-
Notifications
You must be signed in to change notification settings - Fork 4
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Nightshade patch #163
base: master
Are you sure you want to change the base?
Nightshade patch #163
Conversation
Signed-off-by: GreatEmerald <[email protected]>
This should compile now Signed-off-by: GreatEmerald <[email protected]>
Also added the last vehice files from UT3Style Signed-off-by: GreatEmerald <[email protected]>
Signed-off-by: GreatEmerald <[email protected]>
Signed-off-by: GreatEmerald <[email protected]>
Scorpion's turret is a complete bust without chaning the bones, and the SPMA turret must use the UT2004 system instead of trying to deviate. Signed-off-by: GreatEmerald <[email protected]>
Also adjusted Manta driver seat height Thanks to Parkis G for altering the mesh. Signed-off-by: GreatEmerald <[email protected]>
Thanks to Parkis G for this one as well Signed-off-by: GreatEmerald <[email protected]>
Thanks to Parkis G for the mesh adjustments Signed-off-by: GreatEmerald <[email protected]>
Still needs debugging, though. Oh man, the difficult tasks of eliminating hacks in the original... Signed-off-by: GreatEmerald <[email protected]>
Signed-off-by: GreatEmerald <[email protected]>
Mainly Scorpion driver position and Raptor rudder rotation contstraints Signed-off-by: GreatEmerald <[email protected]>
Updating UT3 Scorpion
Signed-off-by: GreatEmerald <[email protected]>
Signed-off-by: GreatEmerald <[email protected]>
Signed-off-by: GreatEmerald <[email protected]>
Signed-off-by: GreatEmerald <[email protected]>
Signed-off-by: GreatEmerald <[email protected]>
Signed-off-by: GreatEmerald <[email protected]>
Turrets are weirdly misaligned for some reason, hmm.. Signed-off-by: GreatEmerald <[email protected]>
Signed-off-by: GreatEmerald <[email protected]>
Signed-off-by: GreatEmerald <[email protected]>
Signed-off-by: GreatEmerald <[email protected]>
Things like turret camera offset, exploits where you can fire while deploying, disabling the headlight, getting the volumes right and all that. Signed-off-by: GreatEmerald <[email protected]>
Small stuff, like entry radii, skins, projectiles shooting from the right place and not hurting self etc. Signed-off-by: GreatEmerald <[email protected]>
Now it's less wacky, you can only boost if you have enough speed and are on the ground, the effects are sorted out, and self-destruct now really no longer harms you. Signed-off-by: GreatEmerald <[email protected]>
Manta plasma now has no splash damage, reverted Raptor to be able to hurt itself (can do in UT3 if you try hard enough), and made the Scorpion a bit more lenient with when it allows you to boost.
Truer to the original. Also, it flies now. That's a bug, not intentional, but I'm not too sure how to solve it... Signed-off-by: GreatEmerald <[email protected]>
For now it's to my liking. Signed-off-by: GreatEmerald <[email protected]>
Update suicide string for Viper bolt
Set proper Paladin cannon scaling
The dust effect stays after you exit the vehicle, and it should be a little faster, especially when cloaked. Is there a reason why it doesn't rotate its arm 90 degrees? |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Thanks! Some style comments, however.
WeaponClass=class'UT3Weap_NightshadeBeam'; | ||
|
||
bDetonatesGoop=true | ||
bCausesBlood=false |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
These need tabs to spaces.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
God damnit, need to check my editor settings!
Classes/UT3Nightshade.uc
Outdated
* Copyright � 2012 100GPing100 | ||
* Copyright � 2014 GreatEmerald | ||
* Copyright � 2012, 2017, 2018 Luís 'zeluisping' Guimarães (100GPing100) | ||
* Copyright � 2014 GreatEmerald |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
The copyright symbols got messed up. Make sure all files are in UTF-8 encoding.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This is weird because that's exactly how it shows in my editor and encoding is set to UTF-8, I even changed to it manually. Gotta figure out what's happening here, thanks for pointing this out!
Classes/UT3Nightshade.uc
Outdated
|
||
|
||
|
||
simulated function Destroyed() { |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I try to keep the style consistent with UT2004, i.e. every {
should be on its own line and indents are four spaces rather than a tab.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Sorry on this one, habit kicked in on this one!
|
||
if (ArmMine != none) { | ||
ArmMine.Destroy(); | ||
} |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Braces for single lines are not needed.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Another habit, will change! Think I may have some more that can be removed
Classes/UT3Nightshade.uc
Outdated
@@ -156,7 +174,7 @@ function bool NoObstacle() | |||
else | |||
return false; | |||
} | |||
/* � Type: | |||
/* � Type: |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This character got messed up too.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
That's weird, didn't even know this character was special
if (ShoulderRotation.Yaw <= 32768 && ShoulderRotation.Yaw > 8192) { | ||
ShoulderRotation.Yaw = 8192; | ||
} else if (ShoulderRotation.Yaw > 32768 && ShoulderRotation.Yaw < 57344) { | ||
ShoulderRotation.Yaw = 57344; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
It feels like the Clamp
functions should be able to handle this with less text.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
The thing here is that the clamp value depends on which half of the unit circle the angle is on:
Anything on blue needs to be clamped to 8192
(45º
) and anythin on purple needs to be clamped to 57344
(315º
).
The only other way I could think of would be to add 8192
(45º
) to the angle, this would give me a clamp range from 0
to 16384
(0º
to 90º
), then after clamping I'd remove the added 8192
(45º
). For clarity I left the if approach, but I'd gladly do it this way, in fact I prefer it way more and I can leave a comment of some sort to explain it.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Yea, that would work. Though now we know that the clamping needs to happen at 16k and 48k.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Yes, I'll be changing that too!
break; | ||
default: | ||
// crash | ||
break; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
There are no other states, so this will never be run. Instead, you should make VS_Undeployed
and VS_Cloaked
the default, that will save some lines of code.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Will do!
} | ||
} | ||
function Cloak(bool OnOff) | ||
{ | ||
function Cloak(bool OnOff) { |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Booleans should be prefixed with b
and always be positive. In this case it would make sense to call it bCloak
.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Okay, but now I feel stupid for not having renamed this variable xD
{ | ||
local int i; | ||
|
||
if (OnOff == true) { |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Using == true
is useless and just wastes a CPU cycle, simply remove that part.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Again, force of habit, will change!
Classes/UT3Weap_NightshadeBeam.uc
Outdated
* Copyright � 2012 100GPing100 | ||
* Copyright � 2014 GreatEmerald | ||
* Copyright � 2012, 2017, 2018 Luís 'zeluisping' Guimarães (100GPing100) | ||
* Copyright � 2014 GreatEmerald |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Same here, check the encoding
@Unre-Alex The angle the arm rotates at is clamped to Thank you for spotting the dust effects not being destroyed when leaving the vehicle, completely forgot to take care of that! Regarding the movement speed, the speed while cloaked is a percentage of the speed when not cloaked (just like in UT3 and using the same percentage) so what we can change is the uncloaked speed which will also affect the cloaked speed. Unfortunately I can't fix this one without getting values from you guys, maybe a discussion on #10 or even a different pull request? |
The speed values are here: We've determined that they should match between UT3 and UT2004. |
@HellDragon-HK You can move it with the keyboard? How exactly? 😮 Maybe this can be implemented too (together with the camera constraint that should be implemented at some point). Thank you for the visual confirmations, but it's not really necessary, I trust your word, just need to know if it's confirmed! Thank you! |
That's odd I distinctly remember Forward and Backward keys moving it and it doesn't now, I'm positive I did it that way (Backward moved it left and Forward moved it right) because mouse movement is harder and not as quick but I haven't played since right after the Titan Pack came out and there are a lot of oddities since the Game Spy patch I'm noticing I don't remember One of those oddities I mentioned is that it likes to almost always spawn me as an Iron Guard Male (which I never use male characters) and none of my keys are what I set them to, I don't use turn left and right I use strafe left and right for example |
@100GPing100 Well, as you can see HellDragon confirmed that the arm rotates 90 degrees, I thought there was some issue you couldn't make it work. In UT3, you can rotate it with a mouse or 'turn left' and 'turn right' keys (not strafe keys), which works now in UT2004. The speed values match UT3? I feel like it's noticeably slower in UT2004. Do you want me to mess with the speed and tell you what I feel is right or do we stay with the current values? |
Unless you can find a good enough explanation for why the values should be different, they need to stay as in UT3. They might be modified by the code somewhere, but that means the code needs to be changed to do the same modifications, not the values. |
It's probably not the speed by itself, it's probably in the damping and maxthrust Also I think I understand why GP thought it turned less, with the mouse it's hard to get it to move as far as it actually can, and it normally only wants to move within what he thought it was |
@100GPing100 Two more issues. You can't switch between mines when undeployed and there shouldn't be a shadow when cloaked. |
This means we should be able to select mines while undeployed (cloaked and not cloaked but not while deploying/undeploying) or it means we currently can and shouldn't? @GreatEmerald @HellDragon-HK Since this is a hover vehicle, HellDragon is right and the feeling @Unre-Alex has is valid; most likely what needs to be changed here is the thrust, |
You don't have UT3 installed right?
Yes, it worked before this patch.
In UT3 you can select mines while undeploying, and you only can't while deploying. Also, The vehicle shouldn't be able to deploy while moving. In UT3 you got the message "Cannot deploy while moving.", you can deploy while moving when cloaked tho (you have the deploy icon all the time). In UT3 you can deploy while on water (even deep water that would cover the vehicle), it only doesn't let you release the slow field. |
@Unre-Alex Yeah, no UT3 installed because the machine I work on is Linux (and if there is UT3 for linux the specs on this machine aren't enough for that). That's a lot of useful info! Will take care of applying all that, thank you! |
Indeed, UT3 was never released on Linux, so it would only work through Wine. |
Here's a list of changes:
Weap_UT3Nightshade
toUT3Weap_NightshadeBeam
Fixed from #10:
Pressing jump button enters deploy mode which does work but doesn't seem you can aim like it is in UT3 (side to side)While not invisible on UT3 it has Manta like dust blow under it, not in UT2004 thoughFixed from #125:
Impact sound of beam weapon is bullet impact sounds in UT2004, doesn't seem to really have an impact sound in UT3 that I can hear