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Unreal Upgrade Ver 0.1 BETA released!!

 
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BOZO



Joined: 11 Oct 2004
Posts: 48

PostPosted: Sat Jan 07, 2006 2:03 am    Post subject: Unreal Upgrade Ver 0.1 BETA released!! Reply with quote

Ok folks!!

The wait is finally over. I am releasing the first BETA version for the Unreal Upgrade project for people to test out. Currently, it replaces the AutoMag, Minigun, and Rifle with their upgraded equivalents.

Get it here:
http://kdsmedia.com/CC_Pages/Releases/UnrealUpgrade_Ver0_1_BETA_UnrealOne.zip

Follow the enclosed help file to install on your server.


Future releases should come relatively quickly now that I have puzzled my way through most of the issues involved in making this work. Decals are not implemented yet, sorry. Expect that for next release.


==========================
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.
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) 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!

==========================
General Notes
==========================
I was playing around with a new Electricity Zone (for Crystal Castles) and delved pretty deep into why some of my weapons were not setting off some FX that I was trying to implement when I realized that none of the Unreal One weapons were set up quite the way I wanted them to be. I also then discovered that warp zones and instant fire weapons don't work together at all. This of course got me fired up to fix all of the little details and make the weapons actually operate in a more "real world" manner. This is the result.
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{KDS}BOZO / <NDP>BOZO / LordBozo
bozo@kds-clan.com
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Xavious



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

PostPosted: Sat Jan 07, 2006 2:40 am    Post subject: Reply with quote

Looks good, liking it so far. Had a quick 5 minute test in single player (deck 16, with the sound turned off cause parents are in bed), and there's two things i noticed:

1. The splashes just don't look realistic enough...Would be better if either the ringexplosion happened sooner or if it was more transparent so that it looks more like a ripple. Also, would be cool if the splash was green for slime and red for lava.

2. There is some kind of bug if you switch to slomo 0.1 and use the minigun. It hits the player...
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BOZO



Joined: 11 Oct 2004
Posts: 48

PostPosted: Sat Jan 07, 2006 3:57 am    Post subject: Reply with quote

Thanks for the testing and feedback!

It shouldn't be too hard to reproduce that minigun bug. I should also be able to mess with the fx for the lava and slime splashes relatively easily to make it look more like you are talking about.
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Leo(T.C.K.)



Joined: 17 Jan 2005
Posts: 28

PostPosted: Sat Jan 07, 2006 6:40 pm    Post subject: Reply with quote

BOZO wrote:
Thanks for the testing and feedback!

It shouldn't be too hard to reproduce that minigun bug. I should also be able to mess with the fx for the lava and slime splashes relatively easily to make it look more like you are talking about.

When you run, rifle can hit you accidentally. Also minigun and rifle you hold in one hand, not at two, why? There is bug at .int file, it may look like this:
[Public]
Object=(Name=UnrealUpgrade.UpgradeWeaponMutator,Class=Class,MetaClass=Engine.Mutator,Description="UnrealUpgrade,Upgrades Unreal Weapons.")
Preferences=(Caption="Unreal Upgrade", Parent="Game Types",Class=UnrealUpgrade.UpgradeWeaponMutator.Immediate=True)
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BOZO



Joined: 11 Oct 2004
Posts: 48

PostPosted: Sat Jan 07, 2006 7:58 pm    Post subject: Reply with quote

I currently have reflection off of walls set to occur about 10% of the time depending on what angle you hit the wall with (Less than 30 Degrees off of planar surface). This is definately something different than what is normal operation for Unreal weapons. Maybe this is what you are seeing. And yes you can now kill yourself with your own weapon fire from the automag, minigun, and rifle. Nothing more fun than shooting yourself in the head through a warpzone.

In the future builds I am going to make the wall reflections more of a configurable setting. Then people can make it operate like oldschool or more real-life or insane reflecto-rama.

I will also set the default to mimic oldschool in future builds just so there is no confusion about the issue.

Are you saying that the minigun and rifle will not switch hands from Left to Right views? I'll check into that...

What is the bug in the int file? I'm not sure what you are pointing out as being a problem.
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Leo(T.C.K.)



Joined: 17 Jan 2005
Posts: 28

PostPosted: Sun Jan 08, 2006 6:14 pm    Post subject: Reply with quote

Mutator name is different, that what I wrote is right name.
At rifle could be animation like at UT oldskool. When pressing zoom, rifle can have animation like at oldskool. It is unused anmiation at original model btw.
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[B@D]Thug



Joined: 07 Oct 2005
Posts: 315

PostPosted: Mon Jan 30, 2006 11:28 pm    Post subject: Reply with quote

SWEeeeeeeeeeEEEEEEEEEt...

Thx tom.
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K죣èr_§k&#257;&#



Joined: 10 Jul 2004
Posts: 164

PostPosted: Thu Feb 23, 2006 11:31 pm    Post subject: Reply with quote

I have a suggestion for the UU_DispersionPistol. When you shoot into the water, the projectile shrinks and then at least 7 smaller projectiles spread out randomly into the air. Just a suggestion.

And for the UU_FlakCannon, when you press altfire, the process of the hydraulic thing hitting the flak stays the same. But when it shows the flak shell falling out of the cannon, make it actually spawn a flak on the floor that expands shellcase, but instead it won't bounce. Maybe the first fire can backfire and instead of shooting out the flak, explodes on contact from the hydraulic cylinder thingy. The second part is optional. Or instead, when the flak hits the ground, the chunks that are spawned are on fire. And the smoke column can be replaced by a flame.

And for the UU_ASMD, every 5 shots from primary fire, the steam anim comes into place. Can you omit the effect of losing alot of ammo after the combo? If you can, make the primary fire of the UU_ASMD able to bounce off of mirrors.


Anyways, these are just suggestions. You don't have to do them, but you can if you feel they are good (or at least some of them).

On a side note, do not, I repeat, do NOT cancel this project!
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BOZO



Joined: 11 Oct 2004
Posts: 48

PostPosted: Sat Feb 25, 2006 6:15 am    Post subject: Reply with quote

Thanks for the suggestions. I should be able to do a few of those without too much pain.

Don't worry about a cancellation of this project. I will be working on this until I am 100% happy with it. I am also using this as a test bed for new development ideas so you folks get a double benefit.

I am moving to a new house though so right now my time is kinda limited - next release will get pushed back a bit until I get some time to program with again...
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K죣èr_§k&#257;&#



Joined: 10 Jul 2004
Posts: 164

PostPosted: Sat Mar 04, 2006 2:13 am    Post subject: Reply with quote

I have a suggestion for the UU_DispersionPistol. When you shoot into the water, the projectile shrinks and then at least 7 smaller projectiles spread out randomly into the air. Just a suggestion.

And for the UU_FlakCannon, when you press altfire, the process of the hydraulic thing hitting the flak stays the same. But when it shows the flak shell falling out of the cannon, make it actually spawn a flak on the floor that expands shellcase, but instead it won't bounce. Maybe the first fire can backfire and instead of shooting out the flak, explodes on contact from the hydraulic cylinder thingy. The second part is optional. Or instead, when the flak hits the ground, the chunks that are spawned are on fire. And the smoke column can be replaced by a flame.

And for the UU_ASMD, every 5 shots from primary fire, the steam anim comes into place. Can you omit the effect of losing alot of ammo after the combo? If you can, make the primary fire of the UU_ASMD able to bounce off of mirrors.


Anyways, these are just suggestions. You don't have to do them, but you can if you feel they are good (or at least some of them).

On a side note, do not, I repeat, do NOT cancel this project!

The one's I'm really looking foreward to is this:

"And for the UU_FlakCannon, when you press altfire, the process of the hydraulic thing hitting the flak stays the same. But when it shows the flak shell falling out of the cannon, make it actually spawn a flak on the floor that expands shellcase"

this:

"And for the UU_ASMD, every 5 shots from primary fire, the steam anim comes into place"

this:

"omit the effect of losing alot of ammo after the combo"

this:

"If you can, make the primary fire of the UU_ASMD able to bounce off of mirrors. "

this:

"When you shoot into the water, the projectile shrinks and then at least 7 smaller projectiles spread out randomly into the air."

and this:

"when the flak hits the ground, the chunks that are spawned are on fire. And the smoke column can be replaced by a flame. "

So basically I'm hoping for all except the backfiring part of the UU_FlakCannon.

By the way, if you're gonna make the chunks on fire, make sure they're not on fire under water, or you can also make it so that when the flakshell floats to the bottom, keep it there for maybe 4-5 seconds, then it
explodes.

These are only suggestions by the way. Whether you want to use them or not is your choice. I would try to make these for my own personal mod but I'm still trying to regian my ability to script well, because this skill was taken from me by my addiction to RuneScape.

Aagh, I got off topic there :?

Hope to see more progress after you move.
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sanastro



Joined: 04 Nov 2004
Posts: 99
Location: Germany

PostPosted: Thu Apr 13, 2006 2:15 pm    Post subject: Reply with quote

A suggestion for this.. Could you maybe insert a big graphical upgrade in form of using Dots' XEmitter port? It's pretty cool, and it would look damn pretty when used with UnrealUpgrade and some UT2k4 emitter textures.
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