Wormbo wrote:Onslaught Specials 2 isn't actually finished yet. There is no way to use it to its full potential, because the link designer can only link things, but not toggle or configure all the other features. As a result, you can use them for official setups, but not for custom ones. That is GUI work, though. And I don't quite like GUI work - especially when it needs to be paired with replication logic for everything.[...]
So, wait. OnslaughtSpecials2 has been out for - *checks UT Cache Manager dates* - nearly 2 years now, but the work you're doing is still for OS2 :s? I mean, unless you're planning to release it as 2.5 or something, wouldn't that affect naming consistency in terms of map resources? At any rate, a custom made link designer that could incorporate all the special kind of nodes in OS2 into an extended ONSPowerLinkOfficialSetup actor (assuming I'm understanding it right here) does sound intriguing, so I'm gonna keep an eye out for that and hopefully mappers out there will too.
Wormbo wrote:[...](My Screenshot Sender mod is also stuck because of that.)[...]
I was under the impression that the OnslaughtSpecials packages were meant to provide additional mapping tools and features to expand maps' gameplay potential. This sounds more like a security measure for server admins running it as a ServerActor - and a quite worryingly invasive one at that too. Even if the association here is accidental and the SS sender you're developing isn't meant to be included in an OnslaughtSpecials package but elsewhere, do you think it's a good idea to make something like that for usage cases outside the strict adherence framework of clan match anticheat tools? People playing in such tiers are usually willing to abide by that degree of scrutiny, but CEONSS is after all merely a casual, open and public ONS server. Anyway, I hope I'm getting something wrong here :/.
Wormbo wrote:[...]Regarding node health on the minimap - I never got back any source code for that modification, so I guess I'll have to reinvent it myself.[...]
Umm, I'd made a thread about it in the Creative Corner forum (
here) about a year ago, explaining what my goal was, where I got the idea and code from, what trouble I was having implementing it, and, finally, offering the result once I managed it, don't you remember? It's all there.
Wormbo wrote:[...]"ONS maps from UT3" - that's where many of the Onslaught Specials ideas come from. The ForcedDirVolume and standalone/countdown nodes are a UT3 Warfare invention as well.[...]
Heh, I remember a period where everyone seemed to be rushing to port ideas and gameplay elements from UT3's Warfare over to ONS as fast as they could: UT3 versions of 2k4's vecs, the EONS bunch, the tripod walker, UT3 versions of 2k4's weaps (with sounds and all), the grapple gun, many of the features Crusha started working on which ended up in OS1 - including extensive (un)triggering logic - the node labels, the locust hoverboards, jumpboots and modular armour pieces, whole maps (Floodgate, Avalanche, Downtown, Suspense), lately now Crusha's whole UT3 orb package. It always kinda struck me as odd, this unofficial race to grab and drag over more and more ideas from a game that was proving more and more unpopular as time went by and straying from the core essence and truth that made any previous UT successful up until that iteration. Ah well, can't begrudge coders for wanting to try their hand in such challenges anyway, not to mention we did get a few neat things from that after all, so that whole campaign wasn't a wash either

. Still, going forward and to wrap up this minirant, I'd advise folks to be a bit more critical, thoughtful and game-design-driven when considering what else to adapt to ONS from Warfare that would actually
fit this gamemode's character so as to increase their work's potential impact and effect as much as possible for everyone's benefit.
Wormbo wrote:[...]The ForcedDirVolume actually also turns the guided Redeemer around to fly away on its own. You have no movement control over your vehicle (the Redeemer is a vehicle as well) while in such a volume.
Ah, okay then, got it, thanks for clarifying. Also, the Redeemer is a vehicle? I thought it was either a projectile or a pawn when guided by hand :s.
Keep up the good work.