XVehicles (Network play) (VCTF, VMH for UT99)

Need some nice Mods? Here, you are right!
User avatar
EvilGrins
Godlike
Posts: 8817
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: X-Vehicles (Network play)

Post by EvilGrins » Mon Mar 14, 2022 7:33 am

Buggie wrote:
Mon Mar 14, 2022 7:04 am
I already answer that before:
Oh, I missed that.

Very well, I shall continue experimenting...
You do not have the required permissions to view the files attached to this post.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

Buggie
Godlike
Posts: 1488
Joined: Sat Mar 21, 2020 5:32 am

Re: X-Vehicles (Network play)

Post by Buggie » Mon Mar 14, 2022 8:40 am

v17

- fix flood in log on v436.
- add to INI new settings.
- fix not rotating guns on network.

Updated at first post: viewtopic.php?f=34&t=14936

Man_With_No_Body
Novice
Posts: 21
Joined: Sun Feb 06, 2022 2:16 pm

Re: X-Vehicles (Network play)

Post by Man_With_No_Body » Mon Mar 14, 2022 7:14 pm

Another bug (slope ground)

pic nr.1) 18:20:05 CET ….. 23K megatitan on the slope ground
pic nr.2) 18:20:08 CET …. jeep closing , you could see bottom of the titan´s feet
pic nr.3) 18:20:14 CET ….. jeep retreating, Mega titan corpse in the background

-single seat jeep
-it takes 3-4 seconds to get a kill by jeep ramming only
-check score raising from 32.030 to 54.866
-minimal jeep damage (900 HP to 868 HP)

+if titan on the flat ground then everything OK !

= tested map: MH-XV-ArdenV1

See_U_later_buggiE
thanks for fixing gun bug, and spider man bug.
You do not have the required permissions to view the files attached to this post.

User avatar
Neon_Knight
Adept
Posts: 326
Joined: Wed Apr 27, 2011 1:31 pm
Location: Junín (BA - Argentina)

Re: X-Vehicles (Network play)

Post by Neon_Knight » Mon Mar 14, 2022 7:40 pm

How would CTF-Darji16 work with vehicles?
OldUnreal U1v227/UTv469 Localization Project coordinator/spanish language maintainer - Unreal Wiki
ProTip 1: anybody using the phrase "I'm a True Fan and You're Not!" is an obnoxious, self-centered, egotistical, elitist, narcissist douchebag.
ProTip 2: anybody who uses the "Royal We" when making a demand wants to pass their own opinion as everyone else's.
ProTip 3: Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
ProTip 4: If the Duke Nukem Forever fiasco wasn't enough of a lesson, perfectionism leads to nothing positive. Don't be afraid of releasing a buggy product. Even the most polished product has its flaws.

Buggie
Godlike
Posts: 1488
Joined: Sat Mar 21, 2020 5:32 am

Re: X-Vehicles (Network play)

Post by Buggie » Mon Mar 14, 2022 7:48 pm

Awful. No any advantage from vehicles there.

Automatically merged

If you really want know which layout of maps preferred for VCTF, goes to MIA warfare ut2004 server and look.
https://miasma.rocks/
scr_1647269448.png
Image
You do not have the required permissions to view the files attached to this post.

User avatar
EvilGrins
Godlike
Posts: 8817
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: X-Vehicles (Network play)

Post by EvilGrins » Mon Mar 14, 2022 8:08 pm

Man_With_No_Body wrote:
Mon Mar 14, 2022 7:14 pm
Another bug
That's not exactly a bug, at least with the XV.

MegaTitan has always been a bit of a disappointment, as despite being so large the thing is ridiculously easy to kill. Even when you up its health a pupae is still tougher than it is.
Neon_Knight wrote:
Mon Mar 14, 2022 7:40 pm
How would CTF-Darji16 work with vehicles?
It wouldn't, it's too small.

Most of the running areas are too constricted to allow for the ground units, and it's not got enough height anywhere for the aerial units.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

a9902957@nepwk.com
Average
Posts: 65
Joined: Thu Nov 03, 2011 5:12 am

Re: X-Vehicles (Network play)

Post by a9902957@nepwk.com » Tue Mar 15, 2022 12:23 am

Heh, cool.
Has anyone rigged a map up for CTF4 with this (I would like to try apprehension with four teams with this)?
Oooh, imagine the cylinder one here: viewtopic.php?t=5329


The plane like vehicle in the end is awesome. This UE1 Torlan remake is not bad either by the looks of it. :D

User avatar
Gustavo6046
Godlike
Posts: 1415
Joined: Mon Jun 01, 2015 7:08 pm
Personal rank: Resident Wallaby
Location: Porto Alegre, Brazil

Re: X-Vehicles (Network play)

Post by Gustavo6046 » Tue Mar 15, 2022 12:55 am

Yay, you fixed the inventory bugs! :D
"Everyone is an idea man. Everybody thinks they have a revolutionary new game concept that no one else has ever thought of. Having cool ideas will rarely get you anywhere in the games industry. You have to be able to implement your ideas or provide some useful skill. This also applies to mod authoring. If you become a skilled or notable mod author, you will find people propositioning you to implement their ideas. Never join a project whose idea man or leader has no obvious development skills. Never join a project that only has a web designer. You have your own ideas. Focus on them carefully and in small chunks and you will be able to develop cool projects."

Weapon of Destruction

User avatar
EvilGrins
Godlike
Posts: 8817
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: X-Vehicles (Network play)

Post by EvilGrins » Tue Mar 15, 2022 1:03 am

Well...
a9902957@nepwk.com wrote:
Tue Mar 15, 2022 12:23 am
Has anyone rigged a map up for CTF4 with this (I would like to try apprehension with four teams with this)?
...that's Onslaught for ut99, and I do have them but I haven't done much editing with them.

While they are certainly capable of 2 team games, haven't checked them on 4 team games.
You do not have the required permissions to view the files attached to this post.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

User avatar
Gustavo6046
Godlike
Posts: 1415
Joined: Mon Jun 01, 2015 7:08 pm
Personal rank: Resident Wallaby
Location: Porto Alegre, Brazil

Re: X-Vehicles (Network play)

Post by Gustavo6046 » Tue Mar 15, 2022 1:58 am

Oo, what if, instead of NavigationPoints, an universal vehicle spawning mutator checked areas around existing player pawns?

It'd do the following each time to spawn a vehicle:
  • Add a "latent vehicle spawner" near a randomly chosen player;
  • Once the LVS is outside the line of sight of any player, it should "realize" into a vehicle at that location.
  • Those should not auto-respawn.
It'd spawn an LVS every, dunno, 60 seconds or so, probably divided by the # of players in the match. Maybe make the interval configurable.

--

Another idea, though a somewhat niche detail, would be to allow the divisor of the interval (# of players in the match) to go through a logarithm; default base would be 1 (linear / no change), but could be configured via INI; for example, a base of 2 would mean that the resulting interval would be, for a log base b, max interval I, and number of players p, I / log_b(p) (use the AsciiMath website to render).
"Everyone is an idea man. Everybody thinks they have a revolutionary new game concept that no one else has ever thought of. Having cool ideas will rarely get you anywhere in the games industry. You have to be able to implement your ideas or provide some useful skill. This also applies to mod authoring. If you become a skilled or notable mod author, you will find people propositioning you to implement their ideas. Never join a project whose idea man or leader has no obvious development skills. Never join a project that only has a web designer. You have your own ideas. Focus on them carefully and in small chunks and you will be able to develop cool projects."

Weapon of Destruction

User avatar
EvilGrins
Godlike
Posts: 8817
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: X-Vehicles (Network play)

Post by EvilGrins » Tue Mar 15, 2022 2:13 am

Something I'd like to see, though it's probably too unrealistic, is a Transformers variant.

They had one for the Onslaught Vehicles in ut2004:
Image Image
Image Image
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

User avatar
Gustavo6046
Godlike
Posts: 1415
Joined: Mon Jun 01, 2015 7:08 pm
Personal rank: Resident Wallaby
Location: Porto Alegre, Brazil

Re: X-Vehicles (Network play)

Post by Gustavo6046 » Tue Mar 15, 2022 2:31 am

Haha, that would be funny.. and awesome!

Though probably quite complicated to program. I mean, imagine making the walking animation for those beasts. Or the movement code!
"Everyone is an idea man. Everybody thinks they have a revolutionary new game concept that no one else has ever thought of. Having cool ideas will rarely get you anywhere in the games industry. You have to be able to implement your ideas or provide some useful skill. This also applies to mod authoring. If you become a skilled or notable mod author, you will find people propositioning you to implement their ideas. Never join a project whose idea man or leader has no obvious development skills. Never join a project that only has a web designer. You have your own ideas. Focus on them carefully and in small chunks and you will be able to develop cool projects."

Weapon of Destruction

User avatar
Neon_Knight
Adept
Posts: 326
Joined: Wed Apr 27, 2011 1:31 pm
Location: Junín (BA - Argentina)

Re: X-Vehicles (Network play)

Post by Neon_Knight » Tue Mar 15, 2022 11:38 am

Somebody should recreate UT3's VCTF-Kargo. Seems a plausible non-terrain map to make.

OldUnreal U1v227/UTv469 Localization Project coordinator/spanish language maintainer - Unreal Wiki
ProTip 1: anybody using the phrase "I'm a True Fan and You're Not!" is an obnoxious, self-centered, egotistical, elitist, narcissist douchebag.
ProTip 2: anybody who uses the "Royal We" when making a demand wants to pass their own opinion as everyone else's.
ProTip 3: Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
ProTip 4: If the Duke Nukem Forever fiasco wasn't enough of a lesson, perfectionism leads to nothing positive. Don't be afraid of releasing a buggy product. Even the most polished product has its flaws.

a9902957@nepwk.com
Average
Posts: 65
Joined: Thu Nov 03, 2011 5:12 am

Re: X-Vehicles (Network play)

Post by a9902957@nepwk.com » Tue Mar 15, 2022 7:46 pm

a9902957@nepwk.com wrote:
Tue Mar 15, 2022 12:23 am
[...]
Has anyone rigged a map up for CTF4 with this (I would like to try apprehension with four teams with this)?
[...]
Okay, did it the lazy, fast, non-proper way:
Rename (or rather link) BloodGulch map as DM-* as well.

4 teams, 3 members each.
Even though green and gold have no locked vehicles available for them, green came in second with 4 apprehensions and yellow also managed one.

User avatar
EvilGrins
Godlike
Posts: 8817
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: X-Vehicles (Network play)

Post by EvilGrins » Wed Mar 16, 2022 5:45 am

Gustavo6046 wrote:
Tue Mar 15, 2022 12:54 am
We need a new thread just for suggestions for maps to undergo 'X-Vehiclification'.
Like the idea, but if anyone's going to do that it probably should be Buggie.
You do not have the required permissions to view the files attached to this post.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758