Construction

Need some nice Mods? Here, you are right!
User avatar
Rakiayn
Masterful
Posts: 550
Joined: Fri Aug 28, 2009 3:33 pm

Re: Construction

Post by Rakiayn » Mon Jul 23, 2012 9:58 pm

so how is this going? have you received my mod?

User avatar
jaypeezy
Experienced
Posts: 109
Joined: Fri Feb 26, 2010 1:53 am

Re: Construction

Post by jaypeezy » Fri Aug 24, 2012 7:27 am

I really need to start browsing UT forums more often because it seems some of the stuff coming out recently is just ridiculous. This is an awesome idea and I can only imagine the applications for such a mod would be endless.

One thing in particular I just thought of: On another online game I play, I see there are construction challenge servers. They feature maps in which teamwork is required to build your way to the end of the map. I can easily see this as possible for UT with a mod like yours. I hope this reaches completion! :rock:

User avatar
Dr.Flay
Godlike
Posts: 3276
Joined: Thu Aug 04, 2011 9:26 pm
Personal rank: Chaos Evangelist
Location: Kernow, UK
Contact:

Re: Construction

Post by Dr.Flay » Sun Dec 09, 2012 10:37 pm

bump :roll:

User avatar
Rakiayn
Masterful
Posts: 550
Joined: Fri Aug 28, 2009 3:33 pm

Re: Construction

Post by Rakiayn » Sun Dec 09, 2012 10:41 pm

I think he just dissapeared

JackGriffin
Godlike
Posts: 3766
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: Construction

Post by JackGriffin » Mon Dec 10, 2012 1:51 am

It was going to be a tough project to do because of the cylinder collision in UT meshes. I'll be honest though, I REALLY wanted this to work because the 2k4 construction servers were a blast back in the day. I think there is a huge untapped market for some sort of social spin to UT servers as MH stays popular in large part to the players doing teamwork and communicating.

I'd pick this back up if someone had an answer to the cylinder collision problem. If that could be solved it's an easy matter to script up a builder gun.
So long, and thanks for all the fish

User avatar
comoestas
Average
Posts: 36
Joined: Tue Jan 04, 2011 12:33 am

Re: Construction

Post by comoestas » Mon Dec 10, 2012 4:02 am

Nope, I'm still here!

I just wish I had enough time to fully commit to this. Then again, I NEVER manage to fully commit to any project. I've lately been playing more UT, and I remembered how much I wanted a mod like this to be available, which is what re-sparked my interest and led me to check this thread.

Right now, this "mod" is currently just a small library that lets you have non-cylindrical collision. Been there, done that, it works! I love working out tough challenges like these, but I'm very weak in making a complete mod that people want. I am still considering to release the source code/library so that others that have the vision could created mods based off it if they want, although I don't know how many developers are still out there looking for something like this.

If I could get a couple people interested in making a mod like this, maybe like a team, I would definitely start working on this ASAP.

Video:
[youtube]KVdZUu03j7Q[/youtube]

JackGriffin
Godlike
Posts: 3766
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: Construction

Post by JackGriffin » Mon Dec 10, 2012 5:38 am

Are you forced to use mover or can you use some sort of BSP hybrid? I ask because in order for this to work it would require a vast number of spawned boxes, rectangles, elipses, etc. In your vid I see a lot of overlapping so I'm assuming it has to be mover. That would have to be sorted out to create a true construction gun. Still it's some great fleshing out of an idea, you ought to be really proud of your progress.
So long, and thanks for all the fish

User avatar
Feralidragon
Godlike
Posts: 5228
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Construction

Post by Feralidragon » Mon Dec 10, 2012 11:58 am

So, you did go native on this or did you keep successfully on UScript alone?
I remember the problem of not being able to assign brush models to actors in runtime (the game would crash immediately), and that was pretty much the only thing left to iron out to start some real development on those.

{dFb}VanQuisher
Experienced
Posts: 84
Joined: Tue Dec 04, 2012 12:51 am
Contact:

Re: Construction

Post by {dFb}VanQuisher » Mon Dec 10, 2012 6:50 pm

I just stared reading this thread and find it very interesting. Amazing work.

I guess in the end ,If all goes as planed ,Make a script similar to the commands we use for orders in CTF,JB,etc with all the summon commands to be used .
Kinda like if I want a bot to guard the flag or free for all .

I wonder if you can summon other players in game .
For exmaple:
Frag nations or clan match with referrers.
If there is a infraction in the rules, like a guy keeps revenge killing you ,summon player name Referee1 instead of spectating in behind view.They could be in game a spectator and summons to view in game and in person .
Just a few ideas for future use .

User avatar
KeeperUTX
Skilled
Posts: 152
Joined: Tue Mar 15, 2011 11:47 am
Personal rank: Eevee will kill you.

Re: Construction

Post by KeeperUTX » Tue Dec 11, 2012 11:11 am

Maybe this could be implemented in my soon-to-be SP mappack??

I might consider it's implementation, as it's a great idea, being able to build a bunker from thin air. I'll ask you via PM 8)
Image This is Eevee, a ferocious creature that never relents in tracking its meal. It will lead you to ruin, and when it does, it will finish you.
The way it bobs its head lefty-righty? It's just cracking it's neck so it can get a better grip on you with its jaws.

scarble
Novice
Posts: 7
Joined: Sun Dec 09, 2012 1:48 pm

Re: Construction

Post by scarble » Tue Dec 11, 2012 7:58 pm

I am confuse.
Are you using BSP to make the collisions?
Cos if not.. that would mean no more collisionising non-cylindrical meshes with many block-all actors :oops:

User avatar
Rakiayn
Masterful
Posts: 550
Joined: Fri Aug 28, 2009 3:33 pm

Re: Construction

Post by Rakiayn » Tue Dec 11, 2012 9:06 pm

yes i am curious about that too.
are the blocks made in ued first befor you can spawn them?
or can you spawn any block of any size you want?

User avatar
comoestas
Average
Posts: 36
Joined: Tue Jan 04, 2011 12:33 am

Re: Construction

Post by comoestas » Wed Dec 12, 2012 1:31 am

JackGriffin wrote:Are you forced to use mover or can you use some sort of BSP hybrid?.
scarble wrote:Are you using BSP to make the collisions?
Cos if not.. that would mean no more collisionising non-cylindrical meshes with many block-all actors
I am using movers. These movers require a brush pre-made for collision, and so unfortunately one can't take meshes and collisionize them easily. A brush that approximates the mesh will have to be made.
Feralidragon wrote:So, you did go native on this or did you keep successfully on UScript alone?
This is 100% UScript. Assigning brush models to actors works perfectly fine. It only crashed when the brush was visible and occluding errors happened, but hiding the brush and using a mesh instead has worked fine.
KeeperUTX wrote:Maybe this could be implemented in my soon-to-be SP mappack??
That would actually be a fantastic way to test this idea. I am eager to help you implement this if you want.
Rakiayn wrote:are the blocks made in ued first before you can spawn them?
The brushes have to made in ued first, since there isn't a way to create brushes dynamically within UScript. Although, taking a few cubes, triangles, cylinders, etc. you can make very complicated constructions.

JackGriffin
Godlike
Posts: 3766
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: Construction

Post by JackGriffin » Wed Dec 12, 2012 1:40 am

Ah dang. I was hoping for some sort of BSP hybrid class. Movers have too limited an appeal, especially online. It won't take a huge number before the constant replication of them lags the server out.
So long, and thanks for all the fish

User avatar
comoestas
Average
Posts: 36
Joined: Tue Jan 04, 2011 12:33 am

Re: Construction

Post by comoestas » Wed Dec 12, 2012 1:47 am

Ferali will probably correct me if I'm wrong, but I believe no replication actually happens unless the mover has just been spawned, or is moving, since only changed variables since the last tick are replicated.

Post Reply