Yes all, release candidate one finally has arrived!
Shooting is now at an acceptable standard.
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
Re: DOM-RMC-Jupiter_RC1
Congratulations ExpEm
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.
Somewhere in Nevada...
- EvilGrins
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Re: DOM-RMC-Jupiter_RC1
It's impressive, and expect a detailed review of this soon... but this is just from an initial look plus some questions.
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.
Switching teams:
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...
...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.
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.
Switching teams:
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...
...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/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: DOM-RMC-Jupiter_RC1
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".
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.
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);
}
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.
Signature goes here.
- EvilGrins
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Re: DOM-RMC-Jupiter_RC1
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/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: DOM-RMC-Jupiter_RC1
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?
-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?
Signature goes here.
- EvilGrins
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Re: DOM-RMC-Jupiter_RC1
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/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins