DOM-RMC-Jupiter_RC1

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ExpEM
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DOM-RMC-Jupiter_RC1

Post by ExpEM » Tue Oct 19, 2021 7:32 am

Yes all, release candidate one finally has arrived!
Shooting is now at an acceptable standard.
Prv01.png
Prv02.png
Prv03.png
A whole bunch of changes and some fixes from the last beta.

Of note in this release:
The Cyber Dragons RefireRate is now 60seconds/Number of players, so 2 players = 30Seconds, 6 players = 10Seconds etc.
This is in effort to balance the game.

Firing is HEAVY, lots of translucent textures overlaying each other which isn't good for the framerate!
I can implement an option to reduce visuals if anyone wants it.

HEADPHONE USER WARNING!
The Cyber Dragon now talks with nice, relaxing, remixed dialup tones.
Oh and the firing sound is loud too.

Let me know about any and all bugs now otherwise WYSIWYG.
New baby is coming in two weeks, beyond that I will have no spare time for a while.
DOM-RMC-Jupiter_RC1.zip
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Aspide
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Re: DOM-RMC-Jupiter_RC1

Post by Aspide » Tue Oct 19, 2021 8:27 am

ExpEM wrote:
Tue Oct 19, 2021 7:32 am
New baby is coming in two weeks
Congratulations ExpEm :tu:

Anyway this map it's the real deal. It's finally complete and so far I haven't found any bugs, this map it's definitely going to be one of the best in the RMC contest.

Great job ExpEm. :gj:
Somewhere in Nevada...

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EvilGrins
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Re: DOM-RMC-Jupiter_RC1

Post by EvilGrins » Tue Oct 19, 2021 10:25 am

It's impressive, and expect a detailed review of this soon... but this is just from an initial look plus some questions.
Image
Indicator on the HUD tracks the Control Point, when it switches to a color the Dragon briefly joins that team. When the 2nd progress bar fills, the Dragon shoots.
Image Image

Switching teams:
Image Image Image

When I go looking for the Dragon (clicking F5) no matter where the shiny Dragon is on the map, it always brings me to the same spot...
Image
...so that's where the Dragon is anchored. The shiny/glittery thing is the main attraction, but the essence of the Dragon is in that 1 spot.

Dragon has a health indicator... does that mean it can be shot? Would you be shooting the shiny thing circling the map or that 1 spot?

Also, what's in the process for the Dragon to target someone when it shoots? It can't be the last person to tag the control point because the Dragon would be on their team.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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ExpEM
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Re: DOM-RMC-Jupiter_RC1

Post by ExpEM » Tue Oct 19, 2021 11:18 am

EvilGrins wrote:
Tue Oct 19, 2021 10:25 am
...so that's where the Dragon is anchored. The shiny/glittery thing is the main attraction, but the essence of the Dragon is in that 1 spot.
Correct, the thing you view in spectator is the "brain" of the dragon, the "body" that you see is entirely made of decorations controlled by the "brain".
EvilGrins wrote:
Tue Oct 19, 2021 10:25 am
Dragon has a health indicator... does that mean it can be shot? Would you be shooting the shiny thing circling the map or that 1 spot?
Damn, I didn't think about that...
The "body" has no collision and can't be damaged which is intentional.
However, (from testing it after reading your post) the "brain" can be damaged.
Killing the "brain" will award a frag, but it doesn't break anything as far as I can tell (with 2min of testing).
I'll fix this tommorow, it should be completely invulnerable.
EvilGrins wrote:
Tue Oct 19, 2021 10:25 am
Also, what's in the process for the Dragon to target someone when it shoots? It can't be the last person to tag the control point because the Dragon would be on their team.
This:

Code: Select all

Function FindTargets()
{
	Local Pawn P, BestTarget;
	Local Vector FirePoint;
	Local Float Dist, BestRange;

	FirePoint = FirePointActor[0].Location + (FirePointOffset >> FirePointActor[0].Rotation);
	BestRange = 9999999;

	P = Level.PawnList;
	While (P != None)
	{
		if ((P.IsA('Bot') || P.IsA('PlayerPawn')) && P.PlayerReplicationInfo != None && P.PlayerReplicationInfo.Team != Team && P.Health > 0 && !P.PlayerReplicationInfo.bIsSpectator)
		{
			if (FastTrace(FirePoint,P.Location))
			{
				Dist = vSize(P.Location - FirePoint);
				if (Dist < BestRange)
				{
					BestRange = Dist;
					BestTarget = P;
				}
			}
		}

		P = P.NextPawn;
	}
	if (BestTarget != None)
		JupiterFire(BestTarget, FirePoint, 0);
}
In non-code speak, it fires on the closest enemy to the part it fires from.
Not the smartest way to pick a target, feel free to suggest another way.

I forgot to add in lighting for the firing effect so I'll fix that tommorow too.
No reason why I can't have the "brain" move around with the "body" for viewing purposes if you want, it'll only take one line of code.

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EvilGrins
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Re: DOM-RMC-Jupiter_RC1

Post by EvilGrins » Tue Oct 19, 2021 6:59 pm

If the brain is vulnerable, currently, the only advantage of having it move around with the body is if it could be shot. If it becomes totally invulnerable, doesn't seem much point to make that the case.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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ExpEM
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Re: DOM-RMC-Jupiter_RC1

Post by ExpEM » Wed Oct 20, 2021 8:52 am

Fixed:
-Cyber Dragon is now properly invulnerable.
-Dragon 'Brain' moves appropriately when viewtarget (behindview 0 is still wonky).
-Fire effect has cyan lighting.
-Dragon will now fire from two locations (at the same target) if LOS exists for both (otherwise just the front one will fire).

No new download, any other things to fix?

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EvilGrins
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Re: DOM-RMC-Jupiter_RC1

Post by EvilGrins » Wed Oct 20, 2021 10:12 am

ExpEM wrote:
Wed Oct 20, 2021 8:52 am
No new download, any other things to fix?
I can't think of anything offhand, but maybe give others a chance to respond before you rush the update.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758