Misc Map Changes Thread..for little glitches and annoyances...
- pooty
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Re: Misc Map Changes Thread..for little glitches and annoyances...
FYI, Wraith - 2nd seat altfire is still messed up. I am going to have to redo it, I've been through the code twice and still isn't right. Somehow it doesn't work right on the server. It works on my test server, but once everyone gets on the beam is either invisible or goes all screwy. I think I will just change it to the link flyer gun, which we know works.
- captainsnarf
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Re: Misc Map Changes Thread..for little glitches and annoyances...
The link flyer gun has issues also. It doesn't always update either so appears invisible, or at least is so far off the mark so you don't see it. To me it felt like the wraith had the same issues. I'm not sure converting it to a link beam will fix it.
- pooty
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Re: Misc Map Changes Thread..for little glitches and annoyances...
Yeah got your PM, I'll add that code.
What's strange is linkbeameffect is from link gun, so ONSWeapon, BeamEffect = LinkBeamEffect (from xEmitter). Same with ONSFlyer but we really don't see issues with LinkGun. It might be the fact that the vehicles move more/faster so the engine has to keep updating the beam start more on vehicle than a (relatively slow) player...
What's strange is linkbeameffect is from link gun, so ONSWeapon, BeamEffect = LinkBeamEffect (from xEmitter). Same with ONSFlyer but we really don't see issues with LinkGun. It might be the fact that the vehicles move more/faster so the engine has to keep updating the beam start more on vehicle than a (relatively slow) player...
- pooty
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Re: Misc Map Changes Thread..for little glitches and annoyances...
Still working on the invisible (to everyone else) beams from Wraith and Odin turrets.
The Code needs rewritten... ugh, I've eliminated several functions that apparently did nothing and fixed several things already, but I have a ways to go.
The Code needs rewritten... ugh, I've eliminated several functions that apparently did nothing and fixed several things already, but I have a ways to go.
- captainsnarf
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Re: Misc Map Changes Thread..for little glitches and annoyances...
Yeah, a lot of mods have just copy/pasted stuff blindly and so there is a lot of cruft left behind. Hard to know what does what.
There seems to be a bug with the latest LinkNuke, ever since I made it not push/pull friendly players. Sometimes it will kill the node and build it all in one go. It seems to happen if you are standing on the node when you shoot the link nuke. I'm not sure why this happens since the only thing different is the push/pull. Maybe because before you were pushed off the node when it started to healing it that the bug was avoided? Not sure.
Did you see there is a new version of UTComp? I fixed the hit sounds for vehicles. It turns out there was code to only do hit sounds in first person, not third person. So if you were zoomed all the way in while in a vehicle then you got hit sounds, but usually that's not the case. It's fixed in UTCompOmni 1.30
There seems to be a bug with the latest LinkNuke, ever since I made it not push/pull friendly players. Sometimes it will kill the node and build it all in one go. It seems to happen if you are standing on the node when you shoot the link nuke. I'm not sure why this happens since the only thing different is the push/pull. Maybe because before you were pushed off the node when it started to healing it that the bug was avoided? Not sure.
Did you see there is a new version of UTComp? I fixed the hit sounds for vehicles. It turns out there was code to only do hit sounds in first person, not third person. So if you were zoomed all the way in while in a vehicle then you got hit sounds, but usually that's not the case. It's fixed in UTCompOmni 1.30
- pooty
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Re: Misc Map Changes Thread..for little glitches and annoyances...
Yeah I'll load it up later today. But I am going to turn it off for the A/B test. I really hope it isn't UTComp or if it is, that there's something we can do to tweak it.Did you see there is a new version of UTComp? I fixed the hit sounds for vehicles.
- captainsnarf
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Re: Misc Map Changes Thread..for little glitches and annoyances...
If you turn off netcode on the server then it doesn't create any of the expensive actors or 'collisioncopy' things. With netcode off on the server, it's basically just ONSPlus with hitsounds and bright skins.
- captainsnarf
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Re: Misc Map Changes Thread..for little glitches and annoyances...
Oh, one more bug, heh.
I noticed in the randomizer maps the vehicles listed on the minimap never get updated. It's a bug in UTComp/ONSPlus minimap code which assumes the vehicles don't change between rounds. I can fix it but it will be harder to fix.
I'll think there is a starbolt at node 1 (from round 1), but instead it's a stupid scorpion (round 2).
I noticed in the randomizer maps the vehicles listed on the minimap never get updated. It's a bug in UTComp/ONSPlus minimap code which assumes the vehicles don't change between rounds. I can fix it but it will be harder to fix.
I'll think there is a starbolt at node 1 (from round 1), but instead it's a stupid scorpion (round 2).
- pooty
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Re: Misc Map Changes Thread..for little glitches and annoyances...
So researching how to fix the Wraith/Odin invisible beam turrets and I found this:
https://faculty.cc.gatech.edu/~riedl/cl ... index.html
UT2004 Homework lol.
I think part of the problem with that WraithGun is its all coded as projectile vs. instant (hit scan). Beams are hit scan with an effect. The primary fire, the bouncing projectiles is projectile, not sure you can mix and match those at not without explicitly changing weapon states.
https://faculty.cc.gatech.edu/~riedl/cl ... index.html
UT2004 Homework lol.
I think part of the problem with that WraithGun is its all coded as projectile vs. instant (hit scan). Beams are hit scan with an effect. The primary fire, the bouncing projectiles is projectile, not sure you can mix and match those at not without explicitly changing weapon states.
- captainsnarf
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Re: Misc Map Changes Thread..for little glitches and annoyances...
You can mix and match them OK.
class ONSWeapon has property 'bInstantFire'. It also has two methods 'Fire' and 'AltFire'.
If bInstantFire is true, then these are the methods
If bInstantFire is false, then these are the methods
So if you want an 'instant fire' weapon to spawn projectiles instead, you could override Fire to call SpawnProjectile. If you want a projectile weapon to do instant fire/hit scan, you can override Fire to call TraceFire.
class ONSWeapon has property 'bInstantFire'. It also has two methods 'Fire' and 'AltFire'.
If bInstantFire is true, then these are the methods
Code: Select all
function Fire(Controller C)
{
// ... do some stuff like flash the muzzle, play a sound
// actually do the fire which causes damage, spawn emitters so you can see it
TraceFire(WeaponFireLocation, WeaponFireRotation);
}
function AltFire(Controller C)
{
// default does nothing
}
}
Code: Select all
function Fire(Controller C)
{
//spawns a projectile, also does stuff like flash muzzle and play a sound
SpawnProjectile(ProjectileClass, False);
}
function AltFire(Controller C)
{
if (AltFireProjectileClass == None)
Fire(C);
else
SpawnProjectile(AltFireProjectileClass, True);
}