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Yet Another Real-life Mod [beta][UPDATED May 29 2013][DL][version 130]

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    Thanks for the feedback SPELUNKER! Yes, YARM is very very generic. I like the creativity in Ballistic weapons a lot too, but yeah I was not really going for the whole scifi thing (though they did pull it off incredibly well).

    For the whole shooting while running thing, I've tried several different methods:
    1. Rainbow Six style - you can shoot anytime, but its really really inaccurate when you are dashing
    2. GoW style (currently used) - no shooting while sprinting, third person view
    3. AA style - Weapon is lowered, stays in first person view, can't shoot while sprinting
    I opted for the GoW style because I liked it the most, but I can see how the R6 style (which sounds like what BW uses) would be fun also.

    As for the shooting where the weapon is aimed, I've had many others suggest it, and I may try it out someday. Unfortunately it involves completely rewriting the WeaponFire code to deal with network replication (ensuring that the server has the correct version of which way the client is pointing when firing). Although I love how Infiltration handled the free aim (waaay before RO), I'm just not sure it would be fun enough to include (also it would only work with YARM pawns, it would not work with default UT characters). BTW, keeping any weapon at the high ready while sprinting is pretty unrealistic (try it wearing 30 Lbs of body armor in 110 degree heat, I did and it sucks...)

    We'll see about the GoW stuff. If I happen to feel inspired some day after work I may get to it again.

    Again, thanks for the feedback!

    Comment


      I could always use the Dark Star Staff from BW in your cover system mod and pretend I am using the chanisaw bayonet, I guess. It really isnt the same but it will suffice. I really just want a base of a cover system that bots use in deathmatch/TDM with GOW Cog & Locust characters.

      BTW:
      How many kills must we get in-a-row to be awarded air support? And I am only getting like 1/3 of the weapons listed in the weapons menu, as in I cant select them in the loadout menu in-game.

      Comment


        @ShadowTalon & HideInLight: Which mutators were you playing with? If you uncheck the 'Use yarm Players' option in the YARM weapon mutator, you should be able to use normal UT players. However the YARM COD mutator will only work with YARM players (a lot of special code to allow the new perks and third person animations). EDIT: Ok, I see what you mean for some of the mutes, I will fix for the next version.

        @ Whitsel: Some of the weapons are only available in certain YARM mutators: the COD mute only uses a certain set (pretty much only the ones based on actual firearms), the YARM TFC mute only uses a certain set, and YARM Guns only uses a certain set. You can summon them all by typing "exec getyarm.txt" and "exec getyarmtd.txt" in the console (these will execute those text files which contain a whole slew of summon commands).

        For the air support, 3 kills in a row will allow you to activate the UAV, and 6 kills in a row will allow you to call the bomber jet. BTW I've never actually played COD4, I just sort of set that system up based on what I had read of the game.

        I will see about getting the GoW cover code back into a separate mutator, but its a lower priority than polishing/fixing the existing YARM/TFC/CODMW/TD code. I also am attempting to make a few new gametypes (Halo/PD style king of the hill/ UT1 domination, and maybe some sort of hold the flag/control the object type game).

        Comment


          Well, all that sounds great! Though I am not 100% sure how to use a UAV/airstrike once I have earned it. And one thing that would be cool but I am sure would be too much work is having more COD4-style reload anims instead of the weapon just pointing down a bit upon reload. Beefier sounds would be soooo much cooler too!

          Comment


            Originally posted by meowcat View Post
            Thanks for the feedback SPELUNKER! Yes, YARM is very very generic. I like the creativity in Ballistic weapons a lot too, but yeah I was not really going for the whole scifi thing (though they did pull it off incredibly well).

            For the whole shooting while running thing, I've tried several different methods:
            1. Rainbow Six style - you can shoot anytime, but its really really inaccurate when you are dashing
            2. GoW style (currently used) - no shooting while sprinting, third person view
            3. AA style - Weapon is lowered, stays in first person view, can't shoot while sprinting
            I opted for the GoW style because I liked it the most, but I can see how the R6 style (which sounds like what BW uses) would be fun also.

            As for the shooting where the weapon is aimed, I've had many others suggest it, and I may try it out someday. Unfortunately it involves completely rewriting the WeaponFire code to deal with network replication (ensuring that the server has the correct version of which way the client is pointing when firing). Although I love how Infiltration handled the free aim (waaay before RO), I'm just not sure it would be fun enough to include (also it would only work with YARM pawns, it would not work with default UT characters). BTW, keeping any weapon at the high ready while sprinting is pretty unrealistic (try it wearing 30 Lbs of body armor in 110 degree heat, I did and it sucks...)

            We'll see about the GoW stuff. If I happen to feel inspired some day after work I may get to it again.

            Again, thanks for the feedback!
            We think so similarly! I played infiltration (again, WAAAY before RO), and I think it had the best ultra-realistic aiming system!

            Why wouldn't it be fun enough to include though? all it is is a window of free-movement in the center of the screen, and the whole view moves if you aim outside that window. Also, the recoil from shots simply makes you aim up more while still keeping with the whole window of free movement.


            I also like lowered weapons etc. when sprinting (Gears of War style of course) because that is more realistic of course. In ballistic weapons mod, the pistols handle like rainbow six where you can sprint & shoot which is realistic since in real life pistols are light enough to do that. However, with medium and large weapons, they get lowered.
            The fact that you can fire the weapons even when they're lowered is a neat little feature that I like, but it is not at all necessary.

            Ballistic weapons does let you change the weapon swapping though, so you could force only truly realistic weapons to be in.



            One final note: Stealth
            I don't want to burden you with extra work, so just call this optional. Stealth is something ultrarealistic games are missing, but it is part of realistic warfare! If you don't mind, maybe you could have metal gear solid 3 style stealth like this:

            -Players have a "Visibility Percentage" let's say

            -The Darker the area, the lower the percentage goes

            -Lower the percentage even more by leaning against walls (grabbing cover), going prone, and moving less

            -distance from players and visibility % combine to make you either invisible or not. Example: If two enemy players are looking at you, and you have 10% visibility, they would have to be within 4 feet or so before you are visible to them. If enemy A is 10 feet away, you are invisible to him, but enemy B might be only 2 feet away so you are visible to him but not to enemy A.

            -You could theoretically match the player's camoflauge with the environment he is prone or cover-grabbed against to add or subtract more from his/her visibility percentage, but this would require too much coding, so go with darkness.

            -To create darkness, a simple light-destroying mutator that destroys x number of lights in the level or simply one that dims all the lights would be helpfull.

            Comment


              @THE_SPELUNKER: You're right, the free aim is completely codeable, but it would require tighter coupling between the YARM Pawn and Weapon code (something I was trying to avoid), and ensuring that the server is consistently updated with the player's weapon rotation every tick (again, completely possible). I may try to code it in (not too hard at all), but it will begin breaking compatibility with other things, so we'll see...

              As for stealth, I'd been thinking a lot about this. I had already started coding some "stealth stuff" in the SP portion of my mod with respect to bots (kind of like Splinter Cell with light meter etc), so they would only notice you if your were illuminated enough (kind of like Parser's(?) Tactical Shadows mod), or making lots of noise. And there're already lots of useful variables in pawn (Visibility, HearingRadius etc.). If I ever get around to releasing my MGS mute and test levels, you might be able to see how it works.

              The wall matching camo could be done by using an infrequently updated scripted/camera/render texture and then applying it to some kind of 'blanket' mesh that went around the player as they leaned against a wall, OTOH, replication could be a problem because for the instant another client came into view, they might be visible. I'll take a look into this.

              BTW, in UT2004 lights cannot really be destroyed in a way that actually darkens a level, the BSP will still retain its lightmaps (this is why there is no DarkMatch mutator for UT2kx).

              Comment


                Are you going to revamp the weapon anims/enhance the textures at all? And what about some more halo weapons Having a COD4 mod, a halo weapons mod & a GOW cover system mod would all be really, really cool! Though I would have to say the thing I would look forward to most is better textures for the weapons and animations for reloading/iron sight zooming(some weapons are also missing iron sights, ex. G3 BR).

                Comment


                  I had thought about revamping the animations, but it would probably take me another couple of months (having to re-rig and reanimate every single model, and hands are a challenge to animate well). I have a full time job, and although I enjoyed working on UT1 and UT2kx mods, I'm not sure I really have the time to do much more than coding work now (which is why there is still hope for a GoW mutator).

                  Were there specific textures that you think would need enhancing? I have most of the weapon textures in twice their resolution (ie: in YARM they are typically 512x512, but I painted most of them in 1024x1024). Including the higher res ones instead would have ballooned the download to something like 70 Mb+, and given that I knew I would probably need to update it later, I chose not to use them. I might include them in a later version.

                  ...and whoops, I forgot about the G3's iron sight setting (added to list to fix).

                  Comment


                    (cant remember model name)A pistol doesnt have an iron sight mode either, the one with the flashlight. ...Or is that suppose to be it's 'alt-fire'?

                    I understand about the anims though. If you could piece it together over time thats great! but if its trully a PITA then I wouldnt worry about it too much. Though something that wouldnt take as much time would be more appropriate reloading sounds, as the ones there are pretty weak. And I think most of the rifles are okay but the sniper rifles are pretty dull looking. Something that would really add some unique'ness' to the lot would be the "well-used" look to each firearm. Giving little worn & nicked paint looks to certain areas of the guns would be cool! But if you chose to enchance each and every gun's texture by whatever reso. then I am sure 100+ mb dls would be worth it, more so of 70 or so! I just really enjoy the COD4 mutator it's not as generic as many think because I cant seem to find any **** realistic weapons mutes that bots use well(BW aside). But I think the halo rifles are pretty good and only need sound tweaks(prays for more halo2/3 weapons).

                    But I was still wondering how to use the UAV/Airstrike in the COD4 mute. Nothing displays saying the things are avail, do I switch to an item or something?

                    Comment


                      Hey, have you ever considered an 'Engineer' class, for ONS/VCTF matches?

                      You could use a welding torch and/or a wrench for repairing vehicles. Torch repairs quickly, and is a brutal up-close weapon, but requires ammo. Wrench fixes slowly and doesn't to as much damage, but you never need to reload.

                      Comment


                        Originally posted by meowcat View Post
                        As for stealth, I'd been thinking a lot about this. I had already started coding some "stealth stuff" in the SP portion of my mod with respect to bots (kind of like Splinter Cell with light meter etc), so they would only notice you if your were illuminated enough (kind of like Parser's(?) Tactical Shadows mod), or making lots of noise. And there're already lots of useful variables in pawn (Visibility, HearingRadius etc.). If I ever get around to releasing my MGS mute and test levels, you might be able to see how it works.
                        Or if possible would a predator stealth field be somehting better suited and maybe easier to code? I would imagine there could be something like that is do-able. But also if it was also do able with out breaking serious stuff as well? What about an added Audio Dampner as well to go with a 2 in 1 type of stealth cloak? Possible ?

                        Comment


                          I swear for the life of me I cant figure out how to use the UAV/airstrike in the COD4 Mute! Was it in the readme and I just didnt see it or what?
                          Once I get a 3/6 kill streak how do I use them? thx I.A.

                          BTW: I have noticed a few things that could be used/fixed in the mod.

                          1.) Bots try to use knifes too far away at times and do flash/smoke grenades work on them?
                          2.) I think if the COD4 mod isnt going to ever have the cover system incorporated then maybe it would be a good idea(?) to simple lower weapons and remain in 1st p pov for running. And bots should use it as well.
                          3.) To compliment suggestion #2 maybe you could add an option for 1st/3rd person play that will give the player a 3rd person/GRAW-like view of the character at all times with a 'headbob' camera effect(actually this would be cool for 1st person gameplay as well? Could be a mod in its own with a few tweaks here and there but its up to you, meowcat
                          4.) This may sound hard but I am sure you know theres a trick way to allow custom weapon upgrades for the COD4 mod:
                          add a sub menu to the primary/secondary weapon bars that give the player the option to equip the weapon with a mod like eotech sight/frontgrip/extended magazine or tapped mags/silencer to give the greater impression of COD4. Really its just a duplicated weapon with the specific mod added into the model and just change a few specs for the specific, ex: Frontgrip adds stabability, laser adds accuracy but removes crosshairs, eotech adds a more clear & open fov when zoomed but removes the crosshair and isnt very accurate when moving.
                          5.) The same as the above suggestion for weapons I think it would be cool to customize your character in a menu in-game that only effects looks but in a non-cosmetic effect when you select a helmet you lose maybe 10% of your top screen as a sacrafice for more protection? And selecting body armor slows you down in exchange for more defense?
                          6.) Incorporate your vehicle mute into the overall mod but replace the helo with the apache and refine bot controls a little.
                          7.) The frag needs a little bit better explosion effect and sound.

                          These are just suggestions but I have to say I dont think they would require much effort from my little knowledge of the UE2. Let me know if any of these are possible for the next release? Thx again.

                          Comment


                            It's funny how I want to redownload this to play it even though I hate how generic it is.

                            Maybe it's the wall-leaning, roadie run, and wall-climbing.

                            Of course, I suddenly got fond memories of rainbow six-style gameplay when I used to play the original with my brother on n64...

                            Comment


                              @ THE_SPELUNKER: Just wait till I release my King of the Hill Gametype that features both UT1 Domination style scoring, and Halo/Perfect Dark style scoring (complete with randomly located moving hills, configurable number of hills, and bot support), then it'll really feel like the N64 all over again...

                              Comment


                                I would really love a mod with all the Halo weapons. And a way to make the players run a bit slower to match the Halo speed.

                                Comment

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