XVehicles (work online) (VCTF, VMH, Greed, VDOM for UT99)

Need some nice Mods? Here, you are right!

How you play in XVehicles?

Multiplayer and local play
9
31%
Only Multiplayer
10
34%
Only local play
8
28%
Not play
2
7%
 
Total votes: 29

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darkbarrage99
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)

Post by darkbarrage99 »

Buggie wrote: Wed May 22, 2024 4:15 pm Maybe just put FortStandard inside vehicle, and that all. Set physics PHYS_Trail, and set owner to vehicle. Hp choose low, so blown veh kill it.
darkbarrage99 wrote: Wed May 22, 2024 8:43 am one last problem, at least for this map, is that the bots aren't shooting the final objective with vehicle weapons. I'll use mind reader at a later time if necessary.
Fort located inside mover. That mean center point not reachable. Such Actors can register damage not always, since technically it inside wall.
Try make Mover planes not solid. Possible this make it transparent for shots and trace checks.
the mover's planes are already not solid so that isn't going to work. might be a long shot, but I'm gonna see at some point if changing the fortstandard's collision has any effect.
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)

Post by Buggie »

I move crystal with fort to test cube assault map with jeep, and bot fire from jeep to it.
So I guess problem in distance.   
Auto merged new post submitted 6 hours 8 minutes later
Test map:
AS-XV-MazonWIP_test_end.7z
Bot attack it.
I just move player start, add lockers and jeeps. All same.

However there few mistakes.
NearestPathNodeTag must point to one node, not few.
Fort select only one node, so it can lead to wrong assumptions.
So possible better place it below, as more easy way reach, when doors open. Reach top way can be too hard.
But currently node for NearestPathNodeTag is top one. And even not closest.

I will add corresponding check to MapChecker.
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darkbarrage99
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)

Post by darkbarrage99 »

Buggie wrote: Thu May 23, 2024 6:52 am
NearestPathNodeTag must point to one node, not few.
Fort select only one node, so it can lead to wrong assumptions.
So possible better place it below, as more easy way reach, when doors open. Reach top way can be too hard.
But currently node for NearestPathNodeTag is top one. And even not closest.

I will add corresponding check to MapChecker.
Thanks! This is interesting as this is leftover from the stock map. I wonder if the devs knew of this? :D
Also, in previous builds of this map the bots would attack from above and below, which would be better but if it's incorrect I guess I'll experiment with one node, unless there is a work around.

I think I'm going to make the crystal room bigger since vehicles don't have enough space to move. maybe even add defensive mantas since there's water.
Jake19
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)

Post by Jake19 »

Thank's for the update and new vehicles, i like it.
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)

Post by Buggie »

v65

- Disable exit hint for vehicles which can use crouch for additional actions.
- Greed: Fix stay on enemy base after register skulls.
- Greed: Add ambient sound for flag bases.
- Greed: Improve sounds.
- Greed: Fix give bonuses for match UT3.
- Greed: Improve AI.
- Improve AS support.
- Greed: Add hacks for NewNet.
- Greed: Fix demo play flag bases.
- Allow passthru vehicle for pick important items.
- Greed: Fix enter travelers with skulls into teammate vehicles.
- Fix left zoom if driver zoomed and passenger enter and take gun from driver.
- Fix bot desireability for vehicles which bot not see.
- Improve defenders AI.
- Make bot jump if hover/fly vehicle blocked by same team vehicle on low speed.
- Prevent rotate manta and heli after game end.
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Updated in first post: https://ut99.org/viewtopic.php?t=14936    
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Buggie
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Re: XVehicles (Network play) (VCTF, VMH, Greed for UT99)

Post by Buggie »

v66

- Greed: Fix give bonuses on pickup skulls.
- Greed: Improve compatibility with other mods.
- Greed: Fix freezes caused by use together with broken mods.
- Greed: Speed up render players labels.
- Greed: Add info about skulls (more then 5) which hold teammates.
- Greed: Fix bot with skulls stuck with other bot without skulls as driver on defence.
- Fix replace Jeep TDX to Grinders mutator.
- Fix shake view for players in vehicles.
- Greed: Fix bots heal teammate vehicle instead of cap.
- Fix guide redemeer.
- Fix flicker bug, when player change zone with zoom or fov not 90.
- Fix wrong show vehicle enter icon for first 2 seconds of start/join game.

Updated in first post: https://ut99.org/viewtopic.php?t=14936    
Buggie
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Re: XVehicles (Network play) (VCTF, VMH, Greed, VDOM for UT99)

Post by Buggie »

v67

- Allow capture DOM points from vehicles.
- Unlock vehicle factories if team game mode not make spawn players in team area.
- Improve AI support for DOM.
- Improve manta handle lifts.

Updated in first post: https://ut99.org/viewtopic.php?t=14936    
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Re: XVehicles (Network play) (VCTF, VMH, Greed, VDOM for UT99)

Post by Buggie »

v68

- Prevent damage same team by XV projectiles.
- Prevent shake view from vehicles on projectiles hit.
- Prevent show stub pawn in local game.
- Add Goliath.
- Add replace Tank GK-1 to Goliath mutator.
- Fix slide treads over ground for few tanks.
- Fix rotate tread tracks on tanks.
- Better mesh for Raptor.
- Improved spread for hitcan weapons.
- Add flag drop icon if try enter to vehicle which not support carry flag.
- Fix bot slow down on flag after cap/grab.
- Fix block flag carrier vehicle by bot vehicle.
- Better rules for attack empty vehicles.
- Greed: Make Gold and Red skulls bigger.
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Updated in first post: https://ut99.org/viewtopic.php?t=14936    
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Deepu
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Re: XVehicles (work online) (VCTF, VMH, Greed, VDOM for UT99)

Post by Deepu »

Wow, this is so nice.
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Re: XVehicles (work online) (VCTF, VMH, Greed, VDOM for UT99)

Post by Buggie »

v69

- Add announcer for one flag.
- Improve tank engines sounds (Thanks to Deepu)
- Add announcer for Domination.
- Reduce net usage.
- Fix broken vehicle movement in demo in rare cases.
- Add Juggernaut.
- Improve give road by AI for vehicles with flag.
- Stop wait driver as passenger if driver take another vehicle.
- Fix overlay on spawn.
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Updated in first post: https://ut99.org/viewtopic.php?t=14936    
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EvilGrins
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Re: XVehicles (work online) (VCTF, VMH, Greed, VDOM for UT99)

Post by EvilGrins »

At any point is there an intention to make a mutator to go along with this that makes random XV-vehicles appear on a map?

Or will XV only ever be for maps with vehicles specifically edited onto them?
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Barbie
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Re: XVehicles (work online) (VCTF, VMH, Greed, VDOM for UT99)

Post by Barbie »

EvilGrins wrote: Sat Jul 13, 2024 4:21 pm At any point is there an intention to make a mutator to go along with this that makes random XV-vehicles appear on a map?
Should not be much work but map must have PathNodes. Then similar to relics vehicles can be added randomly if they fit at the PathNode's location.
EvilGrins wrote: Sat Jul 13, 2024 4:21 pm Or will XV only ever be for maps with vehicles specifically edited onto them?
I use a mutator to add vehicles at predefined locations when the map is loaded: preparing maps for XVehicles. That means the map file is not modified in any way.
"If Origin not in center it be not in center." --Buggie
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Deepu
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Re: XVehicles (work online) (VCTF, VMH, Greed, VDOM for UT99)

Post by Deepu »

Wow @Buggie this is very very nice!
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Re: XVehicles (work online) (VCTF, VMH, Greed, VDOM for UT99)

Post by Buggie »

EvilGrins wrote: Sat Jul 13, 2024 4:21 pm At any point is there an intention to make a mutator to go along with this that makes random XV-vehicles appear on a map?

Or will XV only ever be for maps with vehicles specifically edited onto them?
You can code such mutator if want. But in general, it barely suitable even for humans,
For bots map need be hardly prepared with paths, compatible with XV.
You can't slap vehicles in random places and not change anything else.
This will not work even with humans. Vehicles need be places not randomly, but with awareness of gameplay flow, used game mode and so on.

For example vehicle can be placed on some goodies, and this prevent take this goodie for enemy team, since they not able enter to locked vehicle. Need blow up it.

In much worse case it can be wrongly drop in way which close critical path and ruin game.
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Re: XVehicles (work online) (VCTF, VMH, Greed, VDOM for UT99)

Post by Buggie »

v70

- Add Banshee.
- Add Tank Scorpion.
- Add mutator UT3 Announcer Rewards.
- Add Badger.
- Correct Juggernaut turn radius.
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Updated in first post: https://ut99.org/viewtopic.php?t=14936    
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