GreatEmerald / UT3Vehicles

The vehicles portion of the UT3Style mod for Unreal Tournament 2004.
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Missing Vehicles #17

Open HellDragon-HK opened 6 years ago

HellDragon-HK commented 6 years ago

At the moment I don't have a vehicle swap tool installed so I can only say I'm not seeing them spawning and don't know if they just don't yet exist

zeluisping commented 6 years ago

As far as I know I am the only person to own Nemesis for UT2004; it's still alpha tho.

This is assuming I still have the files.

HellDragon-HK commented 6 years ago

Looking forward to eventually getting to see it and test it out for you guys (probably my favorite UT3 vehicle honestly and I couldn't tell you why it just is).

I know what you're thinking about the turrets, if they were done we can only use one at a time right? Maybe not, the Command & Conquer turrets mutator actually replaces all the ONS energy turrets with random and even team specific ai controlled (can be also be manned like a vehicle, upon getting out goes back to ai-controlled) turrets. I'd also like to point out the C&C Vehicles mutator also causes specific team vehicle spawns, Red gets Nod and Soviet vehicles while Blue gets GDI and Allied vehicles, might be useful to look at for dealing with Necris vehicle spawns in the future although if possible I'd like to see 2 separate mutators, one that keeps Necris as Blue and another the randomizes it for both teams within reason (meaning the Manta spawns anywhere could be a Manta or a Viper).

Unre-Alex commented 6 years ago

I just randomly checked if there's any activity on your ut projects and what a nice surprise. Hopefully there will be some progress with the necris vehicles. I don't know if you are aware but an early version of Darkwalker was released here. Maybe try to contact the author, I'm sure he wouldn't mind you using it for this project, there are source files that come with that file after all.

Right after beta 4 release I made better shaders for the Viper, Nightshade and all the Axon vehicles. Made proper team lights as well (combining orange and pink gives that UT3 peach color). If you manage to add team-based corona lights I could try to turn them more into UT3 look, but that's not important now. Here's the files to check out.

GreatEmerald commented 6 years ago

Yea, the problem with turret replacements is that there is only one type of turret in Onslaught maps. They could be replaced randomly, but that might unbalance the game (though perhaps that doesn't matter if the teams switch sides anyway).

Nice to know about the Darkwalker. And team lights shouldn't be too difficult to do.

Interesting, are those textures applied right on the existing meshes? If they are indeed closer to the original, then adding them would be easy.

HellDragon-HK commented 6 years ago

The turrets are randomized on spawn and respawn with that mutator so they would always be different everywhere unless you had them set for specific teams like it already does.

I haven't installed those textures yet because I wanted to know if I should since it's not already part of the mod, can I go ahead and install them GreatEmerald?

Edit- btw here is the C&C vehicles mod (should include the turret mutator with it) if you want to look at it https://drive.google.com/open?id=0BzR_871d9EAfVjVCMjNHNUJxYVk

Unre-Alex commented 6 years ago

@GreatEmerald They work on current build. All I did was adding normal maps, team lights (textures), specular for the shine, and made all textures darker (by creating combiners) so they don't look so pale in-game. Maybe once the necris vehicles are fairly functional, I could try to improve all the shaders again (to save you time? unless you'll tinker with it). I didn't add ut3 detail texture, that might be tricky with all the layers to look good.

HellDragon-HK commented 6 years ago

@100GPing100 Hey I think I've got the Nemesis files I've got the textures and the animations at least, must have been in the archive GreatEmerald gave me

GreatEmerald commented 6 years ago

@Unre-Alex OK, that's nice. If it's a drop-in replacement, feel free to send a pull request. I don't have the game installed to begin with at the moment.

HellDragon-HK commented 6 years ago

It's got my vote to be added in GreatEmerald, it's some awesome work that gives the vehicles the life they've been missing and you really need to give it a look when you've got time. Edit-Just re-read you said you don't have UT installed right now, in that case let me know if you need me to record anything visually for you (from UT2004 anyway, I can't record PS3)

zeluisping commented 6 years ago

I've just ran my old UT2004 installation and I can confirm I do have a working Nemesis in alpha state; it has the three states (lowered, normal and raised) fully working, including the change in move speed and fire rate; working turrets with some minor bugs and maybe correct sounds, not sure on that one.

HellDragon-HK commented 6 years ago

If it gets added anytime soon I'll be sure to give it a good test and comparison for you, it looks like I have everything needed for it except for it showing up in-game, I have the animations and the textures are automatically being applied in the editor. Is the animation file you have UT3NemesisAnims or something else because I'm not seeing a lower animation except GetOut.

zeluisping commented 6 years ago

@HellDragon-HK Since I always followed the same naming conventions, then it should have that name yes, and yes it is possible that the lower animation might be that one GetOut; the animation names are kept with their original name from UT3; as for it now showing up, on my end it's a standalone mod, it has it's own mutator (UT3 Nemesis) and replaces the Paladin.

HellDragon-HK commented 6 years ago

What kind of minor bugs with the turrets may I ask? Btw I haven't been trying the Darkwalker Alex linked, I'm still waiting on a go ahead from you guys on that with it being someone else's mod.

zeluisping commented 6 years ago

@HellDragon-HK Firing pointing at infinity makes it fire to the world's origin.

HellDragon-HK commented 6 years ago

You mean firing at a long distance causes it to fire toward the middle of the map? Never seen that before

zeluisping commented 6 years ago

@HellDragon-HK Yes, it's a bug in the weapon code, it can be fixed of course

HellDragon-HK commented 6 years ago

If it's an issue with out of the beam's knowledge of distance would it help to look at the shock rifle or maybe the Hellbender side turret or SPMA side turret alt fire beam or maybe even the lightning gun (which if I recall needed to be tweaked for CTF-DividedKingdoms to have a longer range) to get a max distance allowed rule? Probably not that simple though is it?

zeluisping commented 6 years ago

@HellDragon-HK It's probably just some error in the calculations, it should be an easy quick fix. Without looking at the code my best guess is that there is a trace being used to obtain the point the player is looking at; the beam is then created from the gun to that point. Since the trace fails to get a point for it reaching the maximum distance given, a default engine value is returned instead and used (in this case the map origin, vec(0,0,0). This can be fixed with a workaround, and it's highly likely that other similar guns like the ones you mentioned already have a way of handling this that can just be used.

HellDragon-HK commented 6 years ago

Been digging around the archive and I have the Nemesis code but it doesn't compile, it tosses a Unrecognized Type AnimSet error (Line 33), I also looked at the weapon code and is TraceRange 17000 the problem you are talking about? (Also noticed the sound is WeaponSounds.ShockRifle.ShockRifle and the Nemesis should have it's own sound.....unless this is an older file than you have 100GPing)

Also I found that you guys already have the Scavenger and Darkwalker in ukx with textures being auto applied so all that's needed is to code them (although Scav doesn't have animations it seems so it's like the Raptor again?)?

I want to try to learn to help if I can which is why I'm exploring the files, you guys don't mind do you?

HellDragon-HK commented 6 years ago

Any possibility of getting the normal WAR Energy Turret ported soon, it shouldn't be too hard to get working right.....or can it, being a simple turret I wouldn't think so but what do I know?

GreatEmerald commented 6 years ago

It depends on porting the mesh over.

HellDragon-HK commented 6 years ago

Meaning it could be easy or other? I'd help if I knew how, although considering my lack of knowledge in that area it's probably best I don't since it's a sensitive matter though maybe

GreatEmerald commented 6 years ago

I don't really know how porting meshes works to begin with.

zeluisping commented 6 years ago

I know how to port meshes, thing is I rarely use my windows machine (my beast desktop that's never used by me). We could do it like this, once work on one of these begins, a new issue is created back referencing to this one, on that issue the specific thing related to the item would be taken care of. Of course the creation of these new issues would not be needed until work would begin on any of the items.

I sure would love to start on the energy turret, but for now other stuff has priority :sweat_smile:

Edit: The reason I'd need to use my windows machine is that UnrealEd on wine does not fully work, the viewports do not capture mouse nor keyboard events.

GreatEmerald commented 6 years ago

Yeap, UnrealEd is a real pain on Wine (and it doesn't even work well in a virtual machine, last I tried).

HellDragon-HK commented 6 years ago

I'm going through UT3 UnrealEd trying to check if we've got all the sounds for everything.

I put together a Darkwalker sound package for later, also extracted the Scavenger, Turret and other missing sounds I'll get put together.

Interestingly I found the SPMA Turret Rotate sound is used....on an entirely different vehicle in combination with another sound, if I recall this was in the A_Vehicle_Turret's cues.