XVehicles (work online) (VCTF, VMH, Greed, VDOM for UT99)

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How you play in XVehicles?

Multiplayer and local play
9
31%
Only Multiplayer
10
34%
Only local play
8
28%
Not play
2
7%
 
Total votes: 29

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EvilGrins
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Re: X-Vehicles (Network play)

Post by EvilGrins »

Wow a9902957, you've REALLY got your brightness setting jacked up!

So, tested an old link in a ReadMe and instead of going to a UT website it redirected to a facebook page... which is how I found the old mapper Dr. Doom. He's the guy that made that Justice League looking map I periodically go on about, and as it happens he made 2 versions of that and I figured one would be ideal for XV as it has massive garages along the sides.

While chatting with him, he recommended another map of his: CTF-FinalFace and I've been tinkering...
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wallabra
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Re: X-Vehicles (Network play)

Post by wallabra »

EvilGrins wrote: Wed Mar 23, 2022 2:56 am Wow a9902957, you've REALLY got your brightness setting jacked up!
Maybe it's just the screenshotting.

My game looks fine but the screenshots look way too dark. That's on v469b, and it happens both with the screenshot tool (Flameshot) and the ingame screenshotting. When I try the screenshotting tool, I can see the game going dark for a split second before the screenshotting tool's overlay/GUI appears.

I tried messing with a bunch of .ini settings but none of them seemed to fix that phenomenon. And I'm on v469b!

Seems it has something to do with whether the game window is the currently focused one.
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Buggie
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

If you use D3D9 try

Code: Select all

[D3D9Drv.D3D9RenderDevice]
GammaCorrectScreenshots=True
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EvilGrins
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Re: X-Vehicles (Network play)

Post by EvilGrins »

Gustavo6046 wrote: Wed Mar 23, 2022 8:47 am
Back in the day I had a really old monitor and it couldn't get that bright, so I tended to lighten my screenshots and add a lot of contrast. Later when I got a better monitor, my old shots looked like his now.

I've a better monitor now, I no longer need to brighten them... though I do sharpen the images just a smidge.
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a9902957@nepwk.com
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by a9902957@nepwk.com »

Of course I do not play with such bleach settings.
The point was that HolyWars on the BloodGulch conversion map is a great experience, though.
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EvilGrins
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Considering an XV update of this · viewtopic.php?f=5&t=13191

Vehicles only available once you arrive in the past, plus the dinos work differently than standard monsters do...
Image
...back when I tested Ferali's initial release I noted the dinosaurs largely ignored players in XV, only attacking when they got out.

This way I can test if Buggie's upgrades have changed that.

UPDATE: Nope, Buggie's upgrades are the same... dinos continue to ignore players in XV, unless they get out and get back in or a dino locks onto a player before they get into a Xvehicle.

Even shooting them from a vehicle won't get them to attack you.
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Buggie
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

v19

- Change icon For WalkPathNode and VehicleExit,
- Change name of weapon locker.
- Make singular bump via guard for prevent crash in infinite recursion.
- Fix exit bots from vehicle under water.
- Better handle paths by bots.

Files update at first post: viewtopic.php?f=34&t=14936

Automatically merged

v20

- Small critical fix for invisible UTJumpPad over network play.

Files update at first post: viewtopic.php?f=34&t=14936

Automatically merged

Add images to the first post.

Automatically merged

v21

- Allow shoot from passenger weapon for driver, if no weapon for driver and no passenger on board.
- Fix random shoot by bots without target in some cases.

Files update at first post: viewtopic.php?f=34&t=14936
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Ubir4
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by Ubir4 »

Thank you for these 3 super fast updates of fixes and implementations in such a short amount of time. XVehicles is a spectacle apart.
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EvilGrins
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Still testing possibles...
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Buggie
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

v22

- Change hit distribution for match UT2004.
- Reduce damage and precise for turret of GK-1 (MH stay same).
- Prevent multi calls for mutators.
- Fix restore weapon state after exit from vehicle.
- Prevent take by bot vehicle of same team if it be recently healed.

Files updated at first post: viewtopic.php?f=34&t=14936
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SilverSound
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by SilverSound »

Idk if you did anything with the UTjumppads but are you able to add an option to reduce fall damage? Currently I have to do some funky zone tricks to stop a players velocity.
"Woah what?! I wish I was recording that...."
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EvilGrins
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

This map is almost ready to go, probably done by tomorrow.

Very amused how often in testing if nothing else is going on that a bot will use the heli to chase birds.
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EvilGrins
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Sorry about the screenshot quality, I goofed, but these could make for good maps to edit for XV; map names in bottom middle of each shot.
Image Image Image Image
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wallabra
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by wallabra »

Do you know if there is a way to detect when a bot is about to drive over a tall cliff and stop it?
Buggie wrote: Sat Mar 26, 2022 6:37 pm - Change icon For WalkPathNode and VehicleExit,
I had made one and used it in both XV-Hydro16 and XV-[BBST]-Airport if you remember.
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Buggie
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

v23

- Fix fire on wrong direction from jeep driver, when gun close to vehicle rotation.
- Fix stop move on hit wall negative angled.
- Fix issues on hit wall negative angled.

Files update at first post: viewtopic.php?f=34&t=14936