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Unreal Vehicles (Read 27920 times)
スマイル・ドラゴン
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Re: Unreal Vehicles
Reply #60 - 02/12/08 at 15:54:45
 
GreatEmerald wrote on 02/10/08 at 22:02:57:
U2 Skaarj slow down the system so much that you get like 1 fps Undecided


Okay, that's a bit wrong, i HAVE a system capable of playing UT3 under a steady framerate of 30+ with all details set to max and 1680x1050 resolution, I can have the same resolution and maxed out details on Unreal 2 and UT2004 with 50+ FPS.


I wanna update my U_Vehicles, right now.
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GreatEmerald
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Re: Unreal Vehicles
Reply #61 - 02/12/08 at 18:24:51
 
No, not you HAVE, but YOU have. I don't. My graphics card doesn't support T&L and UT3 won't even load... And UT2004 is running fine.
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Re: Unreal Vehicles
Reply #62 - 02/13/08 at 06:12:36
 
GreatEmerald wrote on 02/12/08 at 18:24:51:
No, not you HAVE, but YOU have. I don't. My graphics card doesn't support T&L and UT3 won't even load... And UT2004 is running fine.


What kind of graphics card does NOT support T&L? Do you have integrated or something?

Dots where are the download linkssss.....
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GreatEmerald
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Re: Unreal Vehicles
Reply #63 - 02/13/08 at 15:25:37
 
Yeap, just to the spot. Integrated... Intel Extreme Graphics 2...
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Re: Unreal Vehicles
Reply #64 - 02/14/08 at 04:41:36
 
So these vehicles actually do stuff and are funtional to get in and out of? I'm installing.
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Re: Unreal Vehicles
Reply #65 - 02/18/08 at 23:16:28
 
Theres a new Unreal 2 vehicles download link now.
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1200615124/0#0
(Thanks to []KAOS[]Casey)
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Re: Unreal Vehicles
Reply #66 - 02/19/08 at 05:20:45
 
.:..: wrote on 02/01/08 at 23:32:28:
3: U2 has custom playercontroller with an extra 'Use' command (which unreal 1 does not have).


Unreal has a Grab/Use function hidden in the PlayerPawn code Cool a key bind is needed before it can be used to operate switches, movers, and pickup and carry items.
Though it ended up not getting used in the actual game, the code is all still there.

In Engine.PlayerPawn

Do a search for "Grab" and you will find
Code:
exec function Grab()
{
	if (CarriedDecoration == None)
		GrabDecoration();
	else
		DropDecoration();
} 


In Engine.Mover

Do a search for "bUseTriggered" and you will find

Code:
var() bool		 bUseTriggered;		// Triggered by player grab 



That variable lets movers be set to allow activation when the character grabs them.

Beppo the Infiltration UT mod Lead-Programmer talks about use of the Grab function script over here at
http://forums.beyondunreal.com/showthread.php?t=150661&highlight=grab
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Re: Unreal Vehicles
Reply #67 - 02/19/08 at 10:35:32
 
I know that, but I can't make use of that in vehicles since I can't modify 'Grab' function from the vehicles classes. And there would be no use of making new playerpawn classes since most custom game types overrides that.
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Re: Unreal Vehicles
Reply #68 - 02/19/08 at 12:25:38
 
.:..: wrote on 02/18/08 at 23:16:28:
Theres a new Unreal 2 vehicles download link now.
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1200615124/0#0
(Thanks to []KAOS[]Casey)


Nice, downloaded.
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Re: Unreal Vehicles
Reply #69 - 03/24/08 at 10:06:13
 
is this mod still being updated? Doesn't seem to be so...
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Re: Unreal Vehicles
Reply #70 - 07/24/08 at 22:07:10
 
Well, I saw and played with your vehicles (had to tweak the Unreal 2 vehicles textures to not crash my UT, LOL), and I must say that the physics are extremely well done relative to that the engine has to offer.

But, still i have a few sugestions and bugs if you are interested to include them in a next release:

Sugestions:
- Boat physics (I think is not to hard to make, just one point underwater while the code sees if the actual boat stays out of the water);
- Jets turn rotated: when you turn a jet, it stays with the same roll, it would be cooler if your could make them roll, like 30 to 45 degrees each side;
- Showing the actual speed using the rocket launcher/flakcannon ammo count font, in miles or kilometers;
- Make the submarine emerging with space and imerging with crouch too;
- Hovers with crouch: sudden movement down, Ut2004 manta like;
- Add the possibility of make a turret or another vehicle weapon animated when firing, like adding the fields, as struct variable or not:
Quote:
bool Animated; //if the turret is animated when firing or not
name FireAnim; //fire animation
name AltFireAnim; //alt fire animation
float FireAnimRate; //fire animation rate
float AltFireAnimRate; //alt fire animation rate
float FireBackTime; //fire tween time in animation
float AltFireBackTime; //alt fire tween time in animation
name StandByAnim; //Anim when the turret isn't being fired (stopped animation, so it should be 1 frame long)

//When firing:
LoopAnim( FireAnim, FireAnimRate, FireBackTime);

//When alt firing:
LoopAnim( AltFireAnim, AltFireAnimRate, AltFireBackTime);

//When stopped:
LoopAnim( StandByAnim, 1.0, 0.0);

//All this would occur only if Animated=True of course



Bugs:
- The hovers should detect water and move above it, like manta in UT2004 for example, but it is falling in the water;
- Some turrets rotate themselves to the max of one side when your reach the max of the opposite side, after fire.

If you add and correct these, I think that your vehicle mod would pass from EXCELLENT to HOLY SHIT!!


Hope you like the sugestions.  Wink

EDIT: I will subclass a few of your vehicles to make those fixes (already fixed the Hove 1st bug, added Boat Phys and added the animated turrets support by myself), unless you tell us if you are going or not make a next release with these fixes/features.
Remember that you have the best vehicle mod for Unreal/UT in hands  Wink

(So great mod, but it seems to be lost in users memory, is there actually any server with these vehicles?)
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« Last Edit: 07/25/08 at 23:31:03 by Feralidragon »  
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Re: Unreal Vehicles
Reply #71 - 07/28/08 at 09:56:40
 
I guess I have really to subclass them and add my fixed/addon stuff after all... :S

Well, then I have nothing more to say unless good job at coding them (most of all the terrain vehicles that have a relative good physics)  Wink
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Re: Unreal Vehicles
Reply #72 - 08/19/08 at 22:32:48
 
Okay i have a slight question? Is the u2vehicles only for UT or is it for unreal 1 also?
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Re: Unreal Vehicles
Reply #73 - 08/19/08 at 23:52:29
 
Both UT and UnrealI.
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Re: Unreal Vehicles
Reply #74 - 08/20/08 at 03:23:49
 
Hmmmm.... okay then... Thanks im just trying to figure out why it wont work.
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Re: Unreal Vehicles
Reply #75 - 08/20/08 at 05:12:32
 
Works perfectly for me.
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Re: Unreal Vehicles
Reply #76 - 08/20/08 at 05:28:26
 
Wait is unreal gold and unreal itself do anything different?
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Re: Unreal Vehicles
Reply #77 - 08/20/08 at 09:59:53
 
No. Just that it doesn't work with the D3D renderers, you have to use OpenGL.
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Re: Unreal Vehicles
Reply #78 - 08/20/08 at 14:41:40
 
It should work on all Unreal versions from 224 up to 227.
Why dosent it work? does it crash? if so, post error log here.
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Re: Unreal Vehicles
Reply #79 - 08/20/08 at 18:16:05
 
No actually nothing happens at all. I try summoning the vehicles they dont summon i try opening them in unreal ed and it dosent pop up.
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