XVehicles (work online) (VCTF, VMH, Greed, VDOM for UT99)
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Re: X-Vehicles (Network play)
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...
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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Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: X-Vehicles (Network play)
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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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)
If you use D3D9 try
Code: Select all
[D3D9Drv.D3D9RenderDevice]
GammaCorrectScreenshots=True
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Re: X-Vehicles (Network play)
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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Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)
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.
The point was that HolyWars on the BloodGulch conversion map is a great experience, though.
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)
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...

...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.
Vehicles only available once you arrive in the past, plus the dinos work differently than standard monsters do...

...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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Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)
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
v20
- Small critical fix for invisible UTJumpPad over network play.
Files update at first post: viewtopic.php?f=34&t=14936
Add images to the first post.
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
- 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
- Small critical fix for invisible UTJumpPad over network play.
Files update at first post: viewtopic.php?f=34&t=14936
Automatically merged
Automatically merged
- 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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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)
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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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)
Still testing possibles...
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Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)
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
- 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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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)
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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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)
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.
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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Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)
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.





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Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)
Do you know if there is a way to detect when a bot is about to drive over a tall cliff and stop it?
I had made one and used it in both XV-Hydro16 and XV-[BBST]-Airport if you remember.
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)
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
- 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