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  1. #41
    Skaarj
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    Default

    i would like to see all the weapons and animations from americas army as a mutator and this is the nearest thing to it keep up the good work

    there is another mut i cant rememeberthe name that has the sounds from americas army as the weapon fire sounds can u not use them here just an idea.

  2. #42
    Iron Guard
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    Default Some more, suggestions etc.

    Maybe some of this has already been fixed in the upcoming version, but I'll mention it anyway...

    -The crosshairs are usually missing in primview mode. Sometimes you spawn with them, but they'll disappear after a switch to altview / weaponswitch (this varies a bit per weapon afaik). Maybe primfire was meant to be a 'sightless' mode, but even then there's still something wrong 'cause sometimes the crosshairs are there.

    In any case, ideally you should be able to choose whether or not to use the crosshairs in both modes. Maybe a hide/display keybind?

    -In altview part of the CAR-15's buttstock is missing; you can see right through it. Also it says 'was killed by ... M-16' in the death message.

    -Famas altview is a bit fugly, hardly recognizable as a weapon really. Also it has the missing rear end problem like the CAR, though only while firing.

    -The M-60 could use a little more power. The extreme hit spread effect is nicely realistic, but though a 7.62 mm weapon, it doesn't seem to be more powerful than the various 5.56 mm assault rifles (which have much better accuracy, meaning you'll get pwned).

    -It would be nice if (some of) the automatics also has a (slightly more powerful) semi-auto mode, or burst & full auto, or even all 3 modes (FAMAS, for example) with alt being mode cycle.

  3. #43
    Redeemer
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    Default

    @colligpip: No can do with the AA sounds, they are not the property of Epic or one of the Unreal Series games so they are off limits to UT2kX mods (although they do sound nice).

    @4TX4: now your going into TD stuff And yes in TD the crosshairs were supposed to disappear in primary (so long as the INF 2.75 mode option was selected in the mutator config page). As for the CAR15 stock, that happens whenever any model is brought close to the screen (unless I drastically increase the drawscale and offsets). Problems like that were the main reason I did not implement full Iron sights. I may address that at some future point (once I have YARM, TD Vehicles, DM-Zanzibar to more complete/stable/finalized versions). I will probably update the code for TD (add many of the optimizations I have made in YARM) but I will probably not go back and redo all of the models.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  4. #44
    Iron Guard
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    Originally posted by meowcat
    @4TX4: now your going into TD stuff
    TD, Y.A.R.M... Bit confusing. Anyway, I meant the weapons-only mut.

    I will probably update the code for TD (add many of the optimizations I have made in YARM) but I will probably not go back and redo all of the models.
    Most models are just fine, and the stock / sights thing is no big deal imo. I'd much rather see a couple of new ones added. Any chance of including a MAG-7 or dual firemode Neostead 'by special request'? For the Neostead, see above. The MAG would basically be a slightly weaker 5+1 shotgun that's fired as a semi-auto pistol (in reality it's pump action, but that would mean extra animations and slower ROF in an already limited weapon, so I'd just make it a straightforward semi).

    Edit: also very nice: a suppressed Steyr AUG. Suggestion: prim = crosshair-less auto fire, alt = semi auto scope mode.

    Last edited by legacy-4TX4; 05-09-2005 at 01:51 PM.

  5. #45
    Iron Guard
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    Default Please add the 93R

    If it's all right with you I'd like for you to add the Beretta 93R automatic pistol to your mod. Primary fires single shot, Secondary fires 3-round burst.

    @4TX4
    I dig your idea for the MediGun. :up:

    EDIT: Some more good places to find sound effects are Sonomic and SoundDog.

  6. #46
    Iron Guard
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    Default Re: Please add the 93R

    Originally posted by Lopar-XL
    If it's all right with you I'd like for you to add the Beretta 93R automatic pistol to your mod.
    Yep, good one! :up: 'Simply' edit the standard Beretta model...

    Primary fires single shot, Secondary fires 3-round burst.
    Retrofitting some of the other models with distinct prim & altfire modes (auto/semi, burst/semi, burst/auto) would also be much appreciated.

    @4TX4
    I dig your idea for the MediGun. :up:
    Thanks! Hope someone makes it (or one of the other configs, see sig), eventually. Too many teammates have been lost to hemorrhagic shock already.

  7. #47
    Redeemer
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    Default

    Well, the beretta 93r may be a possibility. Anyways, the first post in this thread has been updated to include some links to some screens of the newer weapons (m14, M16A4, RPG7 etc). Other items:
    -I have also made the AKSU, but do not have a screen of it yet.
    -Doc_Edo was kind enough to allow me to make an update of his chute mute and include it with YARM as well.
    -I have added the iron sight aim to a three weapons to see how it feels and those will be included (M16A4, M14, AKSU, SMG)

    Whether or not, I am completely done with version 108, I will be releasing the closest thing I have ready next weekend since I will only have free webhosting for about another week after that (then I have to find another place to upload my files to, nuts) and I will be away from my comp for about three weeks after that.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  8. #48
    Redeemer
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    Looking very good Meowcat. I havent had chance to try the new version yet but you know I am a fan of this mod.
    Anyhoo, the reason for my posting is I have been somewhat taken by Counter Strike Source ( though UT is still very much the daddy) I did want to import a custom 357 Magnum Python into CSS. Apparently the abilty to import custom weapons does not exist, despite my positng in every CSS related forum all over the place. I haev already made my model though and I wanted to say if you want it you can have it. The only stipulation I have is I get to chosose the firing sound. I think you still have my private mail so let me know, or post here.

    Here are some shots of it:



  9. #49
    Prisoner 849
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    Default

    Originally posted by Wolv34ine
    Apparently the abilty to import custom weapons does not exist, despite my positng in every CSS related forum all over the place.
    I don't know where you got that from. CSS gets a load of new guns released for it every day.
    Try http://cdg.csnation.net/

  10. #50
    Redeemer
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    Yes it gets new skins and models, but not custom animations,damage types etc, and the fact this is a six shooter makes it even harder. They have "six" shooters noew but all they do is replace the Desert Eagle ( a seven shot handgun) and let it slide that it has a magically additional bullet.

    Trust me Super Moose, I have looked into it in some depth.....I wanted this in CSS so bad but I am not fudging a seven shooting six shooter. That isnt why I made the model mate...
    But thanks for the linkageIf you can link me to something that proves to the contrary mate, you would make my day bigtime.

    Offer still stands for Meowcat...

  11. #51
    Prisoner 849
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    There are some good revolver anims but yeah, 7 shots still. Ah well.

  12. #52
    Redeemer
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    Yeah I was gutted too. *shakes head at Valve and their "community support"*

  13. #53
    Iron Guard
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    Originally posted by meowcat
    Well, the beretta 93r may be a possibility. Anyways, the first post in this thread has been updated to include some links to some screens of the newer weapons (m14, M16A4, RPG7 etc).
    Ah, I see you added the RPG7... Nice! Btw, I thought there would be silenced M14 in the latest version(?)

    Btw, since I installed TangoDown2k4ModBeta136 all the other weapons (UT standard, custom) have lost their sights. I'm not 100% sure TD caused this, but it's definitely the most likely candidate (the other suspect being the Professional Sniper Rifle) because it has a somewhat unusual sights setup (Alt only). Also sometimes non-TD weapons suddenly have their sights back, until you switch to a different weapon, exactly like the TD bug.

    The sights thing hasn't been much of a problem so far 'cause since I downloaded them I've almost exclusively been using TD weaps (I just love 'realistic' guns ), but obviously this needs to be fixed. Otherwise guns like the shock rifle would be practically useless, or at least ridiculously hard to use.

    BTW, what exactly is the difference between TD and Y.A.R.M.? Do they use the same weapons?

  14. #54
    Redeemer
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    Gamertag: s3r1ou5 n00b

    Default

    It is really fun .. BUT:

    But on some maps Bots are ... well ... stupid ...

    Unfortunately I don't have screenshots from the other maps, but here are two in Morphues3 ..

    And yes, u don't really play this mut on Morpheus3 But when released, you need to be able to play it on every map ...

    Anyway, it seems that Bots are rather praying than shooting





    They were staying there for ages .........

  15. #55
    Redeemer
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    Default

    @utw-Mephisto: That bot ammo problem had been bugging the heck out of me as well, but I seem to have fixed it last night, so it should be good when I release what I have this weekend (dang desireability settings in the pickup code )

    @4TX4: Currently the M14 is not silenced, I may toss in a suppressed/scoped one before the weekend, but don't count on it yet. BTW the main difference from TD to YARM, was that I had originally planned on just having a few, more polished, weapons in YARM, as compared to a whole lot of very similar ones in TD (so much for that eh?). Also, TD was supposed to be more like Rainbow Six, whereas in YARM I kind of eventually wanted to get around to making more of a TFC style class based mod with a few maps etc.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  16. #56
    Iron Guard
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    Originally posted by meowcat
    @4TX4: BTW the main difference from TD to YARM, was that I had originally planned on just having a few, more polished, weapons in YARM, as compared to a whole lot of very similar ones in TD (so much for that eh?). Also, TD was supposed to be more like Rainbow Six, whereas in YARM I kind of eventually wanted to get around to making more of a TFC style class based mod with a few maps etc.
    K, I think I get it now. Sort of. But what about the TD "lost sights" bug, any thoughts on that?

    "...since I installed TangoDown2k4ModBeta136 all the other weapons (UT standard, custom) have lost their sights. I'm not 100% sure TD caused this, but it's definitely the most likely candidate (the other suspect being the Professional Sniper Rifle) because it has a somewhat unusual sights setup (Alt only). Also sometimes non-TD weapons suddenly have their sights back, until you switch to a different weapon, exactly like the TD bug."

  17. #57
    Redeemer
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    Default

    Yeah chances are TD caused it. All TD really does is toggle the myHUD.bCrosshairShow property in the player controller class, so if you go into the player HUD setting you should be able to turn it back on. iirc it really happens when you exit the game when the the crosshairs are not up because normally when you switch away from a TD weapon it (should) set the corsshair back to the default.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  18. #58
    Iron Guard
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    Default Bots clump together

    I noticed that the bots have a tendency to clump together in one huge group and just stay there doing nothing at all. Maybe it's a bug in YARM, or something else. I've attached a picture.


    (Click for full size)

  19. #59
    Redeemer
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    Default

    @Lopar-XL: were they near a weapon pickup or (more likely) one of those green ammo pickup boxes? If it was the ammo pickup, then I think I have resolved that issue.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  20. #60
    Iron Guard
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    Default

    Originally posted by meowcat
    @Lopar-XL: were they near a weapon pickup or (more likely) one of those green ammo pickup boxes? If it was the ammo pickup, then I think I have resolved that issue.
    I'm sorry but I don't recall that. I'll load the game again and see if I can repeat this incident.

  21. #61
    Redeemer
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    Default

    @ Lopar-XL: I also wanted to thank you for pointing me towards those sound sites. Findsounds seemed to have the best ones (as they were more than just samples) they were all quite useful. If anyone else is ever interested in getting/making weapon sounds (and don't have much of a budget to work with like me) try using the freeware program WavePad (http://www.nch.com.au/wavepad/) for editing the sounds you do find. It has basic cut and paste features as well filtering and noise reduction(which is invaluable for most of the sounds you will find).
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  22. #62
    Iron Guard
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    Default

    Thank you very much for your compliments. With all due respect, Y.A.R.M. is in desperate need of good quality sound effects. I prefer to use GoldWave myself, but it's always a good idea to point out freeware/Open Source alternatives.

    I was unable to make the bots act brain dead this time around. Much like the precocious pet dog who happily does funny tricks when you're around but when you invite the nieghbors over he doesn't perform. If I was just a little more crazy I would think that the bots are laughing at me now. :haha: :bulb:

    EDIT: The map I was using in that last screencap was CTF-Rails beta. It's a stunning urban style map that works well with this mod.

    EDIT 2: I also noticed that the U2004 weaps were mixed in with your guns.

  23. #63
    Redeemer
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    Default Version 108B is up.

    Ok I posted version 108B (link is in the first post of the thread). It has all of the new weapons and fixes. I know for a fact that all of you who try it are bound to find bugs that I missed, so since I will be away from my computer for two weeks starting next Tuesday, if you can post any particularly annoying bugs that you findin the next day or two, I will try to fix/ alleviate them by Tuesday, any other updates will have to wait until after the 25th of June. Have fun.

    BTW go ahead and be as nitpicky as you want with feedback, I need to know what needs lots more polishing. Thanks.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  24. #64
    Iron Guard
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    Default Re: Version 108B is up.

    OK, first of all, the new models look pretty slick, especially the RPG. Nice job! :up:

    Possible bug

    -Weapons usually don't spawn on their pickup bases, but rather 'somewhere in the vicinity'. This looks kinda sloppy, and sometimes it means they can't be reached (blocked by a wall for example).

    General comments

    -I think it would be better if you'd auto-switch to another, loaded gun when empty (default UT setup).

    -The shotguns, spy's pistol & sniper rifles are about right, power-wise. {Edit: actually, the snipers are both underpowered by about 50%. Has the SR25 been sissified? Afaik it used to kill just about anything with 2 shots, now sometimes takes 3-4). The other guns are a bit weak, especially the Beretta which really does look (what's up with the green barrel, LOL), sound, and handle like a 'pea-shooter'. Relatively low power and accuracy means that most of the guns are only effective at close range. Tango Down has much better (more realistic & satisfying) damage settings, imo.

    -It would be more user-friendly ('instinctive') if the sniper rifles' altfire operated the zoom function rather than melee attack. Basically switch the two (I mean, how often are you gonna pummel someone to death with a sniper rifle -a long range weapon- anyway?)

    -Some shrapnel effects would be nice for the RPG, the 'flak' shards causing actual damage and increasing the explosion's damage radius. The idea is to make it a bit more effective against (groups of) foot soldiers. As you can only pack 4 ammo max, and the ROF is rather low, it wouldn't be unreasonable to boost the frag potential a bit. Besides, shrapnel is cool (and actually realistic).

    Edit: and I want my frickin' silenced & scoped M14, LOL! :bulb:
    Last edited by legacy-4TX4; 06-07-2005 at 05:18 AM.

  25. #65
    Skaarj
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    Default When configuring mutator, problem when I unchecked the "Use YARM Skins"

    Something I noticed, I decided to try using other player skins when playing a round, I unchecked the "Use YARM Skins" in configure mutator, when I started the next game, I would not get the player class choice window at level startup and the weapon replacement would mess up. I go back and check the "Use YARM Skins" in configure mutator and the mod played normally only when using YARM skins.

  26. #66
    MSgt. Shooter Person
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    #1 Robar is far under powered. If you got shot with a robar, it would turn your leg inside out. Keep in mind this is a 50 cal. rifle.

    #2 If you have any of the vision modes, and you die - it remains on. I have no gripes for this, but - your battery life does not replenish when your respawn.

    #3 I don't like the fact that most of the weapons are hitscan. It would be good if they actually fired a projectile i.e. bullet. [I have a tendency to snipe, and it's more fun trying to judge where to shoot for a moving target, that is not directly on the said target.]

    #4 RPG has the right ammount of power, but, not enough blast radius. As mentioend above, shrapnel would be good.

    #5 The decal effects are somewhat lacking. They do the job well enough, but it would nice to see bullet holes/debris from attacked object.

    #6 M67 grenades are very nice looking. Very effective, but my only problem with them is the shrapnel... Perhaps lessen trail abit, and same for the Claymore.

    A very nice mod all round.


    EDIT:- One more thing, about the TD vehicles. They all seem to float, and the back lights on the Hummer and Jeep are.. floating too.

  27. #67
    Redeemer
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    @4tx4, Dario, and FallenAngel: Thanks for the feedback! Now to address these issues:

    -I have added shrapnel to the rpg rockets now, and have toned down the trail behind the chunks as they fly (for the RPG, m67, and claymore). I tried removing the trail effect all together, but then you could not even see the chunks.

    -The vision mode code does need reworking. That is one of several problem with it. i will get to that when I return from California.

    -Hitscan weapons: I may try a projectile based sniper rifle, this would be useful for very long range shots (where the distance would be greater than 10,000 uus). All other weapons will remain hitscan because the typical ranges encountered during a firefight in UT are close enough that that there would be absolutely no difference between hitscan and projectile (except for a lot more lag with projectiles) since projectile speeds would be so high and would still reach there target in a single tick.

    -Blast radius on rpg will be increased by about 30%

    -M92F accuracy and damge will be increased (although it really should be a pea shooter in comparison with the Comabt Pistol)

    -The SR25 damage has been increased a bit (ROF lowered too). The reason that the Robar does not kill in a single hit (yet) is that I still want to add some more code to it first where it will be almost useless unless zoomed in first, then I will up its power to a one shot kill. I was still trying to maintain at least some balance while still keeping unque roles for each weapon.

    @Dario: The class selection menu only comes up when you use YARM players, since all the menu does is select which player pawn class you will be (not weapon loadout per se)

    @4tx4: Supressed M14 will have to wait until after the 25th of June ,sorry The weapon pickups actually react to being shot now (and bounce slightly when dropped) so that is why they are not always in the exact spawn location anymore. You are right about the access though, I will have to set their collision cylinders larger so that they don't get stuck in corners.


    Hopefully i will have a tweaked version up tonight, i will update this thread when I post it.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  28. #68
    MSgt. Shooter Person
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    Nice one =).

    I'll actually be knittpickity with your next version, after thurough testing, of course.

  29. #69
    Iron Guard
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    Originally posted by meowcat

    -I have added shrapnel to the rpg rockets now, and have toned down the trail behind the chunks as they fly (for the RPG, m67, and claymore).
    ...
    -Blast radius on rpg will be increased by about 30%
    Nice! :up:

    @4tx4: Supressed M14 will have to wait until after the 25th of June ,sorry
    No prob, I can wait. Btw, would it be possible to 1) give it the standard M14's ROF/damage in unscoped mode, and lower ROF/higher damage (say, 50-70 DP/shot) in scoped mode? Personally I wouldn't mind a gun that's fast and powerful in both modes, but I guess that would upset the mod's internal balance too much. Also, 2) I'd really appreciate it if you could zoom with alt mouse instead of keybind. If this means sacrificing melee attack, then so be it as far as I'm concerned. Usually get pwned anyway when trying to pummel bots, which are much better at this sort of thing.

    The weapon pickups actually react to being shot now (and bounce slightly when dropped) so that is why they are not always in the exact spawn location anymore.
    I see... The karma throwing effect is very nicely done, btw. Very cool, as are the tracer effects on the M16 etc.

  30. #70
    Redeemer
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    YARM version 108C is up. check the first post in the thread for the download link. I will not be able to fix/comment on anything until I get back around June 25th.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  31. #71
    MSgt. Shooter Person
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    Hey, you gotta make this ONS compatibile! Create some Y.A.R.M. vehicles (e.g. take the hellbender mesh and create a humvee or something), and add something to build PowerNodes with! ONS with Y.A.R.M. would rock

  32. #72
    Skaarj
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    Love the vehicles you guys put out! That Humvee is awesome!
    PLZ Update Tango Down! That mutator is some of your best work and there are still bugs in the latest version, even though the latest rocks my socks off. Good work and keep it coming.

  33. #73
    MSgt. Shooter Person
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    I found some bugs;

    Grenade [I beleive the frag that comes with the Mines & Nades mute] does not explode when in air.

    i.e. If your threw into the air, and it bounces, it disappears. Will only explode when stationary.

    Will update this post with more. Can't remember them just now.


    EDIT:- Suggestions for future versions:-

    #1: bullet casing left on the ground
    #2: empty clips visibly dropped on reload
    #3: Different hit effects on different surfaces.
    #4: trail effect on 'nade launcher.
    #5: would it be possible for a different model for shrapnel, similar to the original Ut's flak cannons. And add some more shrapnel to M67.
    #6: silenced assault rifles/submachine guns/etc.
    #7: I concur with suggestion below:- be able to grab onto ledges after jump.
    Last edited by legacy-FallenAngel; 06-17-2005 at 09:05 AM.

  34. #74
    Iron Guard
    Join Date
    May 2004
    Posts
    703

    Default

    This is totally my new favorite real-weapons mut, it beats the heck out of Remote Strike. I love that you kept it hitscan.

    I tested this on DM-2019 (class of choice: any), DM-Blackhawk (class of choice: Sniper), DM-CartwrightHall[FuT] (class of choice: any), DM-CBP2-TensileSteel (class of choice: Ranger), DM-Colonial (class of choice: Sniper), DM-Highlander (class of choice: Ranger), and DM-Serenissima (class of choice: Spy).

    Likes:
    -Ammo system (all use the same ammo)
    -Throwing weapons
    -Special moves (I go out of my way to to the one-hand-toss over rails)
    -Weapon balance
    -Last-used rifle goes on the player's back, that is stylish
    -Special effects
    -Sounds
    -Models, skins
    -Multiple whack animations per gun
    -Karma on weapons and stuff
    -You actually listen to peoples' suggestions and add content by their recommendations. Very nice.

    Dislikes/bugs:
    -Tracers go through walls
    -Knife is slow on the draw, it'd be nice if it slid out faster
    -The AK-Mini thing seems a bit weak and weird looking, especially next to the M16 or something.

    Suggestions:
    -When a person dies, their last-used gun is on their back, which I love. Please make it possible to stand over a corpse and press USE to extract that weapon from their body as well, that would be too fun.
    -Please keep the Robar or something a 2-hit kill unzoomed, I use that gun unzoomed all the time.
    -Can we have a move like the hoist move but one we can do after a jump? So like if you jump up towards a tall crate then double tap towards it, you grab the edge and pull yourself up.
    -Revolver? Might be a pain in the ass to animate...
    -Keep being awesome, please.

  35. #75
    Redeemer
    Join Date
    Jan 2004
    Location
    The great Pacific Northwest
    Posts
    1,426

    Default

    @Owoc: Try out my TD Warfare Vehicles mod for humvees, IFAVS, and a motorcycle

    @rXt: I may update Tango Down a bit, but I already have too many "irons in the fire", I still have to make a few maps to go with YARM as well as update my vehicle mod (I gotta add a compact little Zaz deathrap car to it)

    @Fallen Angel: I wil try to repeat the grenade bug. As it stands now the gas grenades do not arm until they hit an object (unrealistic but it worked better when my buddy and I tested it online), but the frag grenades arm right away and have a 2.5 second fuse (again shorter to catch more players).
    1. I will see about making the bullet casings stay on the ground (particle collision can cause major slowdown I heard so I will test to see).
    2.I will probably bring back the magazine drop on reload (Postal and I did that for Covert Forces for UT).
    3. I think MrEvil or EvilDrWong provided some better hit effects code somewhere, so I will look into that (I will also check out the decal issues, as they don't seem to be showing up on my machine).
    4. I will be testing a grenade launcher trail effect this afternoon.
    5. What I will probably end up doing for the grenade (and claymore) is have several invisible pieces of shrapnel that do damage, then also include a "schrapnel" emitter which will spew out the models for it (this should keep them from causing major network lag when they explode). I thought the shrapnel models were pretty simialr between UT and UT2004, but I will see if I can make a separate model (this is a lower priority for the moment though).
    6. I have tested a supressed version of the SMG so far (to be used by the Spy and maybe one other class). The supressed m14 should also be included in the next version. Were you thinking of supressed versions of any other weapons?
    7. When jumping at a ledge, look straight up, jump, then hit jump again at the top/peak of the jump, that should cause you to climb up the ledge (if there is sufficient room). I included two ways of climbing ledges, dodging into them or double jumping, either one or the other works, but you have to be looking straight up in both cases to climb up usually.

    @Carbs: I am glad you enjoy YARM, I must admit though I do like Remote Strike simply because it has some pretty cool weapon ideas (artillery and terrain deformation comes to mind) and adds originality to a realistic weapon set. Anyways, the tracer through wall thing is annoying, but I am not really sure how to fix it yet, I may try turning on particle collision, but that could be bad fro game speed, so this problem may persist for a while. I will speed up how fast the kabar is selected so that those quick knife kills can be done. The sub-AK is inaccurate, but try using it on someone at close range, its damage is only slightlly less than the SA80 or M16 (and way more powerful than the SMG). I will see if I can get the use key to work on taking a weapon from the body, but I will more than likely just have the player drop the weapon altogether when they die. You can already grab a ledge at the top of a jump, read my repsonse to Fallen Angels #7 above, but if that is not what you mean go ahead and explain a bit more and I will see what I can do. A revolver may be in the works (Wolv34ine made that slick model that I will see about getting in game in a couple of weeks)

    @Everybody: I am trying to figure out a fair (and reasonable) way to distinguish between teams (while not using team beacons). I have thought about using similar team skins the way the last version of TFC did (genric urban camoflauge with red or blue bands on them to denote which team). These skins would be turned on as an option for team games and be fair to both sides. What other thoughts or suggestions do you all have?
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  36. #76
    Iron Guard
    Join Date
    Jul 2002
    Posts
    548

    Default Welcome back!

    Welcome back! I'm glad to know you're still working on this. There is a curious thing about the Rem(+)te Strike mod in regards to its reloading function. After one has installed that mod, any other weapon mod that requires reloading (except yours) will "automagically", as someone stated, bind its reloading function to Remo(+)te Strike's. I do not know how this works, but if you could make it so, then that would mean one less key I have to bind. There are so many mods and only so many keys on the keyboard. Besides, I prefer using the <R> key for reloading.

    The sound effects for the some of the weapons, including the SMG, Sub-AK and the machine gun, are less than satisfying. I could provide you with some better candidates for those sound effects if you don't mind.

  37. #77
    Redeemer
    Join Date
    Jan 2004
    Location
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    Default

    @Lopar-XL; if you got better sounds, I would love to use those instead (PM me with any details). I think in this version I renamed the reload function so it *should* be compatible with remote strike and the other weapon mods.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  38. #78
    Iron Guard
    Join Date
    Nov 2002
    Posts
    500

    Default

    Originally posted by meowcat

    @colligrip: Iron sights may be added (easy enough to code a rough system), but I would first have to sort out the polygon clipping issues when the models are brought close to the viewing plane.

    Could you simply reduce the FOV, thus "zooming" just a bit? You wouldn't need to worry about polygin clipping, then, and it would increase the "focused attention" element of aimed shots.

  39. #79
    Iron Guard
    Join Date
    May 2004
    Posts
    703

    Default

    Originally posted by Hedge_o_Matic
    Could you simply reduce the FOV, thus "zooming" just a bit? You wouldn't need to worry about polygin clipping, then, and it would increase the "focused attention" element of aimed shots.
    No need, he already figured out iron sights. Just hit zoom (Small Weapons has to be turned off for some reason).

  40. #80
    Redeemer
    Join Date
    Jan 2004
    Location
    The great Pacific Northwest
    Posts
    1,426

    Default

    @Hedge_o_Matic: I actually had not thought about it before, but did you mean the changing the displayFOV hedge? That might actually take care of the poly clipping issue when in the zoomed mode (which was the main reason I specifically disabled the zoom for the RPG7)

    A quick update: I have begun trying to simplify/ broaden the use of the climbing functions. I now have a system by which the player can climb into vents (like splinter cell) which I hope to put to some use in some custom maps at some point (since there are obviously very few maps that can even make use of the climbing ability ATM). Magazine drop on reload has been implemented, a nice spark trail effect has been added to the grenade launcher (think of the one from Syphon Filter on the M79), and the vision modes have been simplified (one button toggles through them).

    [EDIT] fixed the bots not firing semi auto weapon's properly (can't believe I did not catch that one sooner!). Higher poly faces have been added to the player models. New Armor Vest pickup (replaces shield pickups) made and modelled.
    Last edited by meowcat; 07-01-2005 at 12:47 AM.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank


 
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