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

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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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Gustavo6046
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Re: X-Vehicles (Network play)

Post by Gustavo6046 »

Bots seem to hop in and out of vehicles, if they feel like they should go on foot but at the same time can't help but "bump" the vehicle (which I presuppose triggers the 'enter vehicle' code?). This can be fixed by having the "enter vehicle" code check if it's a bot and, if so, whether they really want to enter that particular vehicle right now.

Also, I wonder if you should have a vehicle that has just spawned (more precisely, never had a driver before) unable to kill a bot, so that if I spawn a helicopter or jeep on top of a bot on the opposing team, they enter the vehicle instead of getting crushed. :P
"Everyone is an idea man. Everybody thinks they have a revolutionary new game concept that no one else has ever thought of. Having cool ideas will rarely get you anywhere in the games industry. You have to be able to implement your ideas or provide some useful skill. Never join a project whose idea man or leader has no obvious development skills. Never join a project that only has a web designer. You have your own ideas. Focus on them carefully and in small chunks and you will be able to develop cool projects."

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Buggie
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Re: X-Vehicles (Network play)

Post by Buggie »

Unfortunately, things not work in that way. bot not creatures, they not think. And describe proper condition "enter to vehicle" not real question.

Also bots almost always cheat, so with vehicles they cheats too in some way.
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Gustavo6046
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Re: X-Vehicles (Network play)

Post by Gustavo6046 »

I see.

Anyway, this is shaping out to be really cool! I'm really liking X-Vehicles and your updates make it very nice :D

I think the helicopter controls could be a bit better, if the direction in which it tilts (to accelerate forward, sideways, etc), was tied to the camera rotation, rather than the helicopter's own, and the latter could be for the angle of the lasers and missiles.
"Everyone is an idea man. Everybody thinks they have a revolutionary new game concept that no one else has ever thought of. Having cool ideas will rarely get you anywhere in the games industry. You have to be able to implement your ideas or provide some useful skill. Never join a project whose idea man or leader has no obvious development skills. Never join a project that only has a web designer. You have your own ideas. Focus on them carefully and in small chunks and you will be able to develop cool projects."

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Buggie
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Re: X-Vehicles (Network play)

Post by Buggie »

> I think the helicopter controls could be a bit better, if the direction in which it tilts (to accelerate forward, sideways, etc), was tied to the camera rotation, rather than the helicopter's own, and the latter could be for the angle of the lasers and missiles.

Not really get this suggestion.
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Ubir4
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Re: X-Vehicles (Network play)

Post by Ubir4 »

Guys, you guys made a ut2k4/BF1942 game, great show.

I'm loving what I'm seeing.

CTF-XV-Arcade][Blocktastic]
and
CTF-XV-Oasis

I played these 2 just now and it's totally crazy, amazing what UT99 has shown itself to be capable of. Very cool. :rock: :rock: :rock: :rock: :rock: :rock:

I'll look for all the maps for x-vehicles. Well, it's very good.

Map suggestions I can't forget? (...I want them all... hsuahsuahsuahs).
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Gustavo6046
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Re: X-Vehicles (Network play)

Post by Gustavo6046 »

Buggie wrote: Sat Mar 12, 2022 7:44 am > I think the helicopter controls could be a bit better, if the direction in which it tilts (to accelerate forward, sideways, etc), was tied to the camera rotation, rather than the helicopter's own, and the latter could be for the angle of the lasers and missiles.

Not really get this suggestion.
You know how, when you move the "camera" around (mouselook), the helicopter slowly follows?

And how the helicopter tilts to move horizontally (like a real helicopter would)?

Have the tilt follow the "camera", rather than the helicopter itself.

This way, if you press the forward key, you'll actually tilt the way you're looking, rather than the way the helicopter is facing.

I would still advise, though, to have the current tilt gradually converge into the desired tilt direction (maybe even proportional to the distance between the two), just to make sure it feels natural. I forgot if you already do that or not, but probably yes; if so then forget this paragraph :p
"Everyone is an idea man. Everybody thinks they have a revolutionary new game concept that no one else has ever thought of. Having cool ideas will rarely get you anywhere in the games industry. You have to be able to implement your ideas or provide some useful skill. Never join a project whose idea man or leader has no obvious development skills. Never join a project that only has a web designer. You have your own ideas. Focus on them carefully and in small chunks and you will be able to develop cool projects."

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Buggie
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Re: X-Vehicles (Network play)

Post by Buggie »

This behavior copied from Raptor UT2004. I think it is more suitable, rather use as in tank, where base can goes independent from head/camera. If I understand you correctly.
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EvilGrins
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Re: X-Vehicles (Network play)

Post by EvilGrins »

Tooling around, might be a good idea to not have UTDM-monsters on a map with Xvehicles. I mean, they do seem to be able to fight each other on a sort of level playing field movement and attack-wise, but I encountered an unexpected fluke.

A UTDMT (Titan) got into a freaking jeep!

Not surprisingly, it didn't drive very well but the weird thing is the jeep with the Titan in it was throwing boulders.
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Man_With_No_Body
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Re: X-Vehicles (Network play)

Post by Man_With_No_Body »

12.03.2022 -some players (HS,OVH) reporting bug-

(obsolete: main turret stuck. You can aim, but turret static. On the other side a small machine gun turret working.Sorry no more info, idk which map because I dont play any tank map recently. )


Amendment:

-all vehicles affected (jeeps and tanks)
-all gun affected (main gun and machine gun)
-gun barrel always pointed to “north”.

+ shooting and aiming working OK.

= tested map: MH-XV-MeltTownV1


See_U_later_buggiE
Last edited by Man_With_No_Body on Sun Mar 13, 2022 10:57 pm, edited 1 time in total.
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EvilGrins
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Re: X-Vehicles (Network play)

Post by EvilGrins »

I've been skimming my UTDM-monster edits for possible XV maps, as anything with room for them to maneuver should have room for tanks and things... but then I recalled something that should've been obvious.

Image

Maps designed for SLV are HUGE and ideally setup for large open spaces and that's perfect!
Buggie
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Re: X-Vehicles (Network play)

Post by Buggie »

v16

- fix lost ability bot swim after use vehicles.
- fix lost inventory glitch.
- fix random shooting weapon glitch (sharing inventory).
- Fix access none flood in log.
- New option "PulseForHeal" for "XVehiclesCTF" actor.
PFH_Auto, // Detect by presence FixGun on map, or by use FixGunMutator
PFH_Yes, // Pulse Heal vehicles
PFH_No, // Pulse not heal vehicles
- VehiclesConfig now use Xvehicles.ini for default values:
var() config bool bHideState;
var() config bool bPulseAltHeal;
var() config bool bDisableTeamSpawn;
- better handle bot movement to points which lowered.

Updated at first post: viewtopic.php?f=34&t=14936[hr][/hr]

Automatically merged

Man_With_No_Body wrote: Sun Mar 13, 2022 12:21 pm 12.03.2022 -some players (HS,OVH) reporting bug-

(obsolete: main turret stuck. You can aim, but turret static. On the other side a small machine gun turret working.Sorry no more info, idk which map because I dont play any tank map recently. )


Amendment:

-all vehicles affected (jeeps and tanks)
-all gun affected (main gun and machine gun)
-gun barrel always pointed to “north”.

+ shooting and aiming working OK.

= tested map: MH-XV-MeltTownV1
I can not test it. This happen with old maps too? Or only one mentioned above?
As for my test no such stuff. All work as must.
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OjitroC
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Re: X-Vehicles (Network play)

Post by OjitroC »

Buggie wrote: Sun Mar 13, 2022 11:56 pm
- VehiclesConfig now use Xvehicles.ini for default values:
var() config bool bHideState;
var() config bool bPulseAltHeal;
var() config bool bDisableTeamSpawn;
Those config bools aren't in the XVehicles.ini in the download and they're not written to an existing .ini file either.

What does bHideState do/mean?
Buggie
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Re: X-Vehicles (Network play)

Post by Buggie »

Yes. I just expose them to ini.
Maybe add it into next release.

bHideState - hide current state above vehicle. red/blue dot/sign/cross. For example it not need in MH.

Also keep in mind - INI store only defaults. On each map can be mutator which set actual properties to different set.
So INI settings used only if no other sources.
For example mutator XVehiclesMH placed on map effectively enable bHideState.
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EvilGrins
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Re: X-Vehicles (Network play)

Post by EvilGrins »

0, 1, 2, 3 are team choices in game, all vehicles factories are default set to 0 when 1st placed on a map.

But for non-team placement, for maps that don't necessarily have teams, what happens if one enters 255?

255 is the no-team for UTDMT. Haven't tried it yet, thought I'd ask first.
Buggie
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Re: X-Vehicles (Network play)

Post by Buggie »

I already answer that before:
Buggie wrote: Thu Mar 10, 2022 3:46 am Just use team 0-3 with disabled team lock. 255 not allowed here.