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

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How you play in XVehicles?

Multiplayer and local play
7
30%
Only Multiplayer
8
35%
Only local play
6
26%
Not play
2
9%
 
Total votes: 23

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EvilGrins
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Re: X-Vehicles (Network play)

Post by EvilGrins »

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

Very well, I shall continue experimenting...
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Re: X-Vehicles (Network play)

Post by Buggie »

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
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Re: X-Vehicles (Network play)

Post by Man_With_No_Body »

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.
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Re: X-Vehicles (Network play)

Post by Neon_Knight »

How would CTF-Darji16 work with vehicles?
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Re: X-Vehicles (Network play)

Post by Buggie »

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.
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Re: X-Vehicles (Network play)

Post by EvilGrins »

Man_With_No_Body wrote: Mon Mar 14, 2022 7:14 pmAnother 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 pmHow 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.
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Re: X-Vehicles (Network play)

Post by a9902957@nepwk.com »

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
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Re: X-Vehicles (Network play)

Post by Gustavo6046 »

Yay, you fixed the inventory bugs! :D
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Re: X-Vehicles (Network play)

Post by EvilGrins »

Well...
a9902957@nepwk.com wrote: Tue Mar 15, 2022 12:23 amHas 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.
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Re: X-Vehicles (Network play)

Post by Gustavo6046 »

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).
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Re: X-Vehicles (Network play)

Post by EvilGrins »

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:
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Re: X-Vehicles (Network play)

Post by Gustavo6046 »

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!
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Re: X-Vehicles (Network play)

Post by Neon_Knight »

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

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Re: X-Vehicles (Network play)

Post by a9902957@nepwk.com »

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.
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Re: X-Vehicles (Network play)

Post by EvilGrins »

Gustavo6046 wrote: Tue Mar 15, 2022 12:54 amWe 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.
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