[Vehicle] Badger update

Anything about UT2004 mapping, Uscripting & more
User avatar
Wormbo
Posts: 384
Joined: Sun 28. Aug 2011, 12:52
Description: Coding Dude

[Vehicle] Badger update

Post by Wormbo »

Here's the Badger update I've been working on. Listing changes is a bit difficult. I've raised the pivot of the badger model a bit so it's inside the chassis now. That fixes quite a few problems already, for example clipped shadows, entry problems for the Megabadger (it no longer needs a separate use trigger), and weird rotation behavior.
Also I rebuilt the Hoverbadger using parts of its original code and parts of my Hovertank code. It is a bit heavier now and isn't pushed around by damage as much anymore. (That was far too much, compared to other Badgers.) One of its new features is floating - like the Hovertanks, the Hoverbadger will float on water if unoccupied and only slowly takes water damage.
The Megabadger received as big treatment as well. For example its handling works much more like that of the Minotaur. It takes more time to get up to speed or slow down. I've exchanged the two seats so the gunner controls the cannon, just like in other Badgers. It fires only one projectile (Minotaur: 3, old Megabadger: 2), but with adjusted damage amount and radius. Instead of the Minotaur-style laser turret, the driver controls a Minigun with explosive munition.

Badgers V2 beta 3

The package contains a mutator to upgrade existing Badgers, Hoverbadgers and Megabadgers for testing purposes. Summon codes are BadgersV2beta2.Badger, BadgersV2beta2.Hoverbadger, and BadgersV2beta2.Badgertaur.
Last edited by Wormbo on Sun 26. Jan 2014, 15:03, edited 1 time in total.
User avatar
Wormbo
Posts: 384
Joined: Sun 28. Aug 2011, 12:52
Description: Coding Dude

Re: [Vehicle] Badger update

Post by Wormbo »

Beta 2 is available.
Changes since beta 1:
  • Basic ONSPlus support, i.e. radar dot colors other than black. Due to the way ONSPlus looks these up, they will no longer work once the Badgers are myLeveled. But who knows, maybe I'll add an entire ONSPlus vehicle plug-in at some point. That would also be a neat way to simultaneously upgrade all old Badgers, Hoverbadgers and Megabadgers in existing maps.
  • Improved the destruction/disintegration effects - they only spawn wheels exactly once, not on every impact.
  • Tweaked the Daredevil thresholds to make that something special again.
  • Various physics tweaks.
User avatar
Wormbo
Posts: 384
Joined: Sun 28. Aug 2011, 12:52
Description: Coding Dude

Re: [Vehicle] Badger update

Post by Wormbo »

Beta 3 is available.
Changes from beta 2:
  • Fixed the HoverBadgerFactory, which actually spawned a standard Badger instead of the Hoverbadger.
  • Added a Flame Badger as replacement for the Fire Badger. Weapons are similar to the Draco or Firebug: driver controls a flamethrower, gunner turret projectiles spawn napalm globs on impact at the expense of some explosion damage. The Flame Badger blows up violently on destruction, like my other flamethrower vehicles.
User avatar
Pegasus
Posts: 1321
Joined: Wed 4. Nov 2009, 23:37
Description: ONSWordFactory
Location: Greece

[Vehicle] Badger update

Post by Pegasus »

Ah, there it is - a Fire Badger. Although the assignment of its weapons to seats seems a bit peculiar (would think the bigger and more hose-like main cannon would be the one spewing the flames instead of the minigun, and the passenger would have the role of protector from distant threats via classic minigun fire instead of tank shell, but still...), now we're finally cooking with gas getting somewhere :). Slightly concerned with the amount of flaming marshmallows this thing can spit out from its passenger gun's shell in terms of overall net performance, but we'll see how that goes.

Btw, in terms of how close after so many years the standard Badger may now be to a problem-free state (as far as we know, anyway), are there any more pending fixes to apply that you have in mind, Wormbo? Say, like that minor minigun alignment issue when speccing (unless that too has been addressed, in which case never mind) or the occasional report about ppl sometimes having problems getting out of the vec from the passenger's seat or anything else? Either way, I'm definitely looking forward to having all the issues associated with the previously problematic positioned pivot finally behind us, so cheers for getting this much already done, sir.
Eyes in the skies.
Image
Kenny--OMG!!
Posts: 28
Joined: Wed 1. Jan 2014, 22:06

Re: [Vehicle] Badger update

Post by Kenny--OMG!! »

Don't know if this is the right topic to reply to, but I've searched the forum for 'badger' and this is the only relevant and active one.

I recently noticed a bug with the badger that I wasn't experiencing before. While in the gunner seat, you can't exit the vehicle if there is no driver (i.e. driver left, or you've been the driver and switched to gunner). You first have to change seat to become the driver and then exit. I've been killed a bunch of times for not being able to exit the vehicle quickly enough and it's frustrating.

Can anyone confirm this behaviour?
User avatar
Anik
Posts: 348
Joined: Thu 16. May 2013, 17:20
Description: Pink gun nub

Re: [Vehicle] Badger update

Post by Anik »

Kenny--OMG!! wrote:Don't know if this is the right topic to reply to, but I've searched the forum for 'badger' and this is the only relevant and active one.

I recently noticed a bug with the badger that I wasn't experiencing before. While in the gunner seat, you can't exit the vehicle if there is no driver (i.e. driver left, or you've been the driver and switched to gunner). You first have to change seat to become the driver and then exit. I've been killed a bunch of times for not being able to exit the vehicle quickly enough and it's frustrating.

Can anyone confirm this behaviour?
Yesss it happened also to me, dammit. But I was devil enough to switch to driver and get out and kill the attackers lol :vaderfight:
User avatar
Wormbo
Posts: 384
Joined: Sun 28. Aug 2011, 12:52
Description: Coding Dude

Re: [Vehicle] Badger update

Post by Wormbo »

Shouldn't happen with the updated versions either. The turret exit locations in the Badger version deployed on most current maps is "even more wrong" than the driver exit locations - most notably they lack positive Z offset. That and the underground pivot of the previous badger essentially made it almost impossible to exit from the turret seat if the Badger isn't moving (regardless whether it has a driver or not). The code that occasionally places you below terrain when exiting a moving Badger also ensures you can get out from the gunner seat at all while the Badger moves.
User avatar
Pegasus
Posts: 1321
Joined: Wed 4. Nov 2009, 23:37
Description: ONSWordFactory
Location: Greece

Re: [Vehicle] Badger update

Post by Pegasus »

That's great news. Could I trouble you for a response to the minigun rotation & tracer origin bug for spectators too? I think it's the only remaining piece to the badger update puzzle.
Eyes in the skies.
Image
User avatar
Wormbo
Posts: 384
Joined: Sun 28. Aug 2011, 12:52
Description: Coding Dude

Re: [Vehicle] Badger update

Post by Wormbo »

I'll first have to figure out what actually causes it.
As far as I can tell there are no significant changes from the Goliath minigun to the Badger minigun. The only difference is that the Badger's minigun is controlled by the driver, while the Goliath's is controlled by the gunner. Maybe it's the "instant rotation" part. All other instantly rotating guns are attached to gunner seats, but maybe that breaks when used on a driver seat weapon.

Then again, I remember there are some tricky replication exceptions when spectating someone. Certain things suddenly get replicated to the spectator that would only be replicated to the viewed player's client otherwise. Maybe something gets replicated to the spectator that prevents the fallback "slow" rotation from kicking in as it should for non-owning clients.
MrPenguin
Posts: 63
Joined: Thu 18. Aug 2011, 15:13
Description: Here's the penguin

Re: [Vehicle] Badger update

Post by MrPenguin »

So, are we going to get BadgerMeUp on the map roster then :D
Post Reply