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Unreal Vehicles (Read 28233 times)
darkninja333
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Re: Unreal Vehicles
Reply #80 - 08/20/08 at 18:22:03
 
Okay nvm i finally got it working. I tried changing to open gl and it worked.
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Re: Unreal Vehicles
Reply #81 - 08/20/08 at 19:26:26
 
Told ya. Those vehicles textures don't have MipMaps for some odd reason. "Auto generate mipmaps"?
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Re: Unreal Vehicles
Reply #82 - 08/20/08 at 19:36:32
 
Quote:
#exec TEXTURE IMPORT FILE="Harbinger_LL_002.bmp" NAME="Harbinger_LL_002" GROUP="Skins" MIPS=on FLAGS=0 TEXFLAGS=0

They DO have mipmaps.
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Re: Unreal Vehicles
Reply #83 - 08/20/08 at 20:48:44
 
#exec? Why not UEd->Import->OK All?
And why won't mipmaps work then? D3Ds complain only about them.
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Re: Unreal Vehicles
Reply #84 - 08/20/08 at 21:08:24
 
Maybe cause UEd is unstable like hell and dots needs #execs to import models from UCC Make?
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Re: Unreal Vehicles
Reply #85 - 08/21/08 at 10:49:17
 
Hmm? I did it with my MM7 textures and it works fine in all UT, U1 and U1(227) versions...
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Re: Unreal Vehicles
Reply #86 - 09/03/08 at 20:41:58
 
I found a really big bug in your vehicles. In UT, all work fine online except the firing, I can't simple fire any vehicle weapons in a online game (dedicated server).
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Re: Unreal Vehicles
Reply #87 - 09/03/08 at 20:50:04
 
I am surprised it works at all in UT
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Re: Unreal Vehicles
Reply #88 - 09/03/08 at 21:43:53
 
Chaos13 wrote on 09/03/08 at 20:50:04:
I am surprised it works at all in UT


Yeah, it works, if you take a look into the code there's no reason to not work offline, there's nothing dependent on any unreal specific package and the Unreal Engine is the same. The only thing that could not work, is online, and it works  Grin but it only has that big online no-weapon-fire bug in the vehicles, it's just a matter of right replication statements to be apllied (of course this is not that easy as talking)   Undecided

EDIT: OMG, the v1.6 is there already with that fix? Now I feel dumb. Sorry...
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« Last Edit: 09/05/08 at 09:57:39 by Feralidragon »  
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Re: Unreal Vehicles
Reply #89 - 09/16/08 at 16:14:50
 
As I saw you can script native side, there's any chance on making the Vehicle Physics native side?

It's ok if you want to let these only UScript side, I just only see a lot of more potential on these if they are coded native side, that's all  Wink
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Re: Unreal Vehicles
Reply #90 - 09/16/08 at 19:12:25
 
But hey, Vehicles were the main change Epic made from UE2 to UE2.5! So obviously to make good support it would need a lot of native coding?
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Re: Unreal Vehicles
Reply #91 - 09/16/08 at 20:53:13
 
GreatEmerald wrote on 09/16/08 at 19:12:25:
But hey, Vehicles were the main change Epic made from UE2 to UE2.5! So obviously to make good support it would need a lot of native coding?


It depends on how realistic the vehicles would be (collision, environment variables, traction, etc). In this case I just asked if what was scripted UScript side, could be done in native side instead (talking about VehiclePhys here).
I never scripted native C++ for Unreal or UT (but I will try to learn of course), so I can't say exactly what the dificulty of this is, but I imagined that it could be high.

If only Shadow (or someone else) could finish the mesh system work by moonangel, with extended collision and stuff, it would be more easier to script stuff (i guess).

But as the collision isn't extended in any way, all what I ask is that the complex a more resource demanding UScript side functions, could be handled in native side to give better performance and good online support, that's all I ask.

If it can be done, great, if not, that's ok too, then I just have to use the UScript ones instead, with no problems so far (as these vehicles are the greatest ones for Unreal and UT at the moment).

If just someone could finish or fix that new mesh system by moonangel with extended collision and stuff, then join it to these vehicles, man, I can't even imagine how great it would be.
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« Last Edit: 09/16/08 at 20:57:18 by Feralidragon »  
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Re: Unreal Vehicles
Reply #92 - 09/18/08 at 12:36:08
 
A simple reply would be nice...  Undecided
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Re: Unreal Vehicles
Reply #93 - 10/31/08 at 11:00:58
 
Sorry to revive this thread, but I need to ask something to Dots about his vehicles:

Dots, why didn't you use the vehicle attachments with the Physics=PHYS_Trailer instead of coding SetLocations?

Think about this, it would be a big improvement in your vehicles performance and it would reduce pings everywhere online, it wouldn't be laggy sometimes.

You just have to make the attachments to calculate their PrePivot relative the the Owner rotation (the main vehicle), set the bSameRotation thing to False. The rest of the code would be maintained, and so, the Location update would be handled in native, while the attachment itself would handle the PrePivot values.
I say this because I made this in some projectiles I made for one weapon pack I made.
The trail Prepivot would be correctly updated this way:

Code:
var vector PrePivotRelative;

function Tick( float DeltaTime)
{
	local vector X, Y, Z;

	Owner.GetAxes( Owner.Rotation, X, Y, Z);

	PrePivot = PrePivotRelative.X * X + PrePivotRelative.Y * Y + PrePivotRelative.Z * Z;

}
 



The SetLocation way, very laggy, but the Trailer way, non-laggy at all, and the attachments don't have collision, so everything's cool. You would just set the Prepivot to the Offset from the vehicle and done.  Grin

So, when you have time, tell me something about this way, a flaw or if it's really possible to aplly in your vehicles.
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Re: Unreal Vehicles
Reply #94 - 10/31/08 at 12:47:06
 
Nope, I wont apply this as I am already working on a native version of vehicles.
And no, setlocation isnt that what causes lags online, it is the network replication order: if vehicle turret actor is sent over to client before vehicle base it makes these so appearing "lags".
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« Last Edit: 10/31/08 at 12:48:56 by .:..: »  
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Re: Unreal Vehicles
Reply #95 - 10/31/08 at 15:41:50
 
Oh, ok, I'm glad to hear that you are working in native side  Grin

But it would reduce a lot of the lag turrets updates in the UScript side version, but well, I learned something today and I will wait for the release of the native side ones  Roll Eyes

So far, very GJ, keep going
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Re: Unreal Vehicles
Reply #96 - 12/18/08 at 10:29:54
 
So, any news on the native side?
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Re: Unreal Vehicles
Reply #97 - 12/18/08 at 19:38:09
 
Physics updates are working correctly, it all seems fine except for that the vehicles mysteriously lose collision for no apparent reason
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Re: Unreal Vehicles
Reply #98 - 12/18/08 at 20:36:56
 
Grin Ghost Vehicle! Like a super Nightshade!
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Re: Unreal Vehicles
Reply #99 - 12/18/08 at 22:42:51
 
Well its more like the vehicles have collision to the client, but on the server they don't..
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