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UnrealUpgrade Project
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BOZO



Joined: 11 Oct 2004
Posts: 48

PostPosted: Wed Apr 13, 2005 4:30 am    Post subject: UnrealUpgrade Project Reply with quote

==========================
Overview
==========================
This project was implemented to update the standard Unreal One weapons and to support some new capabilities.
Generally, the updated weapons should operate nearly identically to the existing weapons, just better.
Currently, a single Weapon (AutoMag) has been implemented so far. Most of the base code has been fully developed at this time.

The new functionality available to the weapons will consist of the following items:
1) Zone Entry/Exit Events will be triggered by all weapon fire.
2) Instant Hit Weapons (AutoMag, Minigun, Rifle, and ASMD Alternate) will now operate correctly through Warp Zones.
3) Water, Lava, Slime, and Tar Zones will now slow down the passage of projectiles and reduce their damage FX accordingly.
4) ZoneFluidFriction and ZoneGravity will now affect projectiles inside fluid filled zones (bWaterZone=True).
5) Effects in water and out of water are now different.
6) Sound in water and out of water are now different.
7) FX projectiles such as ShellCases also now follow the new rules.
Reflection off of walls is now an option.
9) Most FX now implemented Client Side only. Improved Network support.

Thanks KDS for hosting the Unreal One development website!


Well folks I think I have a nice beta test version just about ready for my Unreal Upgrade project. For this first build I have only fixed up the AutoMag at the moment. I spent most of the time working out the methodology I wished to use and figuring out the best way to minimize the network overhead. I suspect that the added load will be negligible with the way I have implemented this. Lots of added features!!


I decided to post a few screenshots and comments outlining some of the new stuff below just to whet your appetite. All screenshots were taken on the DMdeCyberEscher map - it was pretty good for testing purposes:






This is the result of my deciding bullets were not operating realworld in liguids. I decided that you need to have water splashes occur for bullets entering the water. The FX also appear for Lava and Slime Zones. Bullets now slow down in the water and are affected by gravity once they hit water. They also do less damage to players in the water. They are directly influenced by the ZoneGravity and ZoneFluidFriction settings now. Unreal never really used the ZoneFluidFriction settings for anything other than players. I came up with a method to allow it to be used for projectiles also. NOTE: I did not mess with the line-of-sight hit while it is above the water - Gravity only comes into play once they hit the water.





Note the nice trail FX so you can track your projectiles through the liguid.




And yes the FX work through warp zones also. NOTE: Nearly all gratuitous special FX (IE: Wall hit smoke, sparks, water splahes, bubbles, etc) are now spawned solely on the client machines. Thus there is no network overhead involved with their creation.





Yep you can shoot through multiple warp zones also.




And you can shoot yourself also...




And just for grins I am adding in the capability of having the projectiles reflect off walls. They become affected by ZoneGravity after the rebound. I can set it to reflect according to the angle it hits the wall at and also give it a probability of successful reflection too.



I have decided that none of the weapons from Unreal or Unreal Gold were really done up nicely so I think this project will expand in the future to convert all weapons to operate in more of a "realworld" fashion and include all the special fx they should have also.


If anyone is interested in helping test the current implementation drop me an email

bozo@kds-clan.com

Thanks and Enjoy!!
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Wed Apr 13, 2005 2:50 pm    Post subject: Reply with quote

I added a news posting to the main page
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Leo(T.C.K.)



Joined: 17 Jan 2005
Posts: 28

PostPosted: Thu Apr 14, 2005 2:36 pm    Post subject: Interesting Reply with quote

Before year I think I added comment to UnrealPlatinum 227 petition.I wrote something like I will be glad when InstantHits will go through WarpZones.Now here is new project and it includes it.Great Work,but is modstyle like UTeamFix or something like community patch?This can cause compatibility problems.I'll be glad if 227 UnrealPlatinum will came out somewhen,I also wanted some model fixes.UnrealPlatinum includes UT:GOTY with oldschool+Operation Na Pali+Legacy and UnrealGold(Platinum)with these episodes(You can choose them from menu and I think it includes full and updated versions of it):
Unreal
Return to Na Pali
The Illhaven Saga
Tower of Shrakith'a
Apocalypse Threat
Shadows of Na Pali
One Day In The Life Of...
Strange World
SHAMUQUEST
TheElder
Hexephet
Invasion
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BOZO



Joined: 11 Oct 2004
Posts: 48

PostPosted: Thu Apr 14, 2005 7:39 pm    Post subject: Reply with quote

I'm going to do my best to minimize any compatibility problems.

Currently, I am designing it as a standalone package that is version 224+ compatible. I'm planning to make it easy to port for UTeamFix support by }TCP{Wolf so he can add it to that control system in the future. All internal references made are utilizing the full package.class references to help minimize cross package naming problems. It should be relatively easy to update for UT version 436 compatibility also in the future and thus could be merged with any major package overhaul there.

You currently initiate it as a mutator to activate it on any server and it autoreplaces the standard weapons with the new weapons. This should allow it to operate smoothly with any gametype or mod. I will be providing an extensive configuration capability allowing admins to pick and choose which weapons to replace etc. in the next build.

Question: what models need fixing?
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Leo(T.C.K.)



Joined: 17 Jan 2005
Posts: 28

PostPosted: Thu Apr 14, 2005 8:56 pm    Post subject: OK Reply with quote

I wanted to fix some models(for bigger realistic effect) but it isn't very important now.Your project is great and I'm glad about you can add this mutator to every gametype.Thanks for your explain and example.
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Oblivion[CW]



Joined: 28 Jan 2004
Posts: 59
Location: Chizra, Nali Village, Na Pali

PostPosted: Fri Apr 15, 2005 5:31 pm    Post subject: Reply with quote

Sounds interesting, I started playing a bit with the Unreal weapons awhile back. One thing you could do is add dropping shells to the minigun and add a little black smoke coming out of the end like so:



Code:

function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
{
local shellcase s;
   local int rndDam;

   if ( PlayerPawn(Owner) != None )
      PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);
      s = Spawn(class'enshell',Pawn(Owner), '', Owner.Location + CalcDrawOffset() + 15 * X + (1.8 * FireOffset.Y+-3.0) * Y - Z);
         Spawn(class'ensmokepuff',Pawn(Owner), '', Owner.Location + CalcDrawOffset() + 50 * X + (2.8 * FireOffset.Y+5.0) * Y - Z * 1);
      if ( s != None )
   {
      s.DrawScale = 1.0;
      s.Eject(((FRand()*2.0+0.4)*X + (FRand()*0.2+-3.2)*Y + (FRand()*-5.3+1.0) * Z)*160);             
   }
   if (Other == Level)
      Spawn(class'LightWallHitEffect',,, HitLocation+HitNormal*9, Rotator(HitNormal));
   else if ( (Other!=self) && (Other!=Owner) && (Other != None) )
   {
      if ( !Other.IsA('Pawn') && !Other.IsA('Carcass') )
         spawn(class'SpriteSmokePuff',,,HitLocation+HitNormal*9);
      if ( Other.IsA('ScriptedPawn') && (FRand() < 0.2) )
         Pawn(Other).WarnTarget(Pawn(Owner), 500, X);
      rndDam = 8 + Rand(6);
      if ( FRand() < 0.2 )
         X *= 2;
      Other.TakeDamage(rndDam, Pawn(Owner), HitLocation, rndDam*500.0*X, 'shot');
   }
}


That will give you the right setup on the shells or they won't match the animation shells. You will have to tweek the shell cases and make the smoke smaller as you can see. If you want more info, just let me know.

It's just a fun addon throwing shells everywhere .
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BOZO



Joined: 11 Oct 2004
Posts: 48

PostPosted: Mon Apr 25, 2005 5:36 am    Post subject: Reply with quote

Thanks for posting that about the shellcases and smoke! I planned on adding the shellcase support too - this saves me the time of figuring out the correct eject vector.
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Oblivion[CW]



Joined: 28 Jan 2004
Posts: 59
Location: Chizra, Nali Village, Na Pali

PostPosted: Fri Apr 29, 2005 3:23 pm    Post subject: Reply with quote

Yeah, getting it to match the animation shells was a pain, lol.
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Xavious



Joined: 25 Oct 2004
Posts: 8
Location: Ye Ol' Scotland

PostPosted: Fri Jul 01, 2005 7:44 pm    Post subject: Reply with quote

Good day to you all...

What is happening with this project? Whats the ETA? I know someone who has made some interesting experiments involving an instant fire dispersion pistol fire thingymagig (I dunno how to explain it tee hee).

Also, sorry if there has already been more info on this project elsewhere, i am somewhat behind on events...
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BOZO



Joined: 11 Oct 2004
Posts: 48

PostPosted: Sat Jul 02, 2005 3:34 pm    Post subject: Reply with quote

Still working on it. Been really busy with Real Life so my Unreal programming time has been suffering so far this year. There are a few more bugs to work out before the core code is ready. As soon as that is done, it should be relatively easy to add the rest of the weapons. I'm going backwards a bit to make it UTeamFix compatable so it can be included in a future version of that utility also.

See if you can find out some more info on the dispersion pistol mod - first I heard about that one.
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Xavious



Joined: 25 Oct 2004
Posts: 8
Location: Ye Ol' Scotland

PostPosted: Fri Jul 08, 2005 5:51 pm    Post subject: Reply with quote

Well, actually, i know a fair amount about it, but my terminology will be very much off here:

It's made by .:..:, and involves making the fire of weapons instantaneous rather than having to wait for the lag. He told me it is similar to how UT operates. On the stuff i have seen, it is only the dispersion pistol he has worked with. Basicaly, clicking fire makes the weapon instantly fire...

At present, the way its looking is the projectile does get fired, and the sound plays, but the projectile doesn't actually appear on screen until the lag has caught up, and a few feet in front of the weapon. Kind of hard to explain.

Dots tells me that he couldn't stop this happening with the DP, but he could at least get all the instant hit weapons to work, such as rifle and primary ASMD. I actually suggested to him that he contacts you so that you can work together...But he doesn't like working with others...

I could still persuade him to contact you if yer interested though...
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BOZO



Joined: 11 Oct 2004
Posts: 48

PostPosted: Sat Jul 09, 2005 1:17 am    Post subject: Reply with quote

I would certainly be interesting in talking with him about what he has tried and some of the limitations he has run into. I've worked on teams and alone many a time so I have no preference either way.

I have a similar problem occuring with the projectile not appearing immediately also that I have been working on correcting - still a bit buggy but I have made it work a bit better using a couple of simple tricks. I agree that it seems to be caused by some sort of lag effect. I have a couple of ideas to try yet before it will operate 100% I think...

I've improved the network overhead performance quite a bit but its still not perfect yet.

Busy, Busy...No time for programming lately...
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bozo@kds-clan.com
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uascpredator



Joined: 28 Apr 2005
Posts: 38

PostPosted: Wed Aug 10, 2005 5:35 am    Post subject: Reply with quote

Well if u eve need any help i could use something to do ;)
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Xavious



Joined: 25 Oct 2004
Posts: 8
Location: Ye Ol' Scotland

PostPosted: Fri Oct 14, 2005 5:16 pm    Post subject: Reply with quote

So...I'm still very interested in this. How's it going?
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BOZO



Joined: 11 Oct 2004
Posts: 48

PostPosted: Wed Oct 19, 2005 8:22 pm    Post subject: Reply with quote

I have the Automag, Minigun, and Rifle working 90% at the moment.

I took a break from/lateral move to create an actual working Quadshot weapon for the Unreal 227 patch per Smirfitch request. It is now working but by no means is it ready for primetime. I need to do LOTS of tweaking yet. Eventually this will make it into the Unreal Upgrade project also.

I have also been looking into Decals and how they are implemented in all the various Unreal versions. I'm going to start working on getting something together that can make Decals happen for both projects.

What I may do is put together a beta release with the current weapons included only just so people can start trying it out and give some feedback on performance and bugs. Look for something around Thanksgiving...
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bozo@kds-clan.com
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