It crashed in DM-Frigatebattlegrounds mostly as far as I can remember, but I think it has happened before in some other maps. (I cant remember which ones at the moment). And yes, Frigatebattlegrounds is a big map with open areas.
It crashed in DM-Frigatebattlegrounds mostly as far as I can remember, but I think it has happened before in some other maps. (I cant remember which ones at the moment). And yes, Frigatebattlegrounds is a big map with open areas.
I also found UT crashes sometimes when I shoot ultimaprotos or multiple nukes. It gets pretty laggy in those cases (maybe 3 fps at the least) if it doesn't crash. Do I just need to drop the detail? I have a kickass new laptop and the settings are maxed for graphic settings. I find that UT will crash more likely when I use the guided nuke. In both cases, UT crashes when the nuke hits something.
Pretty sure I found a bug :P
*** IRPR does not shoot ***
I started a LAN game with 3 other players, the IRPR at some points would:
1.not shoot(the beam was not visible), nor create decals, or impact smoke.
2.cause no damage to players.
3.still play the first person POV firing animation
4.still consume ammo for each shot.
5.seem to solve the problem temporarily when I am killed, then pickup the weapon again.
6.I was the host and nobody else in the game seemed to face this problem. I tried turning off ZP lag compensation but the problem still persists in either mode. I've only ever seen this issue in a LAN game.
I have yet to figure out what causes the problem.
There is no sign of this problem whatsoever in single player/online games.
It happened at random about 3 times in a ~40 minute deathmatch game in the map DM-Frigatebattlegrounds. There was lots of lag at some points. I have yet to verify that this problem is not associated with the map although I'm not sure thats possible (is it?).
Also, is it too late to fix this? :\ Has anyone else noticed a similar/same problem? (Specifically on a LAN game.)
I think it might be worth mentioning that different colors are also more or less visible due to our eyes being more or less sensitive.
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The following web page better describes what I am attempting to explain
(see: first 2 paragraphs, and chart)
Light-measurement.com
Therefore players on the blue team would have an advantage due to having the least visible/noticeable tracers. And if this is the case, I most definitely would remain on blue team. The color of the beam alone could determine the difference between a few more shots laid on an enemy (without them noticing or barely noticing), or being discovered on the first shot.
As proof, view this image and judge which colors look brightest or least visible. Each (Red, Green, Blue) portion are outputting exactly the same amount of light.
Www-bcf.usc.edu
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What I'm suggesting, is that the intensity of the colors should be tweaked accordingly so that they tend to be roughly as visible/noticeable as one-another. However I will let you judge whether that will be necessary.
If you were to give a skaarj trooper an executioner(s) (in unreal editor), would the skaarj troopers know how to use them properly? Also what would determine the attack modes they can use? Or are they capable of using any of the 4 attack types?
So, the executioner has 4 different 'configureable' attack modes. Of which you can use 2. I was curious, if you go onto a server and use the executioner, will the attack modes = your settings? Or will the attack modes = sever settings? And if it is = your settings, will you have to reconnect to the server to change them in mid-game?
That would be interesting but what's the point? I think the alternate is used for changing the attack mode.
is it just me or does it look like some kinda harpoon? XD
1. Set megaton to 5 seconds
2. place it
3. run, see if you find a place to hide before it blows ;D
It is called the megaton decoder. To use it. use the ctrl key to switch modes which allows you to enter a code. when you have entered the code, press primary fire aiming at an armed megaton. If the code matches the megaton's designated code, it will deactivate it, enabling you to pick it up and use the megaton for yourself. If you get the wrong code it will display an error message. you need to be up close to the megaton for this to work, and aiming at it. (duh) ;)
@alivetillfragged: But my settings do not save. I will try editing the .ini directly then.
Hey man! I was wondering if the options menus saves all the preferences for nw3, nw2 and some other mods don't do that for me and I hate nothing more than going back to change all the settings back from the defaults every time I restart UT. Or is that just me missing something like a cache/save thingy?
Thanks ;)
If only this thing could ricochet its shots off mirrors, that would be cool.
It reminds me of the graviton. :)
That is awesome. XD
I have just a few more questions based on the curiosity of whether some of my map concepts will function properly. ;)
1. Is there also settings to determine whether the cybot follows the player or guards a location in the properties menu?
ie. Followplayer True/False - sort of thing?
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2. Also if the mapper were to place following cybots in a MH map in a location far from the starting point, would the cybots go straight to the player(s) or would they stay until the player found them?
Maybe it could be optional.
ie. FollowOnlyWhenFound True/False
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3.Some Cybots use multiple different projectiles when they attack, can mappers change each projectile individually?
Thanks
Best mod since U4E
Hey Ferali, I was wondering if you could place cybots in unreal editor to act as an ally/enemy to the player? Just like any other scripted enemy pawn?
If it could be set to guard and stay where it was placed in the editor it would make a nice stationary base turret. The original Stationary gun bases dont work half the time so I hope I can use these as an alternative ;)
Hi Ferali. Did you get your design for the bolt rifle from ut2004's lightning gun? I41.tinypic.com They look vaguely the same, and they seem to shoot the same (primary fire).
Btw, you should work for epic, cause their weapon makeing people suck ***.
srsly looking forward to it.
do you think it will get finished before the end of this month?
yes, i need a preview. those cybots look freaking epic :)
... just wonder how all this stuff animates
nice work Ferali
1 more thing...
could you have an option that can customize the wall thickness and how many walls the IR rifle can shoot through?
Originally i was going to request an option that configures weather it shoots through walls or not but if this ^ is no problem could you add that too?
tons of effort was clearly put into the making of this mod, sadly it is a pain to learn and memorize the controls
lol i waz dumb enough to walk right into those lasers XD
WHAT?!? ITS STILL IN BETA?!?!
nice mod btw
when will the full b out?
PinkXan
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