GreatEmerald / UT3Vehicles

The vehicles portion of the UT3Style mod for Unreal Tournament 2004.
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Nightshade #10

Open HellDragon-HK opened 6 years ago

HellDragon-HK commented 6 years ago

Issues and notes on the Nightshade from in-game testing

UT2004 Draw - NA UT3 Draw - 1.0? UT3Port Draw - 1.0 / 1.0 looks correct

Replaces Axon Goliath (On WAR-Downtown_Necris at least) Has no headlights but neither does the one in UT3 from what I can tell Other than some minor issues this one feels more complete & ready for prime time

UT3 Nightshade Movement Video https://drive.google.com/open?id=1BkvsG993td9ZjKUC0PbZAzlKwdmmiRxZ

Unre-Alex commented 6 years ago

Nightshade doesn't have functioning stasis field.

HellDragon-HK commented 6 years ago

Ah yeah forgot I meant to list those, if I remember right the deployables had a Coming Soon in Next Release message so wasn't sure it was needed to be listed

GreatEmerald commented 6 years ago

Hah, that message is by @100GPing100, but it kind of depends on someone coding the thing. The deployables should probably be their own issue though.

HellDragon-HK commented 6 years ago

I was going to test and add each one to the Nightshade or Stealthbender list when I got to those vehicles (except I can't use the Stealthbender at this time) but if you want it separate I'll do that unless someone beats me to it

zeluisping commented 6 years ago

@GreatEmerald @HellDragon-HK You guys talking about deployables as in weapon like? If so, the actual deploy is already done, would be a matter of adding a new "weapon" that would pawn them on fire. Thing is the deployables in UT3 do not let you change to other weapons, I don't know how trivial this would be to implement in UT2004.

In regards to the stasis field as mentioned by @Unre-Alex I did not find a way for this to be implemented at the time. The way it works in UT3 is that basically everything has a property that is their game speed modifier and the engine uses this to calculate their delta time, in UT2004 we do not have anything like this (at least I did not find anything at the time) and I could not think of a way to implement it.

HellDragon-HK commented 6 years ago

Not being able to switch from a deployable I accidentally picked up is something I don't like about UT3 but I guess if it has to be in UT2004 for consistency it's a moot point.

Freon game type has some slow down when partly frozen still doesn't it, would anything like that be useful to check into?

GreatEmerald commented 6 years ago

Hm, yes, also the placement is a bit awkward in that case, should it be in UT3Weapons, UT3Vehicles, or perhaps UT3Common... I guess the latter if there is anything that can be shared with the other weapons. But anyway, the Nightshade puts already deployed things, so that's not actually what this issue is about.

I can imagine a slow field affecting nothing but movement speed would be a close enough analogue. Still needs to be coded, though.

zeluisping commented 6 years ago

Another bug for the record (already fixed on my local branch) you're able to "switch mine" while the arm is deploying, this results in weird undefined behaviour because the mine that is actually deployed is already on the arm, and it does not change. Either way, fix coming.

HellDragon-HK commented 6 years ago

I'm not sure which side this falls under, Weapons or Vehicles but I'm getting the Bluestreak reward from using the Nightshade's turret and I'm almost positive that shouldn't happen.