GreatEmerald / UT3Vehicles

The vehicles portion of the UT3Style mod for Unreal Tournament 2004.
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Scorpion #13

Open HellDragon-HK opened 6 years ago

HellDragon-HK commented 6 years ago

Issues and notes on the Scorpion from in-game testing

UT2004 Draw - 1.0 UT3 Draw - 1.2 UT3Port Draw - 1.0

UT3 Drawscale Animation Update https://drive.google.com/open?id=1QSeKP6KxkT9vBNyptGE7ouPl76W1EL-C

Sound Update https://drive.google.com/open?id=1l7cC58tLhf-nAps3Dzk00FttPPchNaDP

UT3 Scorpion Movement Video https://drive.google.com/open?id=191aIMW6eGw8uRSstgpTWg7iOuTT-6GT2

HellDragon-HK commented 6 years ago

Scorpion impact results

Scorpion Impact with Manta -------UT3 Results-------- --Front Hit - Fair knockback and Manta is turned 90 degrees, get damage indicators, esaily pushed --Side Hit - Little knockback and Manta turned 90 degrees, can only be turned when trying to push --Back Hit - Fair knockback and Manta is turned nearly 180 degrees, get daamage indicators, easily pushed --Diagnol Hit - Little knocback and Manta is sent sliding to the side of the Scorpion with some turning, can be pushed but not as easy ------UT2004 Results------ --Front Hit - About the same as UT3 but no damage taken, easily pushed --Side Hit - About the same as UT3 but no damage taken, easily pushed --Back Hit - Fair knockback and Manta is sent sliding across the ground without turning, easily pushed --Diagnol Hit - About the same as UT3 but no damage taken, easily pushed Extra Note: UT2004 Manta took damage and Scorpion did not, in UT3 Scorpion took damage and Manta took little or none (can't tell since PS3 omits the numbered health)

Scorpion Impact with Scorpion -------UT3 Results-------- Front Hit - Little knockback, other Scorpion went vertical and damage indicators were noticed, cannot be pushed --Side Hit - Driving Scorpion went vertical and hit Scorpion flipped on it's side, damage indicators noticed, cannot be pushed --Back Hit - Other Scorpion lifted off it's back wheels and turned before coming down, cannot be pushed --Diagnol Hit - Both Scorpions tried to flip with the hit Scorpion succeeding, damage indicators noticed, cannot be pushed ------UT2004 Results------ --Front Hit - Little knockback but no lift, can be slowly pushed --Side Hit - Other Scorpion tries to flip on it's side, slightest tap causes other Scorpion to flip, cannot be pushed --Back Hit - Other Scorpion is lifted off it's back wheels fairly high, can be slowly pushed --Diagnol Hit - Other Scorpion tried to flip like a side hit, trying to push it gave the same flip result Extra Note: UT2004 Scorpion did not take damage and also has no impact sound

Scorpion Impact with Hellbender -------UT3 Results-------- --Front Hit - Little knockback, damage indicators noticed, cannot be pushed --Side Hit - Little knockback and Hellbender jumps into the air, damage indicators noticed, cannot be pushed --Back Hit - Little knockback and causes Hellbender's back wheel to lift off the ground, damage indicators noticed, cannot be pushed --Diagnol Hit - Little knockback and either the Hellbender flips or the Scorpion does and sometimes both, damage indicators noticed, cannot be pushed ------UT2004 Results------ --Front Hit - Little knockback and Hellbender is lifted off front wheels, can be pushed --Side Hit - Fair knockback and Hellbender easily flips on it's side, cannot be pushed but sometimes can be flipped --Back Hit - Fair knockback and Hellbender is lifted off back wheels, can be pushed --Diagnol Hit - Little knockback and Hellbender is lifted up and turned, can be pushed turned and flipped Extra Note: In UT2004 Hellbender had impact sound but Scorpion did not, in UT2004 neither vehicle was damaged

Scorpion Impact with Stealthbender -------UT3 Results-------- --Front Hit - Little knockback, damage indication, cannot be pushed --Side Hit - Little knockback and Stealthbender flips on it's side and Scorpion goes vertical, damage indicators noticed, cannot be pushed --Back Hit - Little knockback and Stealthbender is lifted off back wheels, damage indicatitors noticed, cannot be pushed --Diagnol Hit - Little knockback and Scorpion flipped on it's side and can probably even get flipped upside down, damage indicators noticed, cannot be pushed ------UT2004 Results------ --Front Hit - Little knockback and Stealthbender goes completely vertical and turns 90 degrees before landing, trying to push it causes it to go vertical flip on it's side and then hop across the ground --Side Hit - Stealthbender's flipping and then endlessly hopping across the ground makes it too difficult to test further --Back Hit - --Diagnol Hit -

Scorpion Impact with Raptor -------UT3 Results-------- --Front Hit - Fair knockback and Raptor turns slightly, damage indicators noticed, cannot be pushed --Side Hit - Fair knockback and Raptor turns slightly, damage indicators noticed, cannot be pushed --Back Hit - Fair knockback, damage indicatitors noticed, cannot be pushed --Diagnol Hit - Fair knockback and causes Raptor to spin 90 degrees, damage indicators noticed, can be turned but not pushed ------UT2004 Results------ --Front Hit - Medium knockback and Raptor spins 90 degrees, easily pushed like it's on ice --Side Hit - Medium knockback and Raptor spins 90 degrees, easily pushed like it's on ice --Back Hit - Medium knockback and Raptor spins 90 degrees, easily pushed like it's on ice --Diagnol Hit - Medium knockback and Raptor spins nearly 180 degrees, easily pushed and turned like it's on ice Extra Note: UT2004 Raptor took a lot of damage and Scorpion took none, in UT3 Scorpion appears to take damage but Raptor doesn't or is minor, UT2004 Scorpion missing impact sound

Scorpion Impact with Cicada -------UT3 Results-------- --Front Hit - No knockback but does get turned, damage indication, cannot be pushed --Side Hit - Little knockback, damage indication, cannot be pushed --Back Hit - Little knockback and gets turned, damage indication, cannot be pushed --Diagnol Hit - Little knockback and gets turned, damage indication, cannot be pushed ------UT2004 Results------ --Front Hit - Little knockback, easily pushed --Side Hit - Little knockback and gets turned, easily pushed --Back Hit - Little knockback and gets turned, easily pushed --Diagnol Hit - No knockback but gets turned, cannot be pushed but can be turned Extra Note: UT2004 Cicada took a lot of damage and Scorpion took none, in UT3 Scorpion appeared to take damage, UT2004 Scorpion missing impact sound

Scorpion Impact with Hellfire SPMA -------UT3 Results-------- --Front Hit - Little knocback and slightly lifted off the front wheels, damage indication, cannot be pushed --Side Hit - No knockback and slightly lifted off the ground, damage indication, cannot be pushed --Back Hit - Little knockback, cannot be pushed --Diagnol Hit - Little knockback and slightly lifted off the ground, cannot be pushed ------UT2004 Results------ --Front Hit - Little knocback and slightly lifted off the front wheels, can be pushed --Side Hit - Little knockback and Hellfire SPMA is lifted off the ground and turns in the air before coming back down, can be pushed --Back Hit - Little knockback and Hellfire SPMA is highly lifted off the ground, can be pushed --Diagnol Hit - Little knockback and Hellfire SPMA is slightly lifted off the ground, trying to push it causes SPMA to flip over Extra Note: SPMA tread wheels messed up again after side hit, UT2004 Scorpion did not take damage, in UT3 Scorpion seems to take damage

Scorpion Impact with Paladin -------UT3 Results-------- --Front Hit - No knockback and Paladin is slightly lifted off it's front wheels, damage taken, cannot be pushed --Side Hit - No knockback and Paladin tries to flip, damage taken, cannot be pushed --Back Hit - No knockback or lift up, damage taken, cannot be pushed --Diagnol Hit - No knockback and Scorpion is deflected and nearly flipped, damage taken, cannot be pushed ------UT2004 Results------ --Front Hit - Little knockback and Paladin is lifted off front wheels, can be slowly pushed --Side Hit - Little knockback and Paladin flips on it's side, cannot be pushed and Scorpion goes under it --Back Hit - Little knockback and Paladin is lifted off back wheels, can be slowly pushed --Diagnol Hit - Same as frontal hit, can be pushed but usually lifts up and Scorpion goes under it Extra Note: UT2004 Paladin took a fair amount damage and Scorpion did not, in UT3 only Scorpion seems to take damage, Scorpion impact sound missing

Scorpion Impact with Goliath -------UT3 Results-------- --Front Hit - No knockback but kind of lifts up a bit, damage taken, can be slowly pushed --Side Hit - No knockback, damage taken, cannot be pushed --Back Hit - No knockback, damage taken, cannot be pushed --Diagnol Hit - No knockback, damage taken, cannot be pushed ------UT2004 Results------ --Front Hit - Little knockback, can be pushed --Side Hit - Little knockback, can be pushed --Back Hit - Little knockback, can be pushed --Diagnol Hit - Little knockback and Goliath spins a little, can be pushed Extra Note: In UT2004 neither vehicle took damage, in UT3 Scorpion has damage indicators

Scorpion Impact with Leviathan -------UT3 Results-------- --Front Hit - No knockback, damage taken, cannot be pushed --Side Hit - No knockback, damage taken, cannot be pushed --Back Hit - No knockback, damage taken, cannot be pushed --Diagnol Hit - No knockback, damage taken, cannot be pushed ------UT2004 Results------ --Front Hit - Little knockback, can be pushed --Side Hit - Little knockback and slightly lifts off the ground, cannot be pushed --Back Hit - Little knockback, can be pushed --Diagnol Hit - Little knockback, cane be pushed Extra Note: UT2004 Leviathan took slight damage and Scorpion did not, Leviathan probably did not in UT3

Scorpion Impact with Viper -------UT3 Results-------- --Front Hit - Little knockback, damage taken, can be turned but not pushed --Side Hit - Little knockback, damage taken, cannot be pushed --Back Hit - Little knockback and Viper lifts up and spins a little, damage taken, cannot be pushed --Diagnol Hit - Little knockback and Ciper lifts into the air, damage taken, can be pushed and turned ------UT2004 Results------ --Front Hit - Medium knockback and Viper is sent spinning across the ground like it's on ice, easily pushed like it's on ice --Side Hit - Little to no knockback but spins, easily pushed like it's on ice --Back Hit - Medium knockback and Viper is sent spinning across the ground like it's on ice, easily pushed like it's on ice --Diagnol Hit - Little knockback and Viper spins and Scorpion then goes on top of it, cannot be pushed but spins like it's on ice Extra Note: UT2004 Viper took damage

Scorpion Impact with Scavenger -------UT3 Results-------- --Front Hit - Not really knocked back but gets pushed to the side a little, easily pushed and turned and legs move with it --Side Hit - Fair knockback, easily pushed and turned and legs move with it --Back Hit - Not really knocked back but gets pushed to the side a little, can be pushed and turned and legs move with it --Diagnol Hit - Not really knocked back but gets pushed to the side a little, can be pushed and turned and legs move with it ------UT2004 Results------ --Front Hit - pending being added to mod --Side Hit - pending being added to mod --Back Hit - pending being added to mod --Diagnol Hit - pending being added to mod

Scorpion Impact with Nightshade -------UT3 Results-------- --Front Hit - Little knockback and spin, damage taken, can be pushed --Side Hit - Fair knockback and little spin, damage taken, can be pushed --Back Hit - Little knockback and slight spin, damage taken, can be pushed --Diagnol Hit - Little knockback and Scorpion nearly flips, can be pushed ------UT2004 Results------ --Front Hit - Medium knockback, easily pushed like it's on ice --Side Hit - Fair knockback and spins almost 90 degrees, easily pushed like it's on ice --Back Hit - Fair knockback and slight spin, easily pushed like it's on ice --Diagnol Hit - Medium knockback and 90 degree spin, easily pushed like it's on ice Extra Note: In UT3 Scorpion and Nightshade look about the same size, in UT2004 Nightshade is larger which indicated either the Scorpion is smaller than it should be or Nightshade is larger than it should be, Nightshade is missing impact sound, Nightshade in UT2004 took damage

Scorpion Impact with Fury -------UT3 Results-------- --Front Hit - Little knockback and slight turn, damage taken, cannot be pushed --Side Hit - Little knockback, damage taken, cannot be pushed --Back Hit - Little knockback, damage taken, cannot be pushed --Diagnol Hit - Little knockback and Scorpion is deflected, damage taken, cannot be pushed ------UT2004 Results------ --Front Hit - Medium knockback, easily pushed like it's on ice --Side Hit - Fair knockback, easily pushed like it's on ice --Back Hit - Little knockback and 90 degree spin, easily pushed like it's on ice --Diagnol Hit - Medium knockback, trying it push makes it spin like it's on ice Extra Note: UT2004 Fury took a lot of damage

Scorpion Impact with Nemesis -------UT3 Results-------- --Front Hit - No knockback, damage taken, cannot be pushed --Side Hit - No knockback, damage taken, cannot be pushed --Back Hit - No knockback, damage taken, cannot be pushed --Diagnol Hit - No knockback, damage taken, cannot be pushed ------UT2004 Results------ --Front Hit - pending being added to mod --Side Hit - pending being added to mod --Back Hit - pending being added to mod --Diagnol Hit - pending being added to mod

Scorpion Impact with Darkwalker -------UT3 Results-------- --Front Hit - No knockback and Scorpion is deflected and nearly flips, can be turned but not pushed --Side Hit - No knockback and Scorpion is deflected and nearly flips and legs move, can be turned but not pushed --Back Hit - No knockback and Scorpion is deflected and flips on it's side and legs move, can be turned but not pushed --Diagnol Hit - No knockback and Scorpion goes vertical and a lot of leg movement, can be turned but not pushed ------UT2004 Results------ --Front Hit - pending being added to mod --Side Hit - pending being added to mod --Back Hit - pending being added to mod --Diagnol Hit - pending being added to mod

Unre-Alex commented 6 years ago

@HellDragon-HK Oh man, so much bump testing...you should be a game tester. That must have taken some time huh?

I got rid of the projectile sound by changing AmbientSound=Sound'WeaponSounds.BaseGunTech.BTranslocatorHoverModule' to AmbientSound=None in EONSScorpionEnergyProjectileRed.uc

HellDragon-HK commented 6 years ago

Still got a lot to go, I just need the Scavenger now and I can post my Raptor results as for testing I feel like I'm making up for getting the job with the HaloUT team only for my PC to have died and made it look like I only wanted early access....not my fault but still feel guilty about it

That was a translocator sound?

Edit- Well captured every node and only have Vipers and Darkwalkers so I give up, it won't do any good to go to Campaign because I can't really test with bots around shooting at me

HellDragon-HK commented 6 years ago

I'm definitely noticing sound differences between 32 and 64 bit now that I'm aware of them, in 32 bit the turbo doesn't sound right but it does in 64 bit, and in 64 bit we have a constant driving sound instead of the engine hum where in 32 bit it works pretty close to UT3 with the engine hum and movement sound

EDIT-Just checked with an un-modded game and this is true with stock UT2004 vehicles as well, in 64 bit it's a constant driving sound and 32 bit has engine hum and then driving sound while moving......with this being an issue with the exe itself I'm guessing nothing can be done about it

Is there a list anywhere for the differences between 64 and 32 bit, I've tried to find one but haven't been successful

GreatEmerald commented 6 years ago

Hrm, that's not good... Also, the Linux version is based on the 64-bit one, so we need to support that. I don't think there is a list of differences yet, though so far I've found that the shaders need to be much simpler to work on the 64-bit version (cannot combine combiners), which is why for instance the vanilla UDamage looks different between the two. That's definitely something to test, also with the new vehicle textures.

HellDragon-HK commented 6 years ago

The U-Damage looks different? I didn't know that, I'm using 32 bit now so I guess I'll see it eventually and won't need to report it.

Ok what do you need exactly because this is making things a bit complicated now and I need a guide for what I'm doing if possible

One of the differences I think I noticed is ragdolls are closer to UT99 with 64bit and the bots are more active but that might all be my imagination, heh I hope it is considering I'm trying to switch to 32 bit now (well actually not the ragdoll part, that I like)....my main issue with it is it can't support as much content, is there a fix for that (a 4gb LAA patch for example) anywhere, I've looked but haven't found one. I know that is what 64bit is for but with the issues it apparently has....

GreatEmerald commented 6 years ago

The vanilla UDamage, not the UT3 one. I can't do anything about that, just saying that it's there without mods as well.

Basically you should test with the 64-bit version. From what I can tell, whatever works on 64-bit also works on 32-bit and on Linux. So as long as it works there it should be fine. The 64-bit version is much more limited/strict in what it can do, but we need to make sure that those limits are adhered to to maximise compatibility. So it would be nice to know which bugs are there only in the 64-bit version, but a bug that's only present in the 64-bit version is still a bug that needs to be fixed.

Oh, by the way, there's also the X-Fi version of UT2004 that changes the sound system. That's a pretty fun version to test as well, even though I don't think it's worth targetting it, since it's very niche.

HellDragon-HK commented 6 years ago

Oh sorry missed the vanilla word there. I didn't have good experience with the X-Fi patch from what I remember, even though I had/have an X-Fi card the sounds seemed like they got really watered down and wasn't easy to fix the issue if I remember right. I've been up to this point testing only with 64 bit so I think I've got most of the issues found, any idea why when activating the turbo in 32 bit doesn't sound right but it does in 64?

GreatEmerald commented 6 years ago

Yeap, I have an X-Fi card specifically for UT2004 too. The X-Fi patch is not terribly useful but still fun to play around with every now and then.

I haven't looked into the sound differences between the versions yet, so I have no idea why. That needs some debugging. Perhaps it's a matter of the sound format.

HellDragon-HK commented 6 years ago

How do you install the X-Fi patch and remove it easily because I had to reinstall my UT to fix it and if you want me to test that then yeah I will sure.

I'll say in 32 bit it sounds either sped up or cut off as well as different pitch maybe, it's not right that's for sure. I'll give it a closer listen and try a more accurate description when I go back in game.

GreatEmerald commented 6 years ago

Install it in a completely different folder. But like I said I don't think I want to target it, so you don't need to do that.

HellDragon-HK commented 6 years ago

Remove the Drawscale label, I was measuring in UT2004 with a somewhat taller character model than stock models and didn't notice it. Measuring with the same UT3 character model in both games looks to be about the same size,

I noticed in the editor the never used hatch animations, is there any chance of restoring those for when the Scorpion is sitting empty like we saw in pre-release screenshots of UT3?

Unre-Alex commented 6 years ago

@GreatEmerald Could you disable the daredevil announcement? I don't mind seeing it, but hearing it all the time is not very UT3. If it helps the sounds are DareDevil in announcermale2k4 and crowd_cheer in ONSVehicleSounds-S.

HellDragon-HK commented 6 years ago

ChaosUT has an Anti-Daredevil mutator you could try

GreatEmerald commented 6 years ago

@Unre-Alex Not without a configuration option somewhere. I consider that a feature of UT2004.

HellDragon-HK commented 6 years ago

@GreatEmerald Is there a possibility of restoring the unused hatch animations for the Scorpion like we saw for the pre-release Scorpion in screenshots? (In case you missed the question, if not sorry to repeat)

GreatEmerald commented 6 years ago

I don't really know when they're supposed to play, but if I knew, then sure, that wouldn't be hard.

HellDragon-HK commented 6 years ago

In screenshots, we saw it was open when empty so logically when someone gets in it would close, I've been trying to watch if it also happens with self destruct but haven't been able to see well enough yet. EDIT-Turning off the bloom I can see that yes it does indeed open on self destruct, I didn't see the animation play but I paused the game and can see inside the Scorpion. EDIT2-Confirmed that in UT2004 it doesn't open on self destruct

HellDragon-HK commented 6 years ago

Got the hatch animation working, it's open when Scorpion is empty and closes when you get in with the character's head visible as the hatch closes so it's not a ghost driving and it also works on eject. The animation doesn't have any sound though and I don't know if it's supposed to or not.

If anybody wants to check it out here you go https://drive.google.com/open?id=1Qumj_RZFLCIK6YCcUqM8taGy_7CSnaa5

Unre-Alex commented 6 years ago

it works, nice!

GreatEmerald commented 6 years ago

Again, please send a pull request.

HellDragon-HK commented 6 years ago

I noticed that the health amount at which smoke starts is much less in UT2004, in UT3 it starts a lot sooner and with different and more locations plus sparks, I added what I've seen to the check list in detail as much as possible

@GreatEmerald Is this true and needing to be listed? UT3ScorpionBallBlue.uc ImpactSound=Sound'UT3Weapons2.BioRifle.BioRifleExplode' // GEm: FIXME, should not depend on UT3Weapons2

Scorpion Ball is doing consistent 60 damage to Manta and Scorpion in UT3, in UT2004 it does 59 to Scorpion and 56 to Manta

Another one

// GEm: FIXME: UT3HudOverlay should be in UT3HUD.u (used by both UT3Style and UT3Vehicles)
if (Gear > 1 && BoostCount > 0 && !bBoost) //GE: BoostCount > 0 == bReadyToBoost ;)
    class'UT3HudOverlay'.static.DrawToolTip(C, PC, "Jump", C.ClipX*0.5, C.ClipY * 0.92, BoostIconCoords);
else if (bBoost && (Velocity dot Vector(Rotation)) >= MinEjectSpeed)
    class'UT3HudOverlay'.static.DrawToolTip(C, PC, "Use", C.ClipX*0.5, C.ClipY * 0.92, EjectIconCoords);

I also want to mention when I extracted the classes from the mod manta, UT3 files were also extracted and would no longer build with a error relating to UT3Hud and the Nightshade, I had to delete and re-download UT3Vehicles archive because of this

HellDragon-HK commented 6 years ago

It also looks like you guys purposely removed the headlight projector, is that something that we want to keep it closer to UT3 or is it something we should restore to take advantage of a feature UT2004 has that UT3 should have had?

HellDragon-HK commented 6 years ago

@Unre-Alex Can you try this and see what you think, I can't tell but I think it helps get the Scorpion closer to the agility it has in UT3, then again it might be my imagination and it does nothing add in defaultproperties

TurnDamping=0 SteerSpeed=220.00 //200.00 MaxBrakeTorque=40.0 //50-60 is what feels right but Scorpion gets lifted off ground and can flip in UT2004 EngineBrakeFactor=0.0005 TransRatio=0.20 //or perhaps .24

@GreatEmerald A lot of sounds appear to be missing for the Scorpion Collide01, Collide02, Collide03, Collide04. DestructionWarning (I think I recall this being the sound you don't want to hear because it's what you hear as a self destructing Scorpion is about to hit you in UT3), EngineLoop01, EngineThrustLoop, EngineThrustStart (it wouldn't be too hard to apply these to the boost would it because I'm pretty sure that's where they are used in UT3), Explode02 (I think this is death explosion)

HellDragon-HK commented 6 years ago

Sigh sorry for the quad post but I felt this needs to be separate

Here is an updated sound package which includes all Collide, DestructionWarning, EngineLoop, and the 2 EngingeThrusts https://drive.google.com/open?id=1vBt0J76ByX2sOVR09lTxcKPWdstLQEGb because I don't know how to do a pull request on an actual file

I changed the UT3Scorpion.uc to have these lines in defaultproperties //IdleSound=sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_EngineLoop01' ImpactDamageSounds(0) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Collide01'; ImpactDamageSounds(1) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Collide02'; ImpactDamageSounds(2) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Collide03'; ImpactDamageSounds(3) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Collide04'; ImpactDamageSounds(4) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Collide01'; ImpactDamageSounds(5) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Collide02'; ImpactDamageSounds(6) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Collide03'; ExplosionSounds(0) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Explode02'; ExplosionSounds(1) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Explode02'; ExplosionSounds(2) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Explode02'; ExplosionSounds(3) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Explode02'; ExplosionSounds(4) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Explode02';

EngineLoop seems too quiet for use and the stock Scorpion sounds almost the same so I changed it back to unused like you guys did

The DestructionWarning, and EngineThrust sounds are unused, hopefully someone can hook them up to the self destruct and booster as I don't know how

EDIT - Re-added the headlight projectors and these values seem good but hard to tell HeadlightProjectorOffset=(X=69,Y=0,Z=20) //(X=90,Y=0,Z=7) HeadlightProjectorRotation=(Yaw=0,Pitch=-1000,Roll=0) HeadlightProjectorMaterial=Texture'VMVehicles-TX.RVGroup.RVProjector' HeadlightProjectorScale=0.3

HellDragon-HK commented 6 years ago

Sorry for another one in a row

@GreatEmerald Anything to do with the EONSScorpion classes are missing in the git archive, Alex had to send me the projectile class for the projectile sound fix and then the wav files that were missing, are those supposed to not be included in the archive or is this an oversight?

EDIT - Alex found a workaround in the UT3ScorpionBall classes by re-enabling the Ambient Sound and setting it as =None so that this class and wav files are not required

Unre-Alex commented 6 years ago

@GreatEmerald HellDragon found a way to disable the daredevil announcement. Hopefully it can be added to the Scorpion and the Hellbender. bDoStuntInfo=False

HellDragon-HK commented 6 years ago

I didn't actually test it, so it does work then?

Unre-Alex commented 6 years ago

yes it works!

HellDragon-HK commented 6 years ago

I think it should be left on the Scorpion, seems appropriate when you end up rolling the Scorpion over multiple times from the boost like I did in my JB-Coralation video...but like you said UT3 doesn't have it so it swings both ways in sense and style

GreatEmerald commented 6 years ago

Yes, it should be listed. UT3HudOverlay should actually be in UT3Common, and I think it already is. Restore the headlights. Stunt announcements stay on, it's a feature of UT2004.

HellDragon-HK commented 6 years ago

When trying to extract classes from the Mod Manta to see how to get trail effects on it something about UT3Hud was extracted and broke UT3Vehicles btw, on compile I kept getting an error on the Nightshade and UT3HUD

I removed the stunt announcements on the SPMA because UT2004 and UT3 SPMAs are very different, in UT2004 it's more of a Hellbender variant and in UT3 it's purely a tank

@Unre-Alex I guess you can always add that line of code in for a personalized choice though right?

HellDragon-HK commented 6 years ago

@GreatEmerald Speaking of announcements I don't think I've noticed any Fender Benders with UT3 vehicles how about you @Unre-Alex ?

Unre-Alex commented 6 years ago

Great, another thing that GE will readd that I will have to remove for myself...

HellDragon-HK commented 6 years ago

You don't like Fender Benders really? Anyway have you noticed any because I don't think I have?

Unre-Alex commented 6 years ago

I don't like the sounds with the UT3 vehicles, I don't mind seeing info. No, I haven't heard any.

HellDragon-HK commented 6 years ago

The code causes the sound and the info so what you really need is an alternate announcer that has an empty announcement for those

EDIT - Just had a Fender Bender hitting a Scorpion with a Hellbender so it does happen and probably just wasn't looking for it before

HellDragon-HK commented 6 years ago

Anybody ever try using First Person View in the UT3 Scorpion, try it heh heh :D

@GreatEmerald btw I don't think the ejection for the Scorpion is sending us high enough, I'm using the UT2004 version of Downtown and I'm not being sent as high as in UT3...I've been trying to change it myself but can't find what I need.

The self destruct also needs more range as it's exploding almost as soon as I eject with very little distance, tried to change it but can't figure out where the value is, there's also the possibility the map design is interfering somehow as on very rare occasions it goes further than it should (this is usually only the very 1st eject ever made and won't happen again).....this is something I need help testing if you can Alex.

Noticed in UT3 after ejecting, fall speed seems reduced from normal fall speed, that might be why the damage is less.

Also I've found a bug that I've had happen more than once and on different maps, if you use eject just as it's ready the Scorpion boosts but doesn't explode and trying to get back in just keep ejecting you over and over.

Had a thought, would it be possible to modify an AVRiL or Raptor Rocket to give the Scorpion Projectile homing instead of firing lightning at targets that make people auto eject from vehicles, in UT3 those projectiles will easily kill a Manta driver without killing the Manta from what I remember.

HellDragon-HK commented 6 years ago

Trying to use self destruct on the Power Core causes this every single time, works on nodes though

UT2004 Build UT2004Build[2005-11-23_16.22]

OS: Windows NT 6.2 (Build: 9200) CPU: GenuineIntel PentiumPro-class processor @ 4009 MHz with 4095MB RAM Video: NVIDIA GeForce GTX 980 Ti (7653)

General protection fault!

History: KPerContactCB <- CopyContacts <- KHandleCollisions <- KUpdateContacts <- KTickLevelKarma <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Icybo2 <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

Unre-Alex commented 6 years ago

lol, I can confirm that, and it happens with beta 4 too.

HellDragon-HK commented 6 years ago

Added link for UT3 Drawscale ukx edit

HellDragon-HK commented 6 years ago

The Scorpion's wheels are having a similar but much less troublesome issue as the Paladin, they were already going through the ground a little but using the UT3 draw takes it all the way to the bottom of the hubcap nearly, reducing it to 1.15 helps get it back to normal enough it might be acceptable, I don't know, what's making them go through the ground anyway, Wheel Radius?

EDIT - Oh and Z Translation has little to no effect

EDIT2 - Looking at the suspensions proved to be the key here too, the wheels are no longer in the ground (well maybe slightly still are) and I'm using the UT3 Drawscale, now if I can just get this to work with the Paladin everything should be good

GreatEmerald commented 6 years ago

On eject height: this is derived from EjectMomentum. Try changing that in defaultproperties (I'm not sure what's the default as that's an EONS thing, but you can find it by using the console get EONSScorpion EjectMomentum).

The way self-destruct works is that it destructs one second after you get ejected (see https://github.com/GreatEmerald/UT3Vehicles/blob/master/Classes/UT3Scorpion.uc#L207), no more, no less. The distance the Scorpion covers is entirely based on its previous velocity, so it will go further if you're going down a cliff and less if you're going up.

Ehh, I don't think we can do anything about the fall speed of the driver, at least without making it relatively permanent. Unless this "feather-fall" effect can be given until it self-destructs, hmm...

Not sure about how that bug works, why would it not self-destruct after ejecting first... That needs some investigation I guess.

Sure, you can make it fire Raptor rockets, but the problem is that the ball naturally arcs as it's affected by gravity, a rocket does not. It might be worth porting only the homing part of the Raptor rocket or AVRiL to the ball, though.

Yes, I remember the crash on the cores. I wonder, would changing this line: https://github.com/GreatEmerald/UT3Vehicles/blob/master/Classes/UT3Scorpion.uc#L61 to read this:

if (Other != None && (ONSPRV(Other) != None || ONSPowerCore(Other) != None))

solve the issue. Potentially also put this into the lines above that are currently commented out too.

HellDragon-HK commented 6 years ago

The velocity was full speed boost on a flat road (ONS-Downtown port of WAR-Downtown), it shouldn't explode directly in front of me with like it hit something should it (map portal maybe, I'm not a mapper and don't know how those work but I've heard of them, could they cause it)?

On eject low grav needs to be applied with perhaps a 2-3 second timer before starting or something...just a thought

The homing part is exactly what I meant, that's what's needed with a radius check before it starts homing if possible

I'll be sure to try that when I can and let you know on adding that line

HellDragon-HK commented 6 years ago

@GreatEmerald Just a thought but is there an enable/disable function available that we can use to hide the hatch (bone I would guess) at 50% damage or so to make driver taking damage reasonable, I guess explosions would still be felt through it so it does make sense to take damage through the hatch, but it still would be a nice little detail if it could be done.

HellDragon-HK commented 6 years ago

@GreatEmerald "Yes, I remember the crash on the cores. I wonder, would changing this line: https://github.com/GreatEmerald/UT3Vehicles/blob/master/Classes/UT3Scorpion.uc#L61 to read this:

if (Other != None && (ONSPRV(Other) != None || ONSPowerCore(Other) != None))

solve the issue."

Nope same crash different map

I don't think there is anything different here in the log but just in case... Critical: KPerContactCB Critical: CopyContacts Critical: KHandleCollisions Critical: KUpdateContacts Critical: KTickLevelKarma Critical: TickAllActors Critical: ULevel::Tick Critical: (NetMode=0) Critical: TickLevel Critical: UGameEngine::Tick Critical: Level Arctic Stronghold Critical: UpdateWorld Critical: MainLoop Critical: FMallocWindows::Free Critical: FMallocWindows::Realloc Critical: 10910191 0 FArray Critical: FArray::Realloc Critical: 0*2 Critical: FMallocWindows::Free Exit: Executing UObject::StaticShutdownAfterError Exit: Executing UWindowsClient::ShutdownAfterError Log: Waiting for file streaming thread to finish... Exit: OpenAL Audio subsystem shut down. Localization: No localization: Window.IDDIALOG_CrashBox.IDC_CrashBox (int) Exit: Exiting. Log: FileManager: Reading 0 GByte 477 MByte 309 KByte 926 Bytes from HD took 0.548997 seconds (0.481997 reading, 0.067000 seeking). Log: FileManager: 0.463998 seconds spent with misc. duties Uninitialized: Name subsystem shut down Uninitialized: Log file closed, 12/26/17 19:04:59

HellDragon-HK commented 6 years ago

@GreatEmerald Crashed on an empty enemy turret as well UT2004 Build UT2004Build[2005-11-23_16.22]

OS: Windows NT 6.2 (Build: 9200) CPU: GenuineIntel PentiumPro-class processor @ 4009 MHz with 4095MB RAM Video: NVIDIA GeForce GTX 980 Ti (7653)

General protection fault!

History: CopyContacts <- KHandleCollisions <- KUpdateContacts <- KTickLevelKarma <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Arctic Stronghold <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

HellDragon-HK commented 6 years ago

Updated the Scorpion ukx back to it's original Z translation and the wheels are still above ground so it was indeed all the suspensions fault....the Scorpion feels good to me and might be ready for an actual binary upload here.

@Unre-Alex @100GPing100 can you guys give it a test run and give your thoughts, note the class needs to be updated to solve the driver being under the vehicle and headlight placement, so to save you guys the trouble of going through and copying the pull request here's my class file https://drive.google.com/open?id=1IdsNFWOSTjYxDDyEmzvhXyUUfKxtTvdT be sure to backup the old first just in case...or I guess rely on restoring it from git if need be...I still prefer backup files

Oh and I can't stop the camera from clipping when looking backward and up for nothing sorry, the best solution to this is borrow from Aerial View to use it's collision capable camera somehow

EDIT - Actually it doesn't look I needed to change the collision on the Scorpion, just Z translation which is no longer needed so this one can be done fully in code.....still needs the updated uax though which I think I'm done with so I'll add it the request

EDIT - Forgot collision won't update with code so needs ukx after all

GreatEmerald commented 6 years ago

Hrm, so it feels like it crashes before it gets the chance to call the impact function. That's rather unfortunate. The only solution to that might be to slow down the boost speed or so...

HellDragon-HK commented 6 years ago

Is there another way to handle the self destruct, maybe doing it similar to how a space fighter crashes into a wall? I ask this because it's the way it's done that is causing the Scorpion to not have driving into walls impact damage right? Oddly enough though it does still take fire damage unlike the Hellbender was.

Or maybe this crazy idea which probably wouldn't even come close to working but at least I'm thinking outside the box for a change right?

bPrimed = True SpawnClass InvisibleRedeemerNoExplVisual HardAttach=True RedeemerOffset=(X=30,Y=0,Z=5) UT3Scorpion set friendly fire scale 2.0

EDIT - Smoke & Fire Locations added and ready, now all that is left is get all of them to show up at the same time

193

EDIT - Also noticed we need more bounce when turning, which I guess it's this but I don't know how to work with it

TorqueCurve=(Points=((InVal=0,OutVal=9.0),(InVal=200,OutVal=10.0),(InVal=1500,OutVal=11.0),(InVal=2800,OutVal=0.0)))