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I need Beta testers to check the online play

Discussion in 'Infiltration Development' started by Silver_Ibex, Oct 4, 2005.

  1. Silver_Ibex

    Silver_Ibex Member

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    I need Beta testers to check the online play for replication issues or bugs I may have overlooked.

    DOWNLOAD BETA HERE

    Post any bugs you find in this thread :)

    I have been working on a mutator-enhanced version of 2.75, cleaning up the UT code and adding in new features.

    Such as these smoothly transitioning sight pictures for the M16 and MP5, to replace the static crosshairs.

    Some in game screen shots of them in action

    Old Style aimed with crosshairs
    [SCREENSHOT]http://www.silveribex.com/mt/archives/ClipM16-OLDStyle.jpg[/SCREENSHOT]

    New style raises the gun and then transitions to a ghost sight picture
    [SCREENSHOT]http://www.silveribex.com/mt/archives/ClipM16.jpg[/SCREENSHOT]

    Old Style aimed with crosshairs
    [SCREENSHOT]http://www.silveribex.com/mt/archives/ClipMP5-OLDStyle.jpg[/SCREENSHOT]

    New style raises the gun and then transitions to a ghost sight picture
    [SCREENSHOT]http://www.silveribex.com/mt/archives/ClipMP5.jpg[/SCREENSHOT]

    A list of just some of the enhancements in the 2.75 “Extended” edition of classic Infiltration

    · Simulated "Virtual free aim" system, (its not "Free aim" but a more real alternative to plain cone fire.)

    · Character movement and stance influence how steady the gun aim point is

    · New bullet Impact hit FX and Impact sounds

    · Weapons now have Distance Sounds

    · M9 pistol now has proper full Slide operation

    · Guns now use the "chamber first round" animation when clearing the action (a cool bit of detail that got overlooked in the UT version)

    · Removed muzzle flash and bright light from suppressed MP5

    · Gave weapons proper empty shell casing ejection locations and speed (they used to just fall from the guns)

    · Removed “Immortal” dropped weapons, that stayed in a level till picked up, this was especially a problem with Grenades.

    · Bots now are able to use grenades.

    · Hand Grenades with their pins pulled can now be tossed by hitting the toss weapon key.

    · Hand Grenades now have smoke FX.

    · The Hand grenades toss power is now also selectable by the weapon mode key

    · The M9, M16, and MP5 now have a menu settable Jamming feature, you can set the chance weapons will jam or turn it off completely.

    · AT4 now penetrates cover (equal to a .50 cal) with more realistic FX

    · New keys (such as “Grab/Use”) in the player setup menu.

    · 40mm grenades now bounce if they hit before arming.
     
    Last edited: Oct 19, 2005
  2. Corporal_Lib [BR]

    Corporal_Lib [BR] Brazilian Graphic Designer & Gun Nut {=)

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    Sounds like fun.. I´m dl and volunteering for betatesting!!! Roger!
     
  3. .Nova.

    .Nova. Hate

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    I'll definitly try this out!

    Sounds really interesting. I hope to see more development in the future :D
     
  4. Corporal_Lib [BR]

    Corporal_Lib [BR] Brazilian Graphic Designer & Gun Nut {=)

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    Bizarre!!! I didn´t had time to test the weapon Jam (I´ve lowered it to 1 in 85 chances and itdidn´t happened yesterday) but is this anew feature in INF 2.75? The weapons are ugly, but the shaders are nice (OPF like), good to see how much INF evolved since 2.75, heheheh... but its fun, you can blow heads off with SMG bullets! >8D
    Does the IMT weapons work in this old INF?
    We gotta betatest it online to test the server browser!
     
  5. Silver_Ibex

    Silver_Ibex Member

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    Yes , I added weapon Jamming as a new feature.
    Perhaps you are just exceptionally lucky at avoiding jams, try a lower setting like 1 in 10, or even 1 in 5 :D

    I do not know about the IMT weapons, since they use the new Inf weapon code that no longer worked with Inf lite, I would expect that they would not.

    New weapons could be easily added by extending the number of slots in the mutator.

    They would just need animations tailored to fit the handling code. For Example a submachine gun like the MP5 needs

    Code:
    #exec MESH SEQUENCE MESH=mp5first SEQ=All       STARTFRAME=0 NUMFRAMES=147
    #exec MESH SEQUENCE MESH=mp5first SEQ=BRINGDOWN STARTFRAME=0 NUMFRAMES=10
    #exec MESH SEQUENCE MESH=mp5first SEQ=BRINGUP1  STARTFRAME=10 NUMFRAMES=10
    #exec MESH SEQUENCE MESH=mp5first SEQ=BRINGUP2  STARTFRAME=20 NUMFRAMES=10
    #exec MESH SEQUENCE MESH=mp5first SEQ=RELOAD1_a STARTFRAME=30 NUMFRAMES=19
    #exec MESH SEQUENCE MESH=mp5first SEQ=RELOAD1_b STARTFRAME=49 NUMFRAMES=9
    #exec MESH SEQUENCE MESH=mp5first SEQ=RELOAD1_c STARTFRAME=58 NUMFRAMES=12
    #exec MESH SEQUENCE MESH=mp5first SEQ=RELOAD1_d STARTFRAME=70 NUMFRAMES=10
    #exec MESH SEQUENCE MESH=mp5first SEQ=RELOAD2_a STARTFRAME=80 NUMFRAMES=19
    #exec MESH SEQUENCE MESH=mp5first SEQ=RELOAD2_b STARTFRAME=99 NUMFRAMES=19
    #exec MESH SEQUENCE MESH=mp5first SEQ=RELOAD3   STARTFRAME=118 NUMFRAMES=27
    #exec MESH SEQUENCE MESH=mp5first SEQ=STILL1    STARTFRAME=145 NUMFRAMES=1
    #exec MESH SEQUENCE MESH=mp5first SEQ=STILL2    STARTFRAME=146 NUMFRAMES=1
    #exec MESH SEQUENCE MESH=mp5first SEQ=STILLAIM1 STARTFRAME=147 NUMFRAMES=1
    #exec MESH SEQUENCE MESH=mp5first SEQ=STILLAIM2 STARTFRAME=148 NUMFRAMES=1
    
     
    Last edited: Oct 5, 2005
  6. .Nova.

    .Nova. Hate

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    I played around with it and had some great fun!

    The shake seemed a bit overkill while standing still, but sit down and it's all good. You don't need to do anything about this, because it's so fast to just sit down and it makes it more fun when bots miss a few shots and puffs are going up all around you (Love the sounds). One thing though, I didn't see the bots crouch to take better aim once. Maybe that could be a feature?

    I've seen bots survive and AT4 shot that hit just a bit to the side. (Very nice new smoke effects!!!)

    I realize it'd be a pain to code a real freeaim, but I thought you should know that I got pushed over the edge in lavagiant when running with the aim up :D But it's not something crucial.

    I don't know if you have plans for it, but I'd really like the same kind of sights for the shotgun, m9 and AT4 (The AT sights are horrible).
    Also, maybe up the opacity of the sights just a bit more.

    Anyways, loved it. Great fun and it keeps that 2.75 feeling intact :D

    Keep up the great job!!
     
  7. Corporal_Lib [BR]

    Corporal_Lib [BR] Brazilian Graphic Designer & Gun Nut {=)

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    I´ll make chorus with NOVA... it would be nice if you implement all this " extra tweaks" to INF 2.7.5, and I´ll make an extra suggestion: instead of the iron sight shader, could you use a bitmap iron sights (just like the latest weapon mods released to OPF), even if it is static (no free aim) or not blurried it would be "cosmetically delightfull" to play with them... :D

    Anyway, as a mutator, this is fun as hell... keep up the good work, Silver!
     
  8. Silver_Ibex

    Silver_Ibex Member

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    With the weapon sway settings, I tried to get the best for all possible situations, instead of attempting to model injury, arm fatigue, Stamina/Bulk, characters skill, environmental influences (Heat/Cold/Rain/wind in the eyes), nervous shakes from adrenalin and fear (on edge) and lots of other factors that could influence point of aim in real life.

    I went with an abstract amount that hopefully could do the job of representing the characters doing their best to keep the sights steady under even the worst of situations :)

    The AT4 being a shaped charge, most of the blast goes into and through the object hit, shoot the ground directly in front of the target at a shallow angle, and the reflected blast will bounce, spraying spalling in a shotgun/claymore like effect at the target.
    I may up the blast damage vale, but I have never stood beside an exploding AT4, so I would not know what a good realistic value or distance would be :D


    The sights were originally opaque, solid, non see-through. However these covered up and made effective tracking of a target incredibly difficult, a problem that I also noticed in “Americas Army” game,

    Example, of how small of a "window" Americas Army used for targeting
    [SCREENSHOT]http://www.silveribex.com/mt/archives/AmericasArmy2002.jpg[/SCREENSHOT]

    so I ended up choosing a translucent sight picture since it could do the job while obscuring the target the least amount.
    [SCREENSHOT]http://www.silveribex.com/mt/archives/ClipM16.jpg[/SCREENSHOT]

    Some illustrations of using M16 sights, from an Army training manual
    [​IMG]
    [​IMG]
    From here http://www.armystudyguide.com/m16/four-fundamentals.htm

    A toggle switch to change between the two styles is an idea, simulating switching between having "both eyes open", and having "one eye closed" states. Thus allowing players to chose the style they like best :cool:

    Note that crouching to steady the aim really is a practiced technique.
    [​IMG]
     
    Last edited: Oct 7, 2005
  9. Corporal_Lib [BR]

    Corporal_Lib [BR] Brazilian Graphic Designer & Gun Nut {=)

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    The "iron sight style switch" is a brilliant idea (amuses greeks and trojans...) XD

    Now we need a server to betatest it online... 8D
     
  10. .Nova.

    .Nova. Hate

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    also, don't know if this is something you can fix.
    I tried using "allammo" just for laughs and found that the AT4 couldn't reload.

    I like the switch idea, but instead of having another button to remember in-game, maybe make it something you set up before the game (Mod preferences)?

    Keep it up! :D
     
  11. FieldMedic

    FieldMedic Less good UT Player ever

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    Fantastic work !!
    I have totally missed that thread, another reason to reinstall UT right now.
     
  12. FieldMedic

    FieldMedic Less good UT Player ever

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    "mini bump"
    This extended INF2.75 is so brillant and fun to play that it took the leadership in my favorite mutie list.

    I added it to this thread too (shame on me for not doing it earlier).
    Under the weapon mutator category

    Thank you for this work Silver_Ibex , i really like it !
     
    Last edited: Oct 19, 2005
  13. Lethal Dosage

    Lethal Dosage Serial Rapis...uh, Thread Killer

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    Say does this work in INF 2.9? I don't really feel like downloading INF 2.75

    @Silver
    What map is that in the screenshots? i like the textures, where can i get it?
     
  14. .Nova.

    .Nova. Hate

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    No, this is an extended version of 2.75. You don't need 2.75 to use this.
     
  15. Silver_Ibex

    Silver_Ibex Member

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    The map was just a subtracted Box test map. The skybox textures used are attached below.

    Place on a 8 sided 256 x 512 cylinder, and set the textures to unlit and a scale of 1.01
     

    Attached Files:

  16. Lethal Dosage

    Lethal Dosage Serial Rapis...uh, Thread Killer

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    Thanks, i'll probably (might) do something with them, a test map, or maybe a background in a map that i might get around to doing

    This mod is pretty cool, just managed to drag myself away from it to post this, its really fun! However for the life of me, i can't find the Reload key!@ or do i have to go into the .ini file n bind one? Cus i don't like using the auto reload function simply because some of the weapons are slow to reload, like the Robar, and if i need to quickly change weapons to shoot someone, waiting till i've finished reloading usually proved fatal
     
  17. Silver_Ibex

    Silver_Ibex Member

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    Under the Inf "Player configuration" menu, the player reload key can be set.

    Read the "InfiltrationQuickGuide.htm" guide page that was included in the INF2.75 Extended .zip, it has a picture showing the options.
     
    Last edited: Nov 6, 2005

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