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Mother of all BS

Discussion in 'Infiltration Development' started by geogob, Sep 9, 2004.

  1. Crowze

    Crowze Bird Brain

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    Recursion should work fine in 99% of languages. Apart from (IIRC) Fortran - the one which had fixed memory usage.

    Wow, I didn't know UnrealScript supported overloading.
     
  2. geogob

    geogob Koohii o nomimasu ka?

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    Recursion doesn't work in Matlab and this pisses me off totaly.
     
  3. geogob

    geogob Koohii o nomimasu ka?

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    New release up!

    This is version 1.0.2b. There was a bug in 1.0.1 reported to me by Odie. Thank you very much sir.

    What new since 1.0.1 is that RealTargets is fully configurable by the admin via the console using the mutate command. Also added help and status information commands. Also new is an optional warning message for the mutator presence.

    New in version 1.0.2 is the fixed bug with the mutate command. Also I removed the 'w00t' message for zeep's personal enjoyment. While I was at it, I changed the hit message system. The new is experimental (IMO) and could have problems... but it works (or so it seems). When you are hit, the message is displayed in red and when you hit someone, it is displayed in white.

    Other minor changes in both versions.

    Link to download can be found in the first post of this thread, as usual. The readme covers everything from installation to configuration and console commands.
     
    Last edited: Sep 22, 2004
  4. cracwhore

    cracwhore I'm a video game review site...

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    Hey Geo, can I shoot people in the god damned head yet? Or am I still shootin' blanks???...teehee...
     
  5. geogob

    geogob Koohii o nomimasu ka?

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    Yes, it is possible to shoot people in the head. If you can, that's another story :lol:
     
  6. - Lich -

    - Lich - New Member

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    Important thing (though I realised it with an older version):

    Report direction has to be 'higher' in the mutatorlist than RT, or Report direction will not work.

    Don't know if this is a problem already there from bs4, just wanted to mention it.
     
  7. geogob

    geogob Koohii o nomimasu ka?

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    This problem is fixed in version 1.0.2... or it should be. If i'm not mistaken, the problem was first introduced in 1.0.1, which I did not release "officially". Only Odie had it on his servers, shan did not put it up because I warned him of the bug originally observed by Odie.

    O/T... Many thanks to Blitzschlag once again for the mirror! :)
     
  8. Blitzschlag

    Blitzschlag New Member

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    NP Dude its for the Community!!!! ;)
     
  9. OpFor

    OpFor Feeling suicide, thats O.K.

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    A few suggestions for realtargets:

    Bleeding: God damn I love bleeding. It adds a bit more depth to gameplay.
    But, as I see it, you should loose stamina twice as fast as health, to help simulate the wound incapacitating you. Also, the flourescent blood randomly spraying out with the sudden wounded animation has to go. It's really fake. The blood spraying out is very visible and gives you away in night maps and such. Maybe just get rid of the 3rd person bleeding effects entirely.

    Grenades: Maybe if a grenade goes off close to you, your camera rocks some, throwing your aim off just a wee bit. Not a must, but I think it would be uber immersive.

    I heard yurch talking about being able to place rifles and such on ledges to help make a better shot. Maybe in a future version something like this can be done?

    Keep up the good work. :tup:
     
  10. yurch

    yurch Swinging the clue-by-four

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    Those all are things better suited to a playerpawn mutator, opfor.
    RT/BS4 is mostly ballistic replacements.
     
  11. geogob

    geogob Koohii o nomimasu ka?

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    Good ideas. But as Yurch stated, this is a little out of the scope of RealTargets. Maybe you might want to suggest that to duke since he is already working on the bleeding thing with stafewhorenomore (or what ever the name is).
     
  12. OpFor

    OpFor Feeling suicide, thats O.K.

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    I thought bleeding was a BS4 thing. Heh.
     
  13. geogob

    geogob Koohii o nomimasu ka?

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    Just a little update to give you an idea on what's going on...

    I think I have fixed the standing stance looking forward detection to an acceptable limit. Head is fixed of course. Before releasing I want to finish the looking up or down for standing.

    I have also added an experimental critical organ hit detection. At the moment I only put in the heart to see how well it works. Hit to the heart mean instant death (like head shot... same damage). First impression... not so easy to hit, but gives a damn good reason to wear body armor.

    The next organ I wish to simulate are the lungs... hit in the lungs without body armor will do normal amount of damage, but will bring stemina down to 0. This is still on the to-do list AND after doing it, I might very well leave it out if I feel it's too awkward. This will be in a future release, but probably not in the next.

    Other future plans include addition of a Gaussian-type random damage weight differently and with different standard deviations for the different parts of the body. This feature will be optional and admin will be able to enable/disable it at will. Also for a future release, but most definitely not in the next.

    Also, as requested, in the next version you will have the choice for the type of hit message. Will either be like it is in v1.0.2b (central display with color) or like it was prior to this version (console type - message) or both).

    EDIT: little addition about the lungs... What I wanted to do originally was to simulate the effect of a pneumothorax cause by a bullet wound. The effect was to have the same amount of damage as a normal hit but, stemina goes down 50% instantly, takes 75% longer to recover and goes down 50% faster as normal. I also wanted to put the heavy breading sound continuously. That would be awsome, but i doupt I can do something so complex without getting into extending the player classes. If other coders have suggestion on this matter, I'd like to hear them. If I could implement this, it would be SO cool.
     
    Last edited: Sep 28, 2004
  14. Nukeproof

    Nukeproof n1

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    sounds awesome!
     
  15. UN17

    UN17 Taijutsu Specialist

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    The regeneration rate is handled by the player class. You can definately add/remove stamina via a mutator, as seen in INF_KeepStamina. The issue is, how do you assign a player a variable such as "StaminaDamage" that would run concurrently with the recovery rate of the playerclass, and subtract a little amount now and then. Good luck Geogob!

    Edit: What you could do as a cheat, is find the MaxStamina or some other variable in the playerclass, and modify it using the mutator. Then in the mutator, have it run a calculation on that variable to come up with the amount of stamina the player should now have instead of their normal regeneration amount.

    And don't do a playerclass replacement! It'll only end up in RAV2 bugland as Duke's muty is currently lost in.
     
    Last edited: Sep 27, 2004
  16. geogob

    geogob Koohii o nomimasu ka?

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    I don't plan on extending the player classes, no. This is way i doupt being able to do something complex as I originaly thought. Maybe I'll have some brilliant idea again... we'll see
     
  17. geogob

    geogob Koohii o nomimasu ka?

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    Just a little warning that version 1.0.2b_rev1 was accidently installed on GD EAS server. This was not intended to be a Public Beta release, but it's ok. It is stable enough to be out there.

    In a few days, this will become version 1.1.0b.

    here is the summary of the changes in revision 1:

    - For standing players, detection for looking up and down
    - For standing players, modified hit detection for looking up or down
    - For standing players, tweaked hit detection for looking forward
    - For standing players, experimental organ implementation: heart
    - Added Selectable hit message type (can be either centred v1.0.2 style or console type bulletsounds4 style or both) config in ini
    - Added mutate command to set the hit message type
    - Update mutate RThelp and RTstatus for hit message type implementation
    - Other additions in preperation for future modifications

    What is left to do until release 1.1.0b
    - Bot support for the hit detection modification (currently they use v1.0.2 detection only)
    - Insanity scope update (was not update since first release)
    - If possible get the hit message type client side instead of server side
    - Further hit detection tweaking for standing (Lower torso is still off).
     
    Last edited: Sep 28, 2004
  18. geogob

    geogob Koohii o nomimasu ka?

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  19. UN17

    UN17 Taijutsu Specialist

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    :lol: @ Disclaimer
     
  20. geogob

    geogob Koohii o nomimasu ka?

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    Comment about self shots...

    I've experienced my first "self shot" today, while testing RT 1.1.0b. I was skeptical about this one, but now I that I've seen it...

    This observation leaded to a good new and a bad news.... the good news is that I was proned when it happened, the bad is that i was proned when it happened.

    Let me explain myslef. As it is now (since version 1.0b), when you hit a player proned, the standard Infiltration hit detection is used. The process involved, program wise, is exactly the same used in vanilla. So, good news, I am pretty confident that RealTargets did not cause this bug. Bad news, the bug is either caused my something in the maps OR by something in vanilla INF. I really don't see how a self hit could happen on a prone player by the interference of RT. I'm not closing the door, yet, to a RT related explanation though.
     

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