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

Posted: Wed Feb 21, 2024 10:20 pm
by Barbie
Some players and me noticed that vehicles' shield are weaker in MH since v61? Or is that a faux feeling?

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

Posted: Wed Feb 21, 2024 10:25 pm
by Buggie
It is know issue. I already prepare fix for it. Work on next release on the way. Will be released soon.

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

Posted: Sat Feb 24, 2024 2:29 am
by Buggie
v62

- Fix damage in MH from titan rocks.
- Attack empty vehicles in smart way.
- Fix help for keys about change vehicle camera.
- Fix wrong state for movers which need UnTouch in most cases.
- Add MH XV game type for easy select MH XV maps for Monsterhunt.
- Brake vehicles near flags.
- Faster detect ability pawn enter to vehicle.
- Fix stuck at burned vehicles (passthru over it).

Updated in first post: https://ut99.org/viewtopic.php?t=14936

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

Posted: Sat Mar 16, 2024 12:11 pm
by Barbie
Since end of February 2024 I get this warning in log file when a map is loaded:
Failed to load XVMH: Can't find file for package XVMH..
Failed to load "Class XVMH.VehicleMonsterHunt": Can't find file for package XVMH..

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

Posted: Sat Mar 16, 2024 12:21 pm
by Buggie
I guess you not install XVMH.u on server.
So server load Xvehicles.int, see here line
Preferences=(Caption="Vehicle MonsterHunt",Parent="Game Types",Class=XVMH.VehicleMonsterHunt,Immediate=True)
try load XVMH.VehicleMonsterHunt
And make such errors in the log.
As solution - just upload XVMH.u on server, without add it to any place in configs.

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

Posted: Sat Mar 16, 2024 11:18 pm
by Barbie
Thanks. Is XVMH.u a server-only file?

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

Posted: Sun Mar 17, 2024 5:10 am
by Buggie
It is SP-only file actually. Just stub, for see all MH-XV maps as separate game type for usual Monsterhunt.
However I use single .int file, so server can add warnings like you post if not found described class.
As another solution, you can edit .int file.
For server XVMH not need. I not expect it produce warnings in log if there missed package from int file.

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

Posted: Tue Mar 19, 2024 3:17 pm
by darkbarrage99
are there any plans for assault support? or mutator? I've been tinkering with trying to get x vehicles to work on a resized version of mazon and it's really fun, but the bots keep shooting vehicles that are not assigned to their teams. the problem with assault is team assignment.

I tried to bypass this by having all vehicles unlocked but bots will attack spawn vehicles when not assigned. also tried assigning vehicles to yellow team so they could be "neutral" and bots attack vehicles and seem more confused, even if they get in the vehicles.

here's both versions if you're interested in checking it out:

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

Posted: Tue Mar 19, 2024 9:28 pm
by Barbie
Does anyone know what dimensions an opening must have that every kind of vehicle can pass? Don't spend time for deeper investigation, I can try it out.
Wait - isn't it just the size of the collision cylinder?

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

Posted: Tue Mar 19, 2024 10:21 pm
by Buggie
darkbarrage99 wrote: Tue Mar 19, 2024 3:17 pm but the bots keep shooting vehicles that are not assigned to their teams. the problem with assault is team assignment.
Bot shoot enemy vehicle for make it burned. It is very good strategy for win. Burned vehicles restart maximally long.
I will look what deal in AS. Possible need there keep in sync vehicle team when teams switched.
Barbie wrote: Tue Mar 19, 2024 9:28 pm Does anyone know what dimensions an opening must have that every kind of vehicle can pass? Don't spend time for deeper investigation, I can try it out.
Wait - isn't it just the size of the collision cylinder?
Just collision cylinder.
However, keep in mind, any actor collide with geometry not as cylinder, but as box aligned to axes.
It less visible on small actors, but very good visible on big, like vehicles.
See: https://github.com/OldUnreal/UnrealTour ... ssues/1501
Also UT collision code not very well tested before release for huge actors. Only for small one, like actors.
This lead to problems with collisions:
https://github.com/OldUnreal/UnrealTour ... issues/866
And this also can appear in different form. typical for terrain.

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

Posted: Wed Mar 20, 2024 10:33 am
by Barbie
Buggie wrote: Tue Mar 19, 2024 10:21 pm Just collision cylinder.
CybotHelico: H77/R112
XManta: H46/R92
Kraht: H47.5/R115
Shrali: H138/R231
TankGKOne: H52/R132.5
TankML: H48/R125
JeepSDX: H60/R80
JeepTDX: H60/R80

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

Posted: Fri Mar 22, 2024 3:19 am
by Buggie
darkbarrage99 wrote: Tue Mar 19, 2024 3:17 pm are there any plans for assault support?
Support will be added in next version. you need use Blue Team for Attacker and Red Team for Defender factories.

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

Posted: Fri Mar 22, 2024 7:50 am
by darkbarrage99
Buggie wrote: Fri Mar 22, 2024 3:19 am
darkbarrage99 wrote: Tue Mar 19, 2024 3:17 pm are there any plans for assault support?
Support will be added in next version. you need use Blue Team for Attacker and Red Team for Defender factories.
Image

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

Posted: Sun Mar 31, 2024 5:45 am
by Buggie
v63

- Improve and fix exit from vehicle.
- Exit from vehicle in proper direction.
- Fix rare use alternate paths.
- Fix use StubPawn in some cases.
- Update vehicle textures with bigger quality.
- Fix disappear vehicles after pause game for a while.
- Prevent disappear vehicle during heal if vehicle on full health.
- Fix trace vehicle paths for jumpads in editor.
- Fix prevent unload previous levels from memory.
- Add support for Assault game.
- Fix stuck in BSP bugged obstacles in some cases.
- Fix touch actors on exit from vehicle.
- Prevent bots rotate in tanks in place when reach point.
- Stop rotate turret after game end.
- Prevent bot wait self as passenger.
- Fix ghost bots with negative health.
- Better bot drive manta.
- Prevent weird movement on hit wall vehicles.
- Better Hover vehicles movement code.
- Better Chopper vehicles movement code.
- Passenger bot exit for cap if can do this instant.

Updated in first post: https://ut99.org/viewtopic.php?t=14936

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

Posted: Thu Apr 04, 2024 12:25 am
by darkbarrage99
Buggie wrote: Sun Mar 31, 2024 5:45 am - Add support for Assault game.
Mazon pics:
Spoiler
Shot00017.png
Shot00018.png
Shot00019.png
Shot00020.png
Shot00021.png
Shot00022.png
:rock:

My assault mapping knowledge is not great. :ironic: Wouldn't mind some pointers tbh
The bots are not great at defending objectives in order, or not driving places where they should walk.
Are there any vehicle blocking path nodes that could work here? Walk nodes don't seem to be working.
Bots are also not exiting vehicles to press buttons using walk nodes.
Redeemer is also using default UT warhead projectile.

improved version of Mazon:
AS-XV-MazonWIP.unr
(4.82 MiB) Downloaded 6 times
created a defender spawn area with teleporters to different parts of the map so it's easier for defenders to get around.