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Unreal Vehicles

Unreal Unreal and more Unreal
fxsr789

Re: Unreal Vehicles

Post by fxsr789 »

Some of the vehicles are bNoSmooth, WOULD YOU MIND CHANGING THAT!??!

Oh and add a pogostick vehicle to. Then the bots can be Pogo Punk's.

And wow seriously, the handling in the vehicles is kinda awful, could you change that to? And maybe add a helicopter vehicle? I can make a mesh if you'd like.

- Fenix
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GreatEmerald
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Re: Unreal Vehicles

Post by GreatEmerald »

1. Recompiling? What's that?
2. No, it's not. I tried it, it's set to backslash, nothing!
3. Hmm? No way? Then how all other vehicles work in all other games? And in U2?
4. Oh, but then the driver seat should have a horn instead of nothing. And if you change weapons while you're in a vehicle, you can use them! :D
5. That's OK, you shouldn't be able to pick them up anyway and when you climb in it's kinda big and hard to move so you don't win too much.
6. OK, but a fix would be nice :)
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.:..:
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Re: Unreal Vehicles

Post by .:..: »

1. Recompiling? What's that?
2. No, it's not. I tried it, it's set to backslash, nothing!
3. Hmm? No way? Then how all other vehicles work in all other games? And in U2?
4. Oh, but then the driver seat should have a horn instead of nothing. And if you change weapons while you're in a vehicle, you can use them! :D
5. That's OK, you shouldn't be able to pick them up anyway and when you climb in it's kinda big and hard to move so you don't win too much.
6. OK, but a fix would be nice :)
1: Compile the mod on UT'99, not on Unreal 1.
2,4: Seams like driver weapon gets replaced on your game or something. Try disabling all your mutators (or which map does this occurr on then?) and play on default UT'99 gametypes (becouse this works still fine for me).
3: U2 has custom playercontroller with an extra 'Use' command (which unreal 1 does not have).

On a side note... UnrealShredder.com host looks like it have gone down permanently now so I guess I have to find a new file host now.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
Jâçkrâßßit

Re: Unreal Vehicles

Post by Jâçkrâßßit »

send me a PM I can host your .uz at urealcoop.net
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GreatEmerald
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Re: Unreal Vehicles

Post by GreatEmerald »

1. Yes, but how do I do that?
2, 4. It was on CTF. And I use quite a lot of mutators actually, arena match, enhanced weapons, redeemer 2k4, team beacon... But hey, I still want to use them :)
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.:..:
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Re: Unreal Vehicles

Post by .:..: »

Well I updated VehiclePhys.u again, and put in a working link for that one on first post.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
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GreatEmerald
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Re: Unreal Vehicles

Post by GreatEmerald »

Good, but as I have said, how do I recompile the package? Even though I can decompile, but it usually won't compile again as there are stuff that are pre-loaded and won't be decompiled. So how do you actually recompile it?
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Hyper
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Re: Unreal Vehicles

Post by Hyper »

Well I updated VehiclePhys.u again, and put in a working link for that one on first post.
Do you have a link to the latest u2 vehicles as well?
The man who stopped a tsunami

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unreal://hypercoop.tk
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GreatEmerald
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Re: Unreal Vehicles

Post by GreatEmerald »

Oh, by the way, is it possible to convert U2 pawns to U1/UT? It would be cool to see a U1 Skaarj vs U2 Skaarj fight! It would be fun to see a U2 Skaarj alone as well, as in U2 Skaarj slow down the system so much that you get like 1 fps :-/ And stuff like Drakk, they own! :)
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Hyper
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Re: Unreal Vehicles

Post by Hyper »

Well I updated VehiclePhys.u again, and put in a working link for that one on first post.
Do you have a link to the latest u2 vehicles as well?
I still don't see the link. Are you there Dots? Did you miss my message here?
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unreal://hypercoop.tk
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スマイル・ドラゴン
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Re: Unreal Vehicles

Post by スマイル・ドラゴン »

U2 Skaarj slow down the system so much that you get like 1 fps :-/
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.
“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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GreatEmerald
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Re: Unreal Vehicles

Post by GreatEmerald »

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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スマイル・ドラゴン
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Re: Unreal Vehicles

Post by スマイル・ドラゴン »

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.....
“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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GreatEmerald
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Re: Unreal Vehicles

Post by GreatEmerald »

Yeap, just to the spot. Integrated... Intel Extreme Graphics 2...
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mr_scrounger
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Re: Unreal Vehicles

Post by mr_scrounger »

So these vehicles actually do stuff and are funtional to get in and out of? I'm installing.
Unreal is definitely not for a weak personality...
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.:..:
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Re: Unreal Vehicles

Post by .:..: »

Theres a new Unreal 2 vehicles download link now.
http://www.oldunreal.com/cgi-bin/yabb2/ ... 615124/0#0
(Thanks to []KAOS[]Casey)
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
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Ibex
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Re: Unreal Vehicles

Post by Ibex »

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 8-) 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: Select all

exec function Grab()
{
      if (CarriedDecoration == None)
            GrabDecoration();
      else
            DropDecoration();
}
In Engine.Mover

Do a search for "bUseTriggered" and you will find

Code: Select all

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/showthre ... light=grab
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.:..:
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Re: Unreal Vehicles

Post by .:..: »

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.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
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Hyper
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Re: Unreal Vehicles

Post by Hyper »

Theres a new Unreal 2 vehicles download link now.
http://www.oldunreal.com/cgi-bin/yabb2/ ... 615124/0#0
(Thanks to []KAOS[]Casey)
Nice, downloaded.
The man who stopped a tsunami

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unreal://hypercoop.tk
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lycheeliang
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Re: Unreal Vehicles

Post by lycheeliang »

is this mod still being updated? Doesn't seem to be so...
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Feralidragon
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Re: Unreal Vehicles

Post by Feralidragon »

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:
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. ;)

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 ;)

(So great mod, but it seems to be lost in users memory, is there actually any server with these vehicles?)
Last edited by Feralidragon on Fri Jul 25, 2008 10:31 pm, edited 1 time in total.
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Feralidragon
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Re: Unreal Vehicles

Post by Feralidragon »

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) ;)
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darkninja333
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Re: Unreal Vehicles

Post by darkninja333 »

Okay i have a slight question? Is the u2vehicles only for UT or is it for unreal 1 also?
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PRIMEVAL
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Re: Unreal Vehicles

Post by PRIMEVAL »

Both UT and UnrealI.
Image
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darkninja333
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Re: Unreal Vehicles

Post by darkninja333 »

Hmmmm.... okay then... Thanks im just trying to figure out why it wont work.
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