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Re: WIP - Work In Progress

Posted: Fri 19. Oct 2012, 23:32
by Crusha K. Rool
Yeah, I will give it the same treatment that ONS-Downtown got. The latter had a performance increase of over 100% due to that, i.e. it doubled the average framerate while taking a Manta run across the map.
But it will also gain a new gameplay aspect that may help reduce the lag a bit.

Re: WIP - Work In Progress

Posted: Sat 20. Oct 2012, 20:58
by Pegasus
Crusha K. Rool wrote:Wormbo has never balanced stuff for Omni-relations. He's a vanilla guy. ;)
Same here, btw.
Hmm, perhaps I was misunderstood. I wasn't suggesting that Wormbo was tweaking an already completed project to better suit that server's preferences or its communities' playstyle sensibilities, thus creating an Omni variant or something like that. Instead, because the Omni msg board is the only UT community among those I check out where I'd seen him talk about that vec so far (and you as well as far as the hovertank model goes), up until now I thought it best to assume it's a WIP that's intended for them from the ground up, therefore there'd be no point in me (or anyone) from this side of the pond voicing our thoughts on it - it'd be out of place for us to do so in my mind. Hell, I wouldn't exactly be thrilled to have outsiders popping over here as a modder's displaying a vec they're building for this community and blurting out stuff like "it looks great n' all, but, you know, it could use more cowbell powah!"). It'd just be bad form, you know?
At any rate, I hope it's clear now what I meant and since we've now established that these 2 vecs aren't designed with any single group of recipients in mind, like I said, that lifts one of the 2 barriers to actually getting an in-depth convo going about them. "Vanilla guy" or not, I believe we'd share some common ground there :).

Re: WIP - Work In Progress

Posted: Tue 23. Oct 2012, 20:06
by Wormbo
Another piece from the hover tank collection I'm working on: the Odin.
Image
This one is a bit larger than a Goliath (while the Firebug is a bit smaller) and slower than the average hover tank, e.g. the Poltergeist or the still unnamed hovering Goliath version (naming suggestions are welcome) based on Crusha's model. Its main weapon will be a powerful energy beam, a lot like that of my Railgun Tank, but a bit stronger. It has two gunner seats on the left and right that will get Linkgun-like functionality. The range will be higher than that of the standard Linkgun and I think about as kind of self-repair feature. Basically for any 5 to 10 damage points to enemy vehicles (or nodes?) by the Odin Link Turrets, the Odin would get 1 health point restored.

Re: WIP - Work In Progress

Posted: Tue 23. Oct 2012, 22:17
by Crusha K. Rool
Naming suggestion for mine: Nekomata. :p
True to the original and also fits with the Poltergeist's theme.

And oh boy, I was already thinking that you put anything that UT has to offer on top of a tank chassis by now. ;)
A tank where the driver mains a Hellbender-turret would look ridiculous, though.

Re: WIP - Work In Progress

Posted: Tue 23. Oct 2012, 23:34
by Wormbo
Crusha K. Rool wrote:Naming suggestion for mine: Nekomata. :p
SOLD to the man in the red cape with the long teeth!

Re: WIP - Work In Progress

Posted: Fri 26. Oct 2012, 00:15
by Wormbo
Another thing I'm working one - a ServerActor (preferred due to whitelisting, will also work as Mutator) for this year's holiday season:
Image
Moody Christmas decoration on maps with vegetation (as seen above) and the inevitable ridiculous Santa Hats for Egypt and certain Nightmare-themed maps.

WIP - Work In Progress

Posted: Fri 26. Oct 2012, 01:14
by Crusha K. Rool
Idea for a Mutator: "Server Starter Rewards"

Basically it gives a small motivational bonus for players that help to start the server up when it's empty.
I.e. the first five players that join the server will get the bonus if they stay around until the server has at least 20 players on it. Their bonus stays active for as long as the server has at least one human player left on it, even if they leave in the meanwhile and come back later. (There would need a tolerance timeout between checks so players have enough time to join after a map change)

Giving every Starter a top hat on their character would probably be a nice reward. Nothing beats a good top hat.

Re: WIP - Work In Progress

Posted: Wed 31. Oct 2012, 16:06
by Crusha K. Rool
I am currently working on my first Mutator (though since it actually only needs functionality from a custom GameRules class, I believe it could also be used as ServerActor). The code is finished, but I still need to get into this UCL stuff that seems to be part of making Mutators all fancy for users.
And I *think* I have a problem with the sounds. I extracted some sounds from UT3 as OGG, then used WavePad to convert them into 22khz 16bit uncompressed PCM Mono WAV files and imported them into a sound package in UEd. However, I can't hear any sounds when trying to play them from the sound package viewer after importing them - other sounds in other packages work just fine. Converting the OGGs with Audacity doesn't make a change either.
I have yet to try out if that's actually also a problem in game, but thus far it's pretty strange.

Re: WIP - Work In Progress

Posted: Wed 31. Oct 2012, 16:44
by Pegasus
Are you sure you're not accidentally transcoding to a compressed PCM format like ADPCM? Go over your encoding settings carefully and give Winamp a try too perhaps, see if that one does the trick. Otherwise, yeah, that sounds like a weird case since you seem to've already ruled out everything besides the wav's validity.

Re: WIP - Work In Progress

Posted: Wed 31. Oct 2012, 16:52
by Crusha K. Rool
It explicitely said "uncompressed" when I saved the file. Really doubt it's going to be that. :/
And I already successfully imported sounds in the past. Though I used to directly record them from the Content Browser back then and did not extract them as OGG.