Back into modding, but facing many problems
- Dr.Flay
- Godlike
- Posts: 3348
- Joined: Thu Aug 04, 2011 9:26 pm
- Personal rank: Chaos Evangelist
- Location: Kernow, UK
- Contact:
Re: Back into modding, but facing many problems
The ChaosUT sniper rifle is worth a look at. It is one of the few UT weapons with ammo you can hear travelling. You hear the zzzzzip of bullets as they miss you, or ricochet off a surface.
UT99.org House Rules
ChaosUT https://chaoticdreams.org
Your Unreal resources: https://yourunreal.wordpress.com
The UT99/UnReal Directory: https://forumdirectory.freeforums.org
Find me on Steam and GoG
ChaosUT https://chaoticdreams.org
Your Unreal resources: https://yourunreal.wordpress.com
The UT99/UnReal Directory: https://forumdirectory.freeforums.org
Find me on Steam and GoG
Re: Back into modding, but facing many problems
I *think* I looked at it wayyyy back when I was starting Apocalypse Weapons, probably to look at their trail effect. I can't really remember the velocity/acceleration used on the projectile, though. Anyway, there's no problem with the bullets, bullet weapons were the first things I replaced!Dr.Flay wrote:The ChaosUT sniper rifle is worth a look at. It is one of the few UT weapons with ammo you can hear travelling. You hear the zzzzzip of bullets as they miss you, or ricochet off a surface.
I actually based my bullets on my Apocalypse Weapon bullets (minus ricocheting and other complex "physics" I used there). Speed on them is like 10000 or 15000 or something in between. I remember I've done a lot of testing when I created them to find out the maximum velocity on the engine and so on.
- PrinceOfFunky
- Godlike
- Posts: 1200
- Joined: Mon Aug 31, 2015 10:31 pm
Re: Back into modding, but facing many problems
Why PM'ing instead of posting it on here? Lol just worndering .o.Darkness wrote:Also, a nice user PM'd me suggesting me to check a specific mod, trying to help me on the gravity problem.
Matrix Moves also use custom projectiles for enforcer and other classes to avoid the instant trace hit.Darkness wrote: Also, I'll check Matrix Moves later, but I really guess it just would use standard 0.1 time dilatation at most, so it wouldn't really help. Let's see!
On Unreal1, with the last version(227i if I remember good), you can hear sound distortions basing on your movements and position like the doppler effect.
"Your stuff is known to be buggy and unfinished/not properly tested"
Re: Back into modding, but facing many problems
As they say, each to their own!PrinceOfFunky wrote:Why PM'ing instead of posting it on here? Lol just worndering .o.
Actually the matrix moves suggestion wasn't because of the tracer stuff, but because of the time dilatation and possible slower projectiles.PrinceOfFunky wrote:Matrix Moves also use custom projectiles for enforcer and other classes to avoid the instant trace hit.
I think UT also have this, but only for ambient sounds. Changing the pitch dinamically works great on Ambient Sounds... best "fix" for me would be to set an ambient sound and make it only play once.PrinceOfFunky wrote:On Unreal1, with the last version(227i if I remember good), you can hear sound distortions basing on your movements and position like the doppler effect.