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

Need some nice Mods? Here, you are right!
User avatar
EvilGrins
Godlike
Posts: 9046
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

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

Post by EvilGrins »

I find the cows behind the wheel interesting, I'll run some tests with my more interesting models.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
Buggie
Godlike
Posts: 1898
Joined: Sat Mar 21, 2020 5:32 am

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

Post by Buggie »

I am sure it be bad.
But you can always fix it. Open XManata.ini and add record for each desired model with need params.
Any models not in list use config 0.
You can specify up to 1023 records.


Usually good params found by try and check or by real-time edit via editactor if you know what and where. If not - Set options, look in test map, edit config, repeat.

I use test map on which I place 32 mantas, and above 32 PlayerStart. I enter as spec, add 32 bots and immediately freeze game (playersonly binded on key). So I can fly around and make some notes what can be done. I make sshots above on this map.

Initially I make meshes to Steelboxes and try move it in editor for figure initial params. This can be used too if not afraid set a lot meshes and textures by hands and know what and where.

Automatically merged

Also, I think, it is main reason why 2k4 is used only few models. It need be placed into vehicle. In many different vehicles. In many different positions. Also they need move.
Skeletal animations little simplified task, but only if models near same. For example NaliCow is very different from players. So there goes some hacks.
User avatar
OjitroC
Godlike
Posts: 3223
Joined: Sat Sep 12, 2015 8:46 pm

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

Post by OjitroC »

Buggie wrote: Mon Aug 15, 2022 6:52 pm I am sure it be bad.
Konoko is happy enough :tu: - here she is
KonTest.png
Looks like I don't need to add that model to the XManta.ini.
You do not have the required permissions to view the files attached to this post.
Buggie
Godlike
Posts: 1898
Joined: Sat Mar 21, 2020 5:32 am

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

Post by Buggie »

All models based on defaults models, or acts same, must be ok.

Also, what is that with health bar on your sshot? It must be green with small blue line (for jump) (not work when spectate on net). Not this mess.

It is always such for you?
User avatar
OjitroC
Godlike
Posts: 3223
Joined: Sat Sep 12, 2015 8:46 pm

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

Post by OjitroC »

Buggie wrote: Mon Aug 15, 2022 8:54 pm Also, what is that with health bar on your sshot? It must be green with small blue line (for jump) (not work when spectate on net). Not this mess.

It is always such for you?
No, don't worry about that - it appears fine in-game - it seems to be when I take a screenshot in 469c with EXUOpenGL - I think it's OK with D3D9. I get other odd effects now in 469c when taking screenshots sometines but probably down to the renderer.
Buggie
Godlike
Posts: 1898
Joined: Sat Mar 21, 2020 5:32 am

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

Post by Buggie »

New poster/logo.
XVehicles.png
You do not have the required permissions to view the files attached to this post.
User avatar
Gustavo6046
Godlike
Posts: 1447
Joined: Mon Jun 01, 2015 7:08 pm
Personal rank: Resident Wallaby
Location: Porto Alegre, Brazil

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

Post by Gustavo6046 »

That is a neat poster!

I feel like the logo could be better. The X could be made more prominent, to stand out on its own. I should work on that myself.
"Everyone is an idea man. Everybody thinks they have a revolutionary new game concept that no one else has ever thought of. Having cool ideas will rarely get you anywhere in the games industry. You have to be able to implement your ideas or provide some useful skill. Never join a project whose idea man or leader has no obvious development skills. Never join a project that only has a web designer. You have your own ideas. Focus on them carefully and in small chunks and you will be able to develop cool projects."

Weapon of Destruction
Buggie
Godlike
Posts: 1898
Joined: Sat Mar 21, 2020 5:32 am

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

Post by Buggie »

New game server with XVehicles:
shadowfr69 MonsterHunt Nali Weapons 3
User avatar
EvilGrins
Godlike
Posts: 9046
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

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

Post by EvilGrins »

That is better, all models tried so far do conform to standard ones in seating, though that right hand position isn't exactly on the steering grips. But still good.
Image Image

It gets a little silly when the player/bot has a shield belt:
Image Image
Showing the seated position is representational, as the shield shows exactly where the player is in the vehicle. Which is okay, similar effect noticable with the other vehicles as well.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
Buggie
Godlike
Posts: 1898
Joined: Sat Mar 21, 2020 5:32 am

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

Post by Buggie »

If anyone experience lags when water zone produce splashes - please provide video about it.
If it is too laggy for record video you can make screeshots with enabled FPS counter (command timedemo 1 in console). One in idle, second on biggest lag.
You can also turn additional info, via command stat fps global hardware, before record video or take sshots.

Useful commands:
loaded - all weapons.
allammo - 999 ammo for every weapon.

Maps CTF-XV-Bania-v824 or CTF-XV-Towers-of-Power-v1 greatly fit for this.

It can be look like that:
video:


sshots:
Shot00003.jpg
Shot00004.jpg
You do not have the required permissions to view the files attached to this post.
Buggie
Godlike
Posts: 1898
Joined: Sat Mar 21, 2020 5:32 am

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

Post by Buggie »

New way for search servers which currently run XV maps:
https://master.333networks.com/adv/?gam ... numplayers
Buggie
Godlike
Posts: 1898
Joined: Sat Mar 21, 2020 5:32 am

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

Post by Buggie »

Example gameplay with instagib:
Buggie
Godlike
Posts: 1898
Joined: Sat Mar 21, 2020 5:32 am

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

Post by Buggie »

New VCTF (not only) server:
Ultimate UT Main Server
Buggie
Godlike
Posts: 1898
Joined: Sat Mar 21, 2020 5:32 am

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

Post by Buggie »

v46

- fix smooth on WeaponLockers. Thanks to Deepu!
- fix JumpPads for NewNet.
- Use NewNet weapons in lockers if used NewNet.
- Prevent replace FixGun by NewNet.
- Fix manta mesh. Thanks to Deepu!
- Fix vehicles inside ground on net.
- Not spawn water splash effects if FPS less from 60.
- Fix death messages.
- Fix activate scuba under water.
- Manta now use closed cabin. XManta.ini not used anymore.
- Improve bot navigation in heli.
- Bots able drive jeeps and tanks backwards.
- Bots blown own burn empty vehicles.
- Improve flying paths.
- Bots better travel in heli.
- Improve bots ride on manta.
- Bot crash players which on manta way.
- Bot use crouch for pass on manta low places.
- Prevent stuck flying vehicles in other vehicles.
- Better handle corners of walls on movement.
- Improve detection for drive over small obstacles.
- Fix bug with enter to tunnel after hit wall.
- Bots try return with flag in vehicle.
- Include CTF-XV-Tutorial map.

Update in first post: viewtopic.php?f=34&t=14936
Shot00109.jpg
Shot00110.jpg
Shot00111.jpg
Shot00112.jpg
Shot00113.jpg
You do not have the required permissions to view the files attached to this post.
User avatar
Deepu
Adept
Posts: 325
Joined: Mon Nov 11, 2013 7:56 am
Personal rank: Average
Location: India

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

Post by Deepu »

:rock: