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

Buggie
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

v57

- Fix repos passenger in vehicle (duplicate flag and jump cam on switch seats while moving come from this).
- Fix replicate attachements locations which emit sounds (fix turrets alone in air).
- Fix assign HUD mutator (crash clients in some cases).
- Rotate flag on roof into direction opposite to movement.
- Fix access None.
- Improved enter to vehicle after grab flag.
- Improved work DoubleJumpSpots.
- Fix HUD mutator inject code (fix crash client in some cases).
- Fix calculate vehicle speed on client for jeeps in some cases.
- Use Announcer volume for announcer sounds (possible fix volume in some cases)
- Fix too loud play announcer sounds in v436.
- Fix select gender sounds.
- Performance optimizations.
- Fix flag transparency in demo play and spectator view.
- Fix stuck bots on double jump spots.
- Fix move target on exit bot from vehicle.

Updated in first post: viewtopic.php?t=14936
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EvilGrins
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Parallel parking remains an issue!
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Buggie wrote: Sun Jul 02, 2023 8:44 am "Parallel parking"?
Kind of a running gag for vehicles in games...
Spoiler
But that specific area of the map up there looks like a parking slot.
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Buggie
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

You use bots in game mode which they not support, on map which not support vehicles, or moreover bots. OFC they will do strange things.

For bots acts properly, Game mode must be tuned for use bots, same as map. You can't drop vehicles on map and expect good action bots on it.

For example, for VCTF, I usually spent day for convert map to playable state for humans, and at least day for make bots play on it good.
I very doubt if this map tuned for use by bots with vehicles in MH.
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EvilGrins
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Found a weird little quirk!

If for some reason you're playing with Instagibs and you get into XV and then get out, you no longer have any weapons.

Almost as though the vehicle ate the instagib.

Weird, right?
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

No such problem for me:
scr_1691702762.png
scr_1691702762.png (27.83 KiB) Viewed 555 times
scr_1691702839.png
Same as before:


You need be more specific and add exact steps for reproduce.
Possible this come from very specific version of Instagib mutator, which you use.
Or other mutator affect it.
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EvilGrins
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

I was using the default instagib mutator that came with ut99.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

Me too. And not able reproduce it. You need provide more info. Exact steps for reproduce issue. Clean setup with minimal set of others stuff.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Buggie wrote: Fri Aug 11, 2023 1:44 amYou need provide more info. Exact steps for reproduce issue. Clean setup with minimal set of others stuff.
For 1 thing, it was on these maps:
https://unreal-games.livejournal.com/196094.html

Was also running mutators Oldskool, Pinata, Xbots, & of course the instagib.

Pinata was set to drop power ups, NOT weapons... as under instagib there's really only 1 weapon and it's bad to lose it.

Oh, I was playing in Spectator Mode watching bots play under Team Deathmatch, 16 bots to 4 teams.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

Try disable all mods, one-by-one, until issue not gone, for find which one cause this. I run now only bots for spec on CTF-XV-SummerVillages - they still exit with weapons.   
Auto merged new post submitted 2 minutes later
Also, hope you run latest XV version. Not some outdated one.   
Auto merged new post submitted 23 hours 30 minutes later
v58

- Fix sleep bots in turret.
- Fix long range attack by bots with set Enemy.
- Reduce distance for attack invisible enemies.
- Fix bots drive backward.
- Stop bot exit from vehicle on empty flag base.
- Fix exit bot on wrong side of vehicle.
- Bots now able heal teammates in vehicles with use pulsegun.
- Bots track vehicle origin team for decide destroy it or no.
- Fix show heal progress in demo play.

Updated in first post: viewtopic.php?t=14936   
Auto merged new post submitted 2 hours 20 minutes later
For fast enter to vehicle without delay, you need set `Crouch` and `Enter to vehicle` to same key. You can do this in UI, called by say in chat `!xv`.
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`Crouch` allow you hold button, but work with delay.
`Enter to vehicle` allow you enter to vehicle without delay, but not allow you hold button. It work once, when you press. if you continue hold button, it not work like `Crouch`.

When you set both for same key, you take best from both worlds, and this allow you very fast enter to vehicle, without delay.

Also `Enter to vehicle` pick *closest* vehicle to you, when `Crouch` enter to *some* vehicle near.

In fact vehicle periodically search crouch players near, and pick up them on board, if this possible. When `Enter to vehicle` search closest vehicle and try enter here.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

On an unrelated note · viewtopic.php?p=18002 · I found the SUPER BOTS of the Golden Reavers mutator can drive the Xvehicles.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

Nothing unexpected, since it just usual bot with little changed properties.
scr_1691898493.png
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