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

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How you play in XVehicles?

Multiplayer and local play
8
31%
Only Multiplayer
9
35%
Only local play
7
27%
Not play
2
8%
 
Total votes: 26

Buggie
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

v26

- Fix endless attract bots to weaponlocker if weapons replaced.

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

Automatically merged

Gustavo6046 wrote: Sat Apr 09, 2022 1:20 am X-Vehicles with bot AI does not seem to respect GameInfo's AssessBotAttitude. This becomes a problem, for instance, in a gametype like Mush Match, where AssessBotAttitude is the only thing preventing bots from behaving just like they would in deathmatch.
Not really get it. What a exact problem?

Automatically merged

v27

- Fix visible hidden destination UTJumpPads on client side.

Updated at first post: viewtopic.php?f=34&t=14936
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by Gustavo6046 »

Bots in vehicles have a propensity to attack other players in DeathMatchPlus or subclasses (maybe to do with bTeamGame=false?) even if AssessBotAttitude is suppoesd to prevent that.
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

Vehicle follow Enemy field of bot.
Need test case for which I can look at it and possible change something.
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Gustavo6046 wrote: Sun Apr 10, 2022 5:35 pm Bots in vehicles have a propensity to attack other players in DeathMatchPlus
They do the same in MonsterHunt, despite being on the same team.
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OjitroC
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by OjitroC »

The accuracy of the Jeep's 'gun' is a little off - this is taken in LostInTime
Lost.jpg
Unfortunate as there are several Skaarj spawned here that are difficult to hit before they have done some damage.

Not sure which Jeep but it is located in this very area.
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

OjitroC wrote: Sun Apr 10, 2022 8:41 pmThe accuracy of the Jeep's 'gun' is a little off - this is taken in LostInTime
Maybe not, the Jeeps don't seem to recognize walls when shooting. Could be targeting Skaarj in a different room further into the base.

It's one of the reasons I prefer more open areas with a lot of space.
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by OjitroC »

EvilGrins wrote: Sun Apr 10, 2022 9:31 pm
OjitroC wrote: Sun Apr 10, 2022 8:41 pmThe accuracy of the Jeep's 'gun' is a little off - this is taken in LostInTime
Maybe not, the Jeeps don't seem to recognize walls when shooting. Could be targeting Skaarj in a different room further into the base.

It's one of the reasons I prefer more open areas with a lot of space.
Perhaps, though I had trouble targetting the Skaarj that were in this room as well - that shot is just an example and there were only a few locations in that room where the shots were accurate (going to the crosshair/dot).
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

My love of HallOfGiants is well known, and I just remembered that when Dr. Evil made his 4-way CTF version he widened all the paths... kinda like Buggie does with his CTF edits.

Now, bots tend to drive over the edge of stuff a lot so I don't know how this would work... but that is too tempting not to at least try XV in there!
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Re: X-Vehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

v28

- Fix aim jeeps driver gun on slope with roll.
- Better heli movement for bots.
- Better aim direction for bots in heli for spectate.
- Bot use heli rockets only against flying vehicles.
- Proper aim prediction for heli accelerated projectiles.
- Make delay betwen ranged attacks for allow pathing.
- Return lost bots.
- Fast redemeer for XVehiclesCTF mutator.
- Added package XFastWarShell

Update at first post: viewtopic.php?f=34&t=14936
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Starting on -POTS- request...
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

v29

- Fix bug with weird view after exit near blow up vehicle.
- Not spawn flag base if flag not vertical to ground.
- Try fix CollisionRadius = 0 after Blow up vehicle in some cases.

Updates at first post: viewtopic.php?f=34&t=14936
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Barbie »

I noticed some strange behaviour when team viewing (by F5) : the order of spectated players is not as expected when these players are in a vehicle. That happened in all versions AFAIR.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

Yes. And this can not be fixed without modify PlayerPawn or similar core classes.

In fact order of spectate is same if you not switch to spectate vehicle cam. If you switch to it, then position of spectate players is lost and any attempt switch to next player simple start enumerate players again from scratch.
This is fundamental issue and can not be fixed on exists UT code base, without change core files.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Barbie wrote: Wed Apr 13, 2022 10:00 pm I noticed some strange behaviour when team viewing (by F5) : the order of spectated players is not as expected when these players are in a vehicle. That happened in all versions AFAIR.
F5 viewing gets complicated when XV is involved, if you pause on a vehicle long enough the next time you hit F5 it will take you back to the beginning as though that was the 1st time you hit it.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

Stretch back had Nelsona path a massive map for standard play & SLV, intended for UTDMT usage, but I'm currently testing it for XV...
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