Page 2 of 2

Re: Boodaflow's Aura

Posted: Thu Apr 02, 2009 8:38 am
by Boodaflow
A few side-notes here:

If you want a mod to be compatible with all versions, DON'T use 227 to compile. Due the enhancements and fixes in 227 its possible older clients can't run it anymore even although you maybe didn't add specific 227 content.

Only use 227 if you want to use 227 stuff, like emitters, footstepsounds, decals etc etc etc (details in the 227 forum or in the wiki). I'm sure you will find tons of new things you like.

227 was buit with 2 major objections:
1. Fix bugs while keeping 227 maximum compatible to older servers and mods (and I think we almost reached 100% here now).
2. Add new things and finished unfinished things (like quadshot f.e.) without breaking rule 1.

So if you want to build now aura in 227 or not is maybe no easy decision.
I personally see not much reason for anyone not to update to 227 in the moment 227f is out. It contains both old and new renderers, it contains both old and new sounddevices (Galaxy and OpenAL, FMod) and the overall performance is way higher too, especially on old machines. Nobody should miss something and instead getting a lot of more (And yes, UPak for UGold is coming very soon after that too).

But in the end there will be always some people who don't want to, who dislike or distrust it for whatever reason.

This question is the same for any modder in the future: all versions or using 227's advantages.
ya thats what i was told. so im gonna be compiling with 225 again. i was hoping 227 would solve some compiling issues i have been having but with no success. that is one problem id like to discuss with you or whomever. maybe shed some light on the subject. that is one that id prefer be discussed in real time on msn or something though.
perhaps there is a max limit of lines or characters a single uc file can contain before ucc becomes unstable? some of my uc files contain more than 3000 lines of code (auramutator) and thats basicly the only reason i can think of.
but ya... till i can get past that problem i wont be able to fully repair/finish some of the mods if any.

Re: Boodaflow's Aura

Posted: Thu Apr 02, 2009 8:46 am
by Hyper
Oh, and about the Vortex cannon: For sure keep it that it can damage the owner. I was talking about not damage other players.

The last thing we need is someone 'spam shooting' the vortex without risk of being affected him/herself.

Re: Boodaflow's Aura

Posted: Thu Apr 02, 2009 8:46 am
by Boodaflow
One bug: Paincrusher altfire makes "left a small crater".
yes thank you. :P im aware of that problem along with pile driver doing the same thing. the reason for this is (for future reference for other modders) is this
HurtRadius( float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation )

whenever someone enters 0 as a value for damageradius in the hurtradius function it creates this void effect. dummy in auraadmin takes advantage of this. it can kill ghost mode, fly mode, god mode, etc. only thing i can think of it doesnt work on is aurapawns.god which should be invincible to everything except suicide or being destroyed/kicked etc.

anyways it should be fixed in the up coming update. if not it will be fixed in the upcoming upcoming update! :P

Re: Boodaflow's Aura

Posted: Thu Apr 02, 2009 8:49 am
by Boodaflow
Oh, and about the Vortex cannon: For sure keep it that it can damage the owner. I was talking about not damage other players.

The last thing we need is someone 'spam shooting' the vortex without risk of being affected him/herself.
ya thats true, making owner not effected would decrease the fun too. i do like trying to avoid dying when i get caught in its grasp. :P

Re: Boodaflow's Aura

Posted: Thu Apr 02, 2009 3:35 pm
by []KAOS[]Casey
like tr's camera and various replication problems.



DrawPortal is inherently bugged, software, d3d6 do it perfectly {aside from the 2d sprites being rendered weird}, I think glide does it perfectly as well, OpenGL is flat out bugged, d3d9 is somewhat bugged, and d3d8 does it damn good enough. There is no particular reason this happens, i've talked to chris about it {the guy who makes UTGLR}, so if you want drawportal working use d3d8 and make it a note in your readme.

Oh and those replication "problems" likely were unintended ways to get replication "working", in master2 I have a weapon that behaves differently online because of replication, it's actually better online than offline, and it also behaves slightly differently on 227, all of these were completely unintended and I cannot explain WHY that happens

Re: Boodaflow's Aura

Posted: Fri Apr 03, 2009 8:28 am
by Smirftsch
plz report Aura bugs/requests now in this topic:
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1238659849

General discussion can continued here of course ;)

Re: Boodaflow's Aura

Posted: Fri Apr 03, 2009 6:36 pm
by Spike
As an addition to what Smirftsch stated, anything involving questions or interest in AuraMapper project can be found here.

http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1238702764