On the code side of things, I've managed to get the new vehicle base working with almost all of the functionality of the old vehicles. Vehicle selection, skins, HUD, scoreboard, headlights (but this time with the ONS projector effect rather than the previous actual light actors, and with this approach we aren't going to be able to have any night time maps), surface specific dust effects on a per-wheel basis (yippie, something even the ONS vehicles can't do
), full resets, quick resets, out of bounds, etc.
I am busy getting the gametypes to work, so far Roamer, Rabbit, CTF, KBall and KOTH are working, only Big Air, Race and Rally remain. No map changes have been needed, so existing maps work 100% with the new base.
I have made use of the 'Daredevil' feature to now give you 'stunt points'. These are awarded by doing normal daredevil stunts as you would in ONS, and added to a total and displayed on the HUD/Scoreboard in all gametypes. It doesn't affect your scoring, but it's sort of like a side-line thing you can use to out-do the other players in addition to completing the normal objectives. The Big Air gametype will be adopted to make use of this feature as it's primary scoring method.
The vehicles don't yet have all the old camera options, it's just using the standard ONS vehicle camera. I'll add the rest as 'frills' later.
Damage and Turbo are also not yet implimented on the new vehicle base, I just need to find a good way to easily alter the speed settings... SVehicle doesn't seem as 'open' as KVehicle was to these kinds of modifications.
New vehicle base is UWSCar (old was just UWCar).
Since we also have all these correctly scaled SVehicles now, we can also create a mutator allowing players to swap ONS vehicles with UnWheel cars in Onslaught, just for fun
.
Anyway, still waiting on UltraNew-B for the rest of the models