WIP - Work In Progress

Anything about UT2004 mapping, Uscripting & more
RottenToTheCore
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Re: WIP - Work In Progress

Post by RottenToTheCore »

Crusha K. Rool wrote:Ok, I tested it in game and the sounds are actually perfectly audible. :)


Any idea what the average and the top-tier number of kills and node destructions/builds in the majority of ONS matches by a single player is?
I.e. would you say that a good ONS player manages to kill 100 players (don't get confused by the actual scoreboard, as it counts vehicle damaging and building nodes as score too) or destroy 30 nodes during the course of a match that is fought until overtime?
Reaching 100 Kills with a tank is quite easy, but 100 weapon-kills for a good player in average is unrealistic.

Most average players got 30 to 50 kills in a scorewhore-map like Stonewall, Bridge or Grendel, betterplayers perhaps 70 to 90 or so.
I got 100+ sometimes on maps with spamsituations like on Grendel, when one team is trying to get up the ramp to the next node.
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Crusha K. Rool
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Re: WIP - Work In Progress

Post by Crusha K. Rool »

Arf… every time I think I am done, the replication beast comes and disagrees.

Though I believe that the problem isn't even a deeply buried replication secret this time (there isn't much you can do wrong when you just call UnrealPlayer::ClientDelayedAnnouncement() from a server-only GameRules actor) but instead the fact that I try to use the custom sounds that I referenced in my GameRules actor but which are probably not even loaded on the client. (And the big //OBSOLETE comment on that function is not really looking friendly to me either.)

If I were to go by the book, I'd probably use ClientDelayedAnnouncmentNamed(), which is supposed to retrieve the sound on the client via DLO.
The problem is that it seems to do this via AnnouncerVoice::GetSound(), which is instanced by PlayerController and has fixed string names for the sound packages to look in for announcements.

Hmm… would it be legit if I let every PlayerController spawn a helper actor class that holds the sound reference, so they are available on the client? Or is there a better, less-hacky approach?
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Wormbo
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Re: WIP - Work In Progress

Post by Wormbo »

Just add the sound package to the package map and it'll be downloaded by all clients. No need to DLO hacks then, because the entire package map (i.e. not just the ServerPackages) is kept in memory.
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Crusha K. Rool
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Re: WIP - Work In Progress

Post by Crusha K. Rool »

How would this "adding to package map" look like? (Can it be done from script or does it require admins to set up the stuff in INIs?)
Just so I can test it here to see if that's the actual issue.

Sounds play perfectly fine in singleplayer but nothing ever happens when I join my localhost dedicated server.
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Wormbo
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Re: WIP - Work In Progress

Post by Wormbo »

Perfect opportunity to link the latest addition to the Unreal Wiki: http://wiki.beyondunreal.com/Package_map :D
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Crusha K. Rool
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Re: WIP - Work In Progress

Post by Crusha K. Rool »

It works. :D
Now I am just wondering whether or not these counts are actually reset on round end for Flak Monkey and co. If I had to guess, I'd say yes.
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Wormbo
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Re: WIP - Work In Progress

Post by Wormbo »

Actually there's only reset code in PRI, not in TeamPRI (where sprees and other stats are stored) or xPRI. But all that doesn't matter because ONSPRI resets exactly 2 things: carried game object and number of lives left - in other words, nothing at all for Onslaught.
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Wormbo
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Re: WIP - Work In Progress

Post by Wormbo »

Hellfire almost finished the Nekomata mesh. It's his first mesh for UT2004, so bear with him.
My plan is to use this mesh for the Nekomata, a hover tank with fixed-forward main turret and machine gun, and for the Poltergeist, the hover tank that shoots the heat ray and energy shock wave. The pack will also contain a Hover Goliath, which has the advantage of an independently aimable turret, at the expense of being slower than the Nekomata. There will also be another version of the Poltergeist, which has a gunner seat that controls laser-guided rockets. That one might need a new name.
Attachments
Nekomata (red version with tank turret and Ion Tank's machine gun turret for the gunner) and the Goliath's chassis with current Poltergeist skin for comparison.
Nekomata (red version with tank turret and Ion Tank's machine gun turret for the gunner) and the Goliath's chassis with current Poltergeist skin for comparison.
NekomataMockup.jpg (38.97 KiB) Viewed 12139 times
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N4rkoT1k
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Re: WIP - Work In Progress

Post by N4rkoT1k »

perhaps "Lithobolia"
or "Lithoboliath" :D

[quote]
Famous poltergeist cases:
Lithobolia, or the Stone-Throwing Devil, is a pamphlet that records poltergeist activity that allegedly took place in the tavern of George and Alice Walton in 1682.
[/quote]
Image
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Wormbo
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WIP - Work In Progress

Post by Wormbo »

This is Crusha's Nekomata mesh in action:

The vehicle you can see in the video isn't actually the Nekomata, but the Nephthys and its alt-fire mode - the Gravity Vortex. It probably still requires lots of tweaking, but I'm quite happy with the effects already.
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