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Comment History
meowcatbuf
meowcatbuf - - 10 comments @ TDVehicles130 Dec232018

Hi Virgile. Yeah, I've been working on the Bagger on and off. I've done a fair bit of texture work (making a couple large texture sheets I can map model parts to), but I'm kinda stuck on how to make the lower base look (trying to make it interesting enough to almost be its own 1-vs-1 level). Also, getting the collision to work on the upper supporting arm to allow players to walk on it turned out be more problematic that I initially anticipated. I've at least got the basic concept for the vehicle down now; the basic "terrain digging" code is mostly done; I've got jumpads and teleporters that can be attached to it to allow for more varied movement around the vehicle.

Good karma+1 vote
meowcatbuf
meowcatbuf - - 10 comments @ TDVehicles130 Dec232018

Not yet. I'm slowly working on implementing the UT3 style hand model system in YARM (where the hand models can be swapped out to match the player's model). This is slow work and requires redoing every single weapon model animation from scratch with a new skeletal rig setup. We'll see how long it takes....

Good karma+1 vote
meowcatbuf
meowcatbuf - - 10 comments @ TDVehicles130 Dec232018

Thanks for trying it out and leaving feedback. I'd like to get one more release out.

1. Yeah, I was not quite sure how to handle the area damage just yet for the driver of the MegaTruck. I think I can perform a basic check to see if the damage source was inside the command cabin versus outside and then either ignore or scale down the damage (simulating armor absorption by the truck).

2. Given how easily the MegaTruck gets stuck on level geometry, I may just leave the speed boost side-effect in... also I kind of found it fun to jump the canals in a VCTF conversion of ONS-Minus :)

3. I can bump the firing rate back up, but since the damage level was so high for the .50 cal MGs I thought slowing it down a bit might be bit better for balance... not that anything else in this mod is all that well balanced. Also, from my experience ~20 year ago, the M2 MG does actually fire kind of slow (its got a short-recoil blowback operating mechanism with a massive bolt-block) as compared to gas-operated MGs like the lighter M240 (on the Falcon and LAV25 IFV in this mod. I'd be open to upping the rate again by a bit.

4. Yeah I tried to fix it once but I think I it may be based on how the brake and reverse input boolean variables are handled by the vehicle controls. I'll have another go at it in the next release.

Good karma+1 vote
meowcatbuf
meowcatbuf - - 10 comments @ High Poly Scorpion

Hi Lasercar. I like it! Thank you for adding the EnvMap and trying to rigidize the model (too bad the model doesn't like rigidization). It looks nice in game and makes this old engine look a little bit more modern. Thanks for putting this together.

Also, I like the brake pedal and steering wheel turning too!

Good karma+1 vote
meowcatbuf
meowcatbuf - - 10 comments @ High Poly Scorpion

This looks pretty cool, but I was unable to spawn it in game. The UT2004.log file said that it was missing the R9A_tex.utx file. I used UTPackageTool to check out which package referenced R9A_tex.utx. It looks like the Scorpion's texture files used an environment map (TexEnvMap REnvMap). That .utx file should be included with this download, or the EnvMap content should be duplicated into the Scorpion's .utx file (preferred) so that it an be spawned. The only work around is to edit the .utx file (which then would break network compatibility).

Also, any chance that the high poly version could be cleaned up a little bit and then Rigidized? (https://docs.unrealengine.com/udk/Two/AnimBrowserReference.html#Rigidize)

Good karma+1 vote
meowcatbuf
meowcatbuf - - 10 comments @ TDVehicles130 Dec232018

Hey UberSoldier! Glad you were able to learn some stuff from my mod too! Your tank pack is looking pretty great!

Good karma+2 votes
meowcatbuf
meowcatbuf - - 10 comments @ TDVehicles130 Dec232018

Hi gameragodzilla, unfortunately I totally overlooked making the mod work in AS (as I never really tried to swap out the vehicles). I downloaded the Vehicle Invasion gametype two weeks ago and realized the problem when I tried to play in AS-Confexia. I've got the code fixed to work in ONS and AS and it will be in the next release.

Good karma+2 votes
meowcatbuf
meowcatbuf - - 10 comments @ TDVehicles130 Dec232018

Thanks D3l3rium! It was fun to work on the Mega-Truck (and all of the other vehicles), I only wish I'd worked on this 10+ years ago when UT2k4 had a bit more of an audience.

Good karma+1 vote
meowcatbuf
meowcatbuf - - 10 comments @ TDVehicles130 Dec232018

Glad you can enjoy it cdstk and thank you for leaving this note! I've been adding vehicles to to the pack that I thought would be fun to play with in ONS, and especially VCTF.

The Mega-Truck itself will get an update after I get some feedback on it. I still need to complete the "teleport players" capability (it will eventually allow players to launch a teleport beacon and then teleport between it and the Mega-Truck), and adjust some of the damage effects.

Good karma+3 votes
meowcatbuf
meowcatbuf - - 10 comments @ TD Warfare Vehicle Pack

Hi Count_snipula. I would if I had the time, but I've got about four other projects in the works (my YARM mod, various smaller mutators like my Jetpack, and a couple of maps). To make a "complete" vehicle (code, base vehicle model, skins, smaller meshes for the exploding bits of the vehicle etc.) takes me at least a couple days. I've been working on the vehicle pack on and off since 2003, to add another 5-6 vehicle would take me another couple of years.... sorry :(

Good karma+3 votes