you should release a mix goggle mutator thats seperate from Yarm that lets you switch through NightVision and Thermal Goggles, that'd be sweet
Announcement
Collapse
No announcement yet.
Yet Another Real-life Mod [beta][UPDATED May 29 2013][DL][version 130]
Collapse
X
-
Yes. I've already got the thermal view working, just need to add in the NVGs and then test for network compatibility (which should work fine since everything is clientside). Of course clients will not be able to see 'non-relevant' pawns (ones that are behind bsp.) but that is a minor issue (and not solvable without a TC or ugly ludge (read duplicate dummy pawns).
Comment
-
New YARM Version 129 Posted
New YARM Version 129 posted. See bottom of the first thread post for the link (includes the beta version of the vision goggles mutator). This version fixes some bugs, adds the M4 Carbine w/ Aimpoint Sight, M14 (will shoot through walls), another player model or two, and some really neat movement sounds (thanks Kyle_K!).
Comment
-
The goggles were very impressive but the weirdest thing happended when i was using the mutator with ballistic, you could use the goggles but when you used thermal and looked at an enemy the enemy would be invisible and the weapon would have the heat signature. i think it has to do with the Railguns thermal scope that is probably reacting badly to the mutator... well i dont know.
Comment
-
ALSO even with the mutator on they dont seem to work unless your real close to the enemy... probably because of my mac ... my mac has so many problems for this mutator.. 1 i cant hear much of the weapons like the p90 2 the mutators input commands dont show up 3 when i use running mutator i can make myself run at nearly runspeed
Comment
-
YARM does not behave well with other "Total Conversion" mutators like BW (Chaos UT and Unreal4Ever Tournament also fit into this category) when the "Use Yarm Players" option is checked. Which running mutator are you talking about? YARM players already have a sprint ability, there is no need to use any other sprint mutator with them.
If you're having problems, please list all of the mutators you are running. (also if I recall correctly, some shader/rendering features may not work on Macs if they use OpenGL versus D3D).
For the thermal view goggles I specifically limited the draw distances to 3500 UUs (about 100 yards).
Comment
-
Well I downloaded and checked the source for Halo Shields and UT2004 RPG (which is a perfect example of how a mutator should be written!), neither should affect YARM in any significant way (though the added interactions (HUD drawing) in UT2004 RPG could affect how the thermal/NVG views work). BW Sprint may mess with groundspeed values (I don't remember if it used hardcoded values or just scaling values/multipliers...).
Comment
-
Has anyone else noticed the problem which gives trouble with aiming? Some weapons stay too much in the corner, while most weapons move up too much.
Edit: maybe a minigun would be nice too! Instead of just running and firing you walk slowly, when you aim you put the gun on the ground and you can shoot it!
Comment
-
Hi lord_softhijs,
Can you post a screenshot of what you mean about the weapon positions? I could change/fix them for the next release. Unfortunately, I probably won't get around to any mounted weapons in YARM anytime soon.
@psy_chief: I may add a FAMAS, but at this point I am so sick of normal bullet guns that I can hardly even motivate myself to update the models. The only other weapons that I will be adding to YARM at this point will be SP/COOP mode specific (compound bow, pulse/plasma rifle, and a better Rocket Launcher w/Seeking, Guided, and dumb fire modes).
Comment
Comment