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Donator

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Jun 26, 2003
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Disruptor should be in your mail by now...
Well, it's a 1MB ZIP file (without the sources). ;) Alpha textures unfortunately don't allow full compression.

Ahem, how many people have been using the bio rifle model now?
 
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debucode

More twisted than evil, man and machine.
Feb 20, 2004
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All the cool people use the bio rifle. Actually my weapon is the bio rifle - I just changed the behavior of the goo blobs. My blobs grow and spew out new blobs, and if you touch any of the stuff you will soon be doing the same.

I'm not sure if this is actually any fun, but it is definitely destructive.
 

ROFL 451

Twisted Mind
Dec 25, 2003
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debucode said:
All the cool people use the bio rifle. Actually my weapon is the bio rifle - I just changed the behavior of the goo blobs. My blobs grow and spew out new blobs, and if you touch any of the stuff you will soon be doing the same.

I'm not sure if this is actually any fun, but it is definitely destructive.

I'm using the Bio Rifle model for the moment until I can import my custom one. Hey Postal, Wong, and soldat, log on yo! I need help with TEH CODE!
 

soldat

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Oct 28, 2002
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hey postal, monday evening, PST sound okay for submission?

i've added a whole slew of new features... :D now working on net code... and thinking about getting rid of akimbo mode, because of bone attachment problems :( (bone mirroring issues make the attachments look and move funny.
 

Postal

I apear to have lost my pin.
Nov 14, 1999
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Allright its all working.

I have a favorite out of the ones sent one, 1 too spammy, ones not my type. The others nice, but ones just right. I think you guys are going to like this. As soon as I got all the entries in a single nice and neat package, I will have it up on the main page and post something here.

Less then 2 days left.
 
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Nereid

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Apr 15, 2003
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>_< netcode problems >_<

Ok I need urgent help with my weapon's netcode. Blobs of stuff don't stick to walls, and flames don't appear properly. If anyone can help me, talk to me on AIM (DemonThing3), ICQ (201211772), or MSN (arkeet@shaw.ca). TIA
 

Parser

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May 7, 2002
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Postal said:
Allright its all working.

I have a favorite out of the ones sent one, 1 too spammy, ones not my type. The others nice, but ones just right. I think you guys are going to like this. As soon as I got all the entries in a single nice and neat package, I will have it up on the main page and post something here.

Less then 2 days left.

The spammy one'll be mine then? ;)
 

Nereid

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Apr 15, 2003
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I managed to fix one problem, but I still have many left. If you aren't too busy with your own weapons, please help!
 

Postal

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Nov 14, 1999
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Yup, I love the primary, but altfire seems too low damage to me, and pushes the target away from the next volley. I hit them, then boom, there like 15 feet away, and all my other shots just fly past where they were.
 

Nereid

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Apr 15, 2003
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w00t! :D I finally solved the major problem with my weapon's netcode! It was pretty obvious, though. I just had to set the default RemoteRole of one of my classes (which is subclassed from xEmitter) from ROLE_None to ROLE_DumbProxy and it worked!!!

Me -> :D
 

Nereid

・ ω ・
Apr 15, 2003
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Another bug fixed by changing RemoteRole from ROLE_DumbProxy to ROLE_SimulatedProxy and a couple of lines in the replication{} block! (Otherwise the flame effects would persist forever, instead of the intended 10 seconds.) Now it works almost as good as offline. I just need to fix one final bug regarding orientation of projectiles when landing on a surface.
 

ROFL 451

Twisted Mind
Dec 25, 2003
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Donator said:
Feedback on the Disruptor would be appreciated, as it will be added to Arkon2004 later on as well, and I definitely want to improve it even more.

Well, from what i've played, I didn't find anymore bugs, you seem to have completely fixed them. I really like primary fire, is just AWESOME! :eek: And secondary is cool, too. The only gripe I have about secondary is the fact that the plasma flames move SO SLOWLY. If you are close enough, it is awesome, but get (compared to player) 15 feet away, and he has time to dodge. Against human opponents, I doubt I could nail a kill with secondary, unless I caught them camping or something. So, doesn't really need fixing, I just kinda bite my nails hoping he doesn't kill me before the flames reach him :)
 

Donator

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Actually, the xEmitter you see on secondary has nothing to do with how the damage is really applied, as the projectiles that do this are invisible. The xEmitter flames have air resistance, that's most obvious when you're running after a guy to torch him and the flamethrower appears like it's not even reaching an arm's length ahead of you, but the guy will already take whoppin' damage even when it seems he hasn't come into range yet. That's because the invisible projectiles have the same range regardless of your own moving direction, and also a much higher speed than the flames. Initially the flamethrower consisted of no less then four xEmitters and was a helluva lot more impressive, reaching almost twice as far as now, but when only two or three guys met head on with torchers ready the fps dropped into the lower single digits :rolleyes: I considerably toned down the FX and flame range then to keep it playable, trying to balance with the thing doing triple damage, so it should become quite a vehicle and node killer nevertheless.
 
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Postal

I apear to have lost my pin.
Nov 14, 1999
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Range seems fine to me, but yah, you got these floaty clouds, not an impressive stream of fire. However, it does work well. I do love it, it my favorite of the ones sent it. I do hope I get a few more.
 
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