Jan 26, 2017 1:45 am
Forum: Coding, Scripting
Topic: Back into modding, but facing many problems
Replies: 18
Views: 5249

Re: Back into modding, but facing many problems

You could check for the Matrix Mod for UT99 which slows down projectiles(custom ones actually). Without replacing weapons you could decrease or increase their velocity, acceleration and life span. Hmmm, I remember it! But I thought it used some kind of "playersonly" triggered via a button to stop e...
by Darkness
Wed Jan 25, 2017 9:59 pm
Forum: Coding, Scripting
Topic: Back into modding, but facing many problems
Replies: 18
Views: 5249

Re: Back into modding, but facing many problems

And about the custom time dilation and the sound pitch using a custom inventory item as you said, you could use AdvancedMutator , which already gives a custom inventory item for everything in the map, since I didn't make any tutorial yet(not sure if it is needed), I would reccomend you to view some...
by Darkness
Wed Jan 25, 2017 11:55 am
Forum: Coding, Scripting
Topic: Back into modding, but facing many problems
Replies: 18
Views: 5249

Re: Back into modding, but facing many problems

About the texture replacement, read the first answer of sn260591, she/he talks about directX10 being able to replace textures with external ones without modifying the map(if I remember good): https://www.ut99.org/viewtopic.php?f=5&t=6469&p=76255&hilit=+bump#p76255 Thanks, will look into this later ...
by Darkness
Tue Jan 24, 2017 5:41 pm
Forum: Coding, Scripting
Topic: Back into modding, but facing many problems
Replies: 18
Views: 5249

Re: Back into modding, but facing many problems

For now I gave up on this... tried pretty much anything I could think of. I actually managed to have a texture of the "tracers" working in red, maybe because it was loaded after the command... but still, the texture of weapons and pawns were gone and couldn't be reloaded. Unless there's a way to "re...
by Darkness
Mon Jan 23, 2017 10:54 pm
Forum: Coding, Scripting
Topic: Back into modding, but facing many problems
Replies: 18
Views: 5249

Re: Back into modding, but facing many problems

Wow ...nice. This looks somehow very cool. Thanks! I had once the problem that my Open GL driver got kaput or irritated and the whole game lost it's textures but not the light-maps. Maybe it's something you can change that way. I can't find the screenshot. Well, I managed to "replicate" that with t...
by Darkness
Mon Jan 23, 2017 12:48 pm
Forum: Coding, Scripting
Topic: Back into modding, but facing many problems
Replies: 18
Views: 5249

Re: Back into modding, but facing many problems

http://www.moddb.com/mods/uhot/videos/weekend-1-testing That's how it is right now. I've yet to replace all weapons, fix a few stuff... the level colouring isn't why I wanted, but I still couldn't make it work like it's supposed to. Textures should be white... is it possible to destroy the textures ...
by Darkness
Sat Jan 21, 2017 1:15 am
Forum: Coding, Scripting
Topic: Back into modding, but facing many problems
Replies: 18
Views: 5249

Re: Back into modding, but facing many problems

There's an amazing Assault map called: http://ic.pics.livejournal.com/evilgrins/3189901/3310134/3310134_original.png You fight your way into the base (I'm going somewhere with this, hang on) and there's a reactor near the middle. When it goes unstable time slows down for everything on the map, both...
by Darkness
Fri Jan 20, 2017 9:33 pm
Forum: Coding, Scripting
Topic: Back into modding, but facing many problems
Replies: 18
Views: 5249

Back into modding, but facing many problems

Hey there! I've decided to get back into UT99 modding this week, mainly due to the makeitsuperhot contest, but my goal is actually to have fun with it. Anyway, I'm trying to do a few stuff that I can't make work quite right. Problem #1: Time dilatation The mod resolves around slowing things when you...