zacman wrote:Damn.
I remember Blackcheetah's mod.. No but support, they try and walk away from the vehicle, and go in circles (Makes me lol, though) and it has no net support, either, so you can only play a game with bots driving like monkeys
LOL, I know, I tried them as well. But it happens that he did his mods "in 3 kicks" as we say in my country, which means that he just coded to make it basically work, but he didn't consider possible bugs, limitations and he didn't test any of his mods conveniently.
He has great ideas, but after years of modding he still doesn't know how to produce them right, then asks support for them LOL If he considered some of those limitations, read some performance tips and tested his mods for more hours and many different ways, he could do true excellent mods, but for now his mods have only great ideas that don't work out very good due to a very large amount of bugs (some of them basic ones).
But about vehicle mods, I am doing one for my SP, with much better physics and AI, but only for single player, and they should be released once I release my own SP mappack, which means don't expect nothing this year lol
The original base code is from Dots (from oldunreal, including every basic physics types, vehicle attachments system and online and AI support), so once he stopped updating it to do native vehicles for Unreal, I asked him permission and he also gave me the source code (I didn't want to "reinvent the wheel", since there was already a very stable, code organized and easilly readable, and good alternative vehicle mod, I just needed to fix the few remaining bugs and enhance physics, AI between other stuff). I already solved many bugs and enhanced many things at physics level (specially on the ground vehicles), but there's still a long way to go (imagine what's to build over than 30 vehicles divided into 3 difference planet race types, including modelling/skinning and coding weapons effects from scratch) and I want to be sure no known bugs to me are left behind in the process, as performance in lower end systems.
But as long it worths all the work once finished (I don't mean any popularity or apreciation, I mean seeing it working and looking like I aimed for at the end by myself), I will be glad
This sp mappack should be one of my last works regarding this engine if I have no more ideas left for mods or if there's no more people playing it by then.
zacman wrote:
At least VX Has Net Support
Every RX HAS to have net support, otherwise it has absolutelly no utility, since every RX made is aimed to be played online and not exactly offline. lol