Convert from UT2004 for CTF with X-Vehicles this map:
VCTF-R!P-Castle-RezQ-MIA-Rev-7
This map need XVehicles at least v71 for load:
https://ut99.org/viewtopic.php?f=34&t=14936
CTF-XV-R!P-Castle-RezQ-MIA-Rev-7
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CTF-XV-R!P-Castle-RezQ-MIA-Rev-7
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Last edited by Buggie on Sat Sep 28, 2024 6:51 pm, edited 2 times in total.
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Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7
Another fun XVehicles map
I find that some of the jump pads cause damage to the player on landing - this one in particular where I get damage on landing on the box or it throws me beyond the box and I get a lot of damage/die There are one or two others which I didn't take shots of - they do cause a bit of damage on landing.
I find that some of the jump pads cause damage to the player on landing - this one in particular where I get damage on landing on the box or it throws me beyond the box and I get a lot of damage/die There are one or two others which I didn't take shots of - they do cause a bit of damage on landing.
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Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7
Yes. It by design.
Some jumps cost "price". On which on sshot you need use air control and fly right to wall. There you can get less damage and better spot for escape with flag.
Also you can aim to belt and pray it be there and you pickup it before hit ground.
Some jumps cost "price". On which on sshot you need use air control and fly right to wall. There you can get less damage and better spot for escape with flag.
Also you can aim to belt and pray it be there and you pickup it before hit ground.
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Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7
Oh, I see - thanks.
I had this in the log
I had this in the log
Code: Select all
UTJumpPad4: WARNING: Minimum theoretical jump angle is 88. JumpAngle=45. Trying angle=88 U=[TeleporterB] N=[UTJumpPad4] D=[Teleporter2]
UTJumpPad20: WARNING: Minimum theoretical jump angle is 89. JumpAngle=45. Trying angle=89 U=[TeleporterR] N=[UTJumpPad20] D=[Teleporter4]
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Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7
Yes. On net play this tricky jumppads for make particle effects, act unexpected. i hope I find solution soon.
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Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7
in 469c RC3, EXUOpenGL, offline - the Manta tends to jump quite a lot in this map - I don't get it in every map (just the ones I've reported really) so probably not to do with my setup/system?
Now working out how to 'use' the jump pads, when to alter my flight through the air.
Now working out how to 'use' the jump pads, when to alter my flight through the air.
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Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7
Manta can jump on lower fps.
I feel like on next map manta jump for you as bunny.
I note this for upcoming XV updates.
I feel like on next map manta jump for you as bunny.
I note this for upcoming XV updates.
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Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7
The FPS varies across the map, as I suppose it would - it's at its lowest in the areas where the Mantas are located and hence when they start off. These are the stats from a short test in this map
ScriptLog: 6780 frames rendered in 182.44 seconds. Min 23.69 Max 48.03 Avg 37.16 fps.
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Re: CTF-XV-R!P-Castle-RezQ-MIA-Rev-7
v1
- Better BSP.
- More FPS.
- Better paths.
- Fix BSP glitches.
- Fix bugs.
Now this map need XVehicles at least v71 for load:
https://ut99.org/viewtopic.php?f=34&t=14936
Update in first post: viewtopic.php?t=15342
- Better BSP.
- More FPS.
- Better paths.
- Fix BSP glitches.
- Fix bugs.
Now this map need XVehicles at least v71 for load:
https://ut99.org/viewtopic.php?f=34&t=14936
Update in first post: viewtopic.php?t=15342