XVehicles (Network play) (VCTF, VMH for UT99)

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How you play in XVehicles?

Multiplayer and local play
7
30%
Only Multiplayer
8
35%
Only local play
6
26%
Not play
2
9%
 
Total votes: 23

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EvilGrins
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Re: X-Vehicles (Network play)

Post by EvilGrins »

At some point I'm just going to have to accept I'm not a great pilot.
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Re: X-Vehicles (Network play)

Post by Buggie »

v18

- Add XJumpPad.UTJumpPad (based on swJumpPad)
- Add XWeaponLocker.WeaponLocker
- Reduce GK-1 cannon damage and radius (with save params for MH)
- Spawn decorative base on FlagBase for show base when flag missing. Can be disabled in XVehiclesCTF mutator.

Updated at first post: viewtopic.php?f=34&t=14936
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Re: X-Vehicles (Network play)

Post by EvilGrins »

Buggie wrote: Sat Mar 19, 2022 11:11 am- Reduce GK-1 cannon damage and radius (with save params for MH)
I dunno... I kinda like the wide blast radius. I mean, it's a tank... the splash effect should be large-ish.

Anywho, onto converting more SLV maps.
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Re: X-Vehicles (Network play)

Post by esnesi »

EvilGrins wrote: Sat Mar 19, 2022 7:42 pm I dunno... I kinda like the wide blast radius. I mean, it's a tank... the splash effect should be large-ish.
Maybe in the future the XVCTF and XVMH could be split, or configurable dmg through an INI.
In XVCTF (online) the tank is just too powerful and destroys everything that is trying something.
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Re: X-Vehicles (Network play)

Post by Buggie »

As stated in update, for MH settings stay same. So Use XVehiclesMH actor or make own similar.
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Re: X-Vehicles (Network play)

Post by EvilGrins »

Buggie wrote: Sat Mar 19, 2022 8:21 pmAs stated in update, for MH settings stay same.
I was thinking more in terms for Deathmatch, but sure.
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Re: X-Vehicles (Network play)

Post by Man_With_No_Body »

Reporting crashing of the game.
- online maps: MH-XV-ArdenV1 and MH-XV-GiranTown2021v2
- e.g. crash of 3 players at once (Arden)
- I had latest XVehiclesV18 package (jeep=1x crash Arden, small tank=1x crash Giran).
- nothing suspicious….. suddenly crash, about 1 or 2 minutes after start of map

update!
Its happened when you bumb the tanks each other (by War_master)


-Pic here:

See_U_later_buggiE
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Last edited by Man_With_No_Body on Sun Mar 20, 2022 9:01 pm, edited 1 time in total.
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Re: X-Vehicles (Network play)

Post by EvilGrins »

2 somethings noted in XV.

1) I was driving in the largest tank, which as you all know is very slow, and a bot was driving in a jeep behind me. Jeeps are much faster than that big tank, and the jeep bumped me... which doubled the tank's speed!

Thought that was kind of cool.

2) Often when getting out of a vehicle, any of them, there's this thing that happens where you lose your ability to attack unless you get back in. Bots lose all their weapons, UTDM-monsters just stand around, and in my case I still had all my weapons but none of them would fire.

That's weird, and VERY inconvenient.
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Re: X-Vehicles (Network play)

Post by Buggie »

Hard to say something until not reproduce bug in controlled environment. Currently I not able reproduce it. So highly suggested way for reproduce issue.
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Re: X-Vehicles (Network play)

Post by EvilGrins »

Buggie wrote: Sun Mar 20, 2022 6:09 amhighly suggested way for reproduce issue.
Play MonsterHunt on a large map with XV and at least 8 bots... and pay attention to what they do.
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Re: X-Vehicles (Network play)

Post by Gustavo6046 »

@EvilGrins that sounds a lot like the vehicle-related inventory bugs I was having, they're fixed in recent XV versions.

As for the vehicle bump propulsion, that hasn't been fixed yet no. Simply let a bot in a small vehicle bump your large vehicle and watch as you dart across the map! Happens often in Blood Gulch.



Anyway, theoretically it is possible to make stationary turrents with X-Vehicles code, right? Imagine doing that for CTF levels. So cool!
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Re: X-Vehicles (Network play)

Post by SilverSound »

Controllable TeamCannons would be fun.
Actually probably doable with Xvehicles. Not sure.
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Re: X-Vehicles (Network play)

Post by Buggie »

Not really. In UT2004 mostly not used. But anyway I plan add it in future.
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Re: X-Vehicles (Network play)

Post by SilverSound »

Buggie wrote: Mon Mar 21, 2022 5:30 am Not really. In UT2004 mostly not used. But anyway I plan add it in future.
That's because the ball and Link turrets are OP. Well the Ball is. It's meant to be Anti-Air for like one AS map.
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Re: X-Vehicles (Network play)

Post by a9902957@nepwk.com »

I found the perfect gametype for this!
HolyWars

Seriously, give it a try on BloodGulch.

Awesome.

PS: I also liked the powerful and fearsome tank better.

How can you fire the rocket from the flying vehicle btw? Oh shoot! Nevermind, I really need to rebind my altfire to RMB again and not have it on space for some reason, duh!
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Oops looks like I dorked around too much and did not put in much effort.
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