[UXL] Mutator pack for UT2k4

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RegularX

Master of Dagoth Lies
Feb 2, 2000
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K, well the bots are dutiful holding onto both weapons now and it turns out my left side weapon effect bug was limited to the blasted Shock Rifle.

So tonight I think I'll try to get the shock rifle working, add in the sniper rifle and maybe take another stab at the link fire (god I really hate that thing). If I get a decent subset of weapons working I'll post a beta for people to play with, then probably move on to the mutators. (I'm hoping to get back to DFO this weekend)
 

RegularX

Master of Dagoth Lies
Feb 2, 2000
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OK - I'm looking at the LinkFire class and I'm thinking this...

Kill the link gun, bring back the Aura Rifle from the xpaks in the form of the NAN (Nanite Aura Normalizer or something) Rifle. The NAN Rifle will detect if the vehicle, player or node is a friendly or not. If it is, it will heal that person/thing (or increase their shields). If it isn't, it will drain them and recharge the NAN's power supply. (this is a bit different from the Aura Rifle which wasn't team aware).

It would remove linking, but keep an item which is both a weapon and a healer.
 

RegularX

Master of Dagoth Lies
Feb 2, 2000
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Minor updates (iow - I'm at work and bored :) ):

Created the NAN Fire last night, and in the process fixed the ModeDoTick/WeaponTick serverside issues. Note to others - just because you see some replication routines in Epic code doesn't mean that they'll work (even if used in the same way...)

Also fixed the ammo consumption for the Rocket loading and Bio Charged Fire (which for now, since HoldFire isn't work, just shoots a bunch of the smaller bioglobs).

It occurs to me that to really test the NAN Rifle, I'll need to have some team modes added in. So, now, for the upcoming preview, I'll probably have to do the following:

-Fix the Active Augs online
-Add in some more augs in general
-Add in the Sniper Rifle and AvRil
-Add in one or more Team modes
-Take a stab at new Armor and Adrenaline rules
-Try to get at least a good portion of the mutator stuff in
 

RegularX

Master of Dagoth Lies
Feb 2, 2000
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Chicago, IL
Well I hope so Sam :)

Active Augs work online now. I fixed up the Shock Rifle fire a bit, but it needs more online tweaking and I might have discovered a similar bug with the Rocket Launcher, but these are getting easier and easier to fix. Mostly down to tweaking fires to fit the akimbos (like when shockproj's explode, etc).

I cleaned up the zoom last night and it probably merits mention. Since I thought it would be confusing to have say, your right weapon's alt fire zoom while the other one say, fires a rockets, I decided to just put it on Player Controller itself. IOW, you can always zoom, at the touch of a keybind, with any weapon. There will probably be brain augments to enhance this (nightvision, enemy info, etc). Alt Fire of the Sniper rifle will probably end up being the "moddable" one, whereas the Primary fire will remain the same.
 

RegularX

Master of Dagoth Lies
Feb 2, 2000
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Chicago, IL
sorry for the brief and silly non-existent poll. I started writing but then realized that I really should start on Team DM before the others...
 

RegularX

Master of Dagoth Lies
Feb 2, 2000
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Chicago, IL
loadout.gif


My currently bare bones loadout screen.

You can see you can have 2 weapons, 2 augs for those weapons and 3 augs otherwise. Augs are either Brain, Chest or Skeletal. My selected Brain aug is Invisibility, which is an active aug. To use that, I just hit "1" on the keyboard, and it will use any adrenaline I currently have ( you don't need 100 ). To turn it off, I hit one again.

The Chest and Skeletal augs are both passive. Body Type II increases my health/health max and Cybernetic Legs (once I write it) will increase my jumping, running and decrease falling damage.

The only weapon aug I have is spider mines for the assault rifle.



xl1.jpg


And I just included this because it looks cool.
 

carmatic

New Member
Jan 31, 2004
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hmm i was just wondering... now we need 4 mouse buttons or something , one for each firemode for each weapon? like the screenshot showed the rocket launcher and the shock rifle together... i want to do a spiral rocket thing and a shock combo at the same time...?
 

RegularX

Master of Dagoth Lies
Feb 2, 2000
1,215
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Chicago, IL
The way it works is that your next/prev keys hide or show your left/right weapon. So hit next weapon, your left weapon shows, click it again and it hides and the same with prev and the right weapon.

If a weapon is up, it reacts to the fire / alt fire. So if you had both a rocket launcher up and the shock rifle, and pressed alt fire - the rocket launcher would load a new rocket and the shock rifle would fire a shock sphere.

Now, a few things have been tweaked to adjust for the akimbo. You can't currently "strum", holding both buttons is the same as primary fire - this was to work around various issues with spamming out weapon fires, and there isn't much notion of held fires, so modes like the BioRifle's alt fire is getting tweaked. Hopefully this won't change gameplay on them much, and might be able to get these back in at a later date.
 

RegularX

Master of Dagoth Lies
Feb 2, 2000
1,215
0
0
Chicago, IL
Clean Up, Preview, Mutators...

Been a bit knocked out by a chest cold courtesy o my girlfriend, but have managed to get some stuff done. I was planning on having the preview ready last night, but unfortunately I ended up re-writing a core portion of the inventory code, much of the weapon aug framework, and spent nearly two hours trying to figure out the best workaround to Epic's odd use of the Attachment class (which controls the gun model in third person) to spawn online effects for the firemode (which normally doesn't care about the gun model in third person) ... but now the Minigun HE works online, and anyone who wants to write new Mingun Alt Fires can update the hit effect just by putting a variable into the Augment class.

So now I have:

- True akimbo weapons.
- Loadout screen
- Active Augs which use adrenaline and can be turned on/off whenever.
- Passive Augs which modify the player
- Tool Augs which can do things like, fire a grappler at a small cost of adrenaline.
- Weapon Augs which can update/swap a firemode
- A handful of beta-worthy augs including HE Rounds, Invisibility, MagnoGrappler, CyberLegs.
- Updated Shield Rules, less than 100 shields = percentage of damage which is absorbed, rest goes to pawn
- Updated Adrenaline Rules, taking and doing damage increases adrenaline
- Updated versions of Deathmatch, TDM, Invasion and Onslaught to support the above.

For the preview I need to:
- Clean up some log and Accessed None code
- Clean up some augs, probably add a couple more
- Finish the basic functionality of the Loadout screen (complete descriptions, cost, etc)

Which wouldn't take long, but tonight I have to clean/do taxes - and all weekend is entertaining out-of-towners, so I might not get to it until Sunday. I'll shoot for tonight, but it's pretty iffy.

What I'd like to do is get a beta out, let you guys pound on it, and then get to work on the mutators. Then I'll add the mutes in, let you guys pound on those while I take up concerns with the XL stuff, and finish up the remaining gametypes, weapons and augments (the beta would probably be about half of the total planned).
 

JaFO

bugs are features too ...
Nov 5, 2000
8,408
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The idea does sound neat.

Questions :
= is 'akimbo' a standard-augment or a passive one that needs to be acquired ?
Another option would be if the 'basic' features allow you to pair 'normal' & 'light' weapons, while you'd need the 'augment' for the heavier weapons like the sniperrifle & redeemer.
I think 'superweapons' should never be done 'akimbo' ... or it might become an 'advanced' augment.


= any chance of species-specific augments or a chance of a 'discount' if an augment is related to a species-specific skill/ability ?
Example :
Juggernauts have high health stats + damage-reduction
obviously any technology they develop is based on these features
likewise a species that is good at jumping is more likely to research augments that are somehow related to jumping

And finally :
what will happen to Riftwar ?
 

RegularX

Master of Dagoth Lies
Feb 2, 2000
1,215
0
0
Chicago, IL
JaFO said:
The idea does sound neat.

Questions :
= is 'akimbo' a standard-augment or a passive one that needs to be acquired ?
Another option would be if the 'basic' features allow you to pair 'normal' & 'light' weapons, while you'd need the 'augment' for the heavier weapons like the sniperrifle & redeemer.

Akimbo is standard. Everyone gets to pick two weapons from the loadout. The balancer is cost. Most weapons will be purchaseable by near everyone, but the augments will vary greatly in cost depending on their power/usefulness. This way people can get a core pair of weapons they are comfy with, and power up with the augments as they score money.

I think 'superweapons' should never be done 'akimbo' ... or it might become an 'advanced' augment.

That's the current plan - the superweapons will be expensive augments. If you played the original Freehold for UT, the Thermonukes are a good comparison.

= any chance of species-specific augments or a chance of a 'discount' if an augment is related to a species-specific skill/ability ?
Example :
Juggernauts have high health stats + damage-reduction
obviously any technology they develop is based on these features
likewise a species that is good at jumping is more likely to research augments that are somehow related to jumping

Possibly, but this would be down the road. I want to get a good core framework for the augments and weapons (I'm really hoping that people will write new augments/weapons/etc for UXL), and then maybe look at variations like these.

And finally :
what will happen to Riftwar ?

I wanted to cut my teeth on some things before porting RW to 2k4, and an update to the xpaks, which will be the mutator side of this project, is long overdue.

There is a good chance that the 2k4 version will use this as a framework for the additional stuff I want to add to it ( which dovetails into the other question... )

Good questions JaFo - love to get your feedback on this (and I have more stuff coming up in the next month or so ... ) ... I might repost this to the INA thread just to get these questions out.
 

JaFO

bugs are features too ...
Nov 5, 2000
8,408
0
0
Any chance of keybinds for the activate/deactivate augments ?
I think locking them to 1-3 is going to cause problems for people that don't use the default weapon-keys.

I was going to suggest adding basic/medium/advanced variants of the different augments, but the 'bodytype'-augment seems to suggest you've thought of that one already.

I wonder if the 'vision-augment' (aka 'wallhack' ;)) from Dx2 is possible in this engine ... or would that be too overpowered ?

I think augments that 'counter' the effects of certain others would become quite useful.
For example to counter a 'cloak' one could have 'enhanced hearing' (like XIII has with it's "tap tap tap" on the hud to show where the sound is coming from) ...

The various weapon-mods in Dx2 (refire-rate, ammo-scavenger, damage-enhancer, suppressor) would be nice to have as well.