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  • replied
    I can say that most likely there will be a video highlighting some of the features of these vehicles, just not now.

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  • replied
    [QUOTE=Thanubis;26821676]I'll have to see if I can bind that action to my Dual Shock 2.

    Originally posted by Thanubis
    The Nightshade is also a hovercraft (although some people don't seem to realize that). I think it moves close to the same speed as the Manticore, but doesn't have trouble climbing hills.
    Both hover, but they are not the same. The Nightshade uses a different type of propulsion, probably magnetic antigrav. The Nightshade cannot jump, for instance.

    The Manticore is very similar to the Manta. Both are affected by steep slopes. The Manta, however, has so much thrust behind it that it hardly slows down where the Manticore struggles.

    I could have made it fast, steady and nimble, but then it'd just be another Manta or Nightshade. Its weapons don't exactly require skill, so I wanted it to require skillful handling instead. It is actually pretty maneuverable if you use the stabilizers well. It can reverse directions very quickly (briefly use the stabilizers), it has decent top speed and it can make huge jumps (don't spend all your heat in one go and use the stabilizers to slow falls).

    Originally posted by Superking17 View Post
    Could you post a video of the vehicles in action?
    Not me, but if anyone makes a cool vid I'd gladly link to it in the top post.

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  • replied
    Originally posted by Doc Shock View Post
    I experienced some bugs with the Behemoth as well.
    It obviously still needs looking at. The whole thing was released under some serious deadline pressure, so it didn't quite get the amount of playtesting we preferred.

    Originally posted by Doc Shock View Post
    the node buster was just a strong gun that, if I remember correctly, didn't even penetrate node shields, but I might be wrong on that point, maybe I just missed it. It was quite a distance and not every tracer fired at it was a hit as well, due to the spread.
    The nodebusting is not tied to the core draining. In other words, if the Behemoth cannot find your powercore, such as when another Behemoth already drained the core (or you use it in Greed or VCTF), the nodebuster projectile is not affected. It still busts nodes normally. You just don't get the energy from the busted node since you don't have a core to put it in.

    I think I'll remove the spread. It looks nice but it doesn't really add anything else, and undermines the tracer mechanic.

    Originally posted by Doc Shock View Post
    any news about the plans for the other vehicle concepts?
    I'll answer this one in the XS Vehicles discussion thread.

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  • replied
    Could you post a video of the vehicles in action?

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  • replied
    Originally posted by Thanubis
    Would you be willing to release the source code for your replacement mutator? I'd like to see it converted into a better (than the default) weapon replacement mutator.
    Yeah, sure, there's no way to keep it closed-source, since you can decompile uscript packages anyway. I will post a separate thread for a standalone version of the mutator, with a link to both the source and uncooked .upk. Converting it into a weapon replacement mutator would be hell of a work, though, not to mention that the source itself is pretty complicated.

    EDIT: You don't have to ask me in the original topic anymore, I guess

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  • replied
    I experienced some bugs with the Behemoth as well. Strangely enough, those bugs were quite similar to those I experienced when the vehicle was still called UberCore:

    Settings:

    I used the Vehicle set replacement mutator and created a custom set that replaced stock vehicles with a mix of final XS Vehicles and prototypes, the Behemoth was meant to replace the Leviathan. I then selected this set for the red team and the all Necris set for blue.

    What happened:

    The first round in OnyxCoast went very well and everything worked as expected, great fun and the enemy team recieved a nice pounding! Then round two began and things started to get weird.
    First off, the enemy Power Core (wich was ours during the first round, because of the automated base switch) was invisible. It was simply not there, but its collision volume was and could still be shot. I made a mental note and continued to play, toying around with the other vehicles, which was great fun as well. I experimented a bit too much though, and so I lost the round.

    So then round three started, with me being back at the Levi base. The Power Core was still gone and when I climbed into the Behemoth, it didn't drain the core. It handled just like a normal tank. It was destroyed a couple of times during the following battle (never made it to the core, **** those Darkwalkers), without any effect on the Power Core's health. The core icon still jumped to the vehicle's position, though, but once it got destroyed, it jumped back to the position where the power core used to be. During that round, the node buster was just a strong gun that, if I remember correctly, didn't even penetrate node shields, but I might be wrong on that point, maybe I just missed it. It was quite a distance and not every tracer fired at it was a hit as well, due to the spread. But I was able to destroy a regularily attackable node with the Node Buster a couple of times, but the vehicle wasn't healed upon its destruction, also probably due to the missing link to the Power Core.

    That's about it, I will run a couple more tests with different settings and see what happens.

    By the way, any news about the plans for the other vehicle concepts? Have the contents of the final XS been narrowed down to the stuff in this thread or can we expect some of the other experiments and codeless models to find a place in it as well at some point? Some concepts, especially the Quantum Bender, Grappler, Colossus and Epsilon, were just too cool to go to the trash can, imo.

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  • replied
    Originally posted by Xyx View Post
    That's a rare glitch that I hoped I had fixed. I'll have another look at it.
    Really? Was happening every time i got in it 4 me.

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  • replied
    Oh, I forgot to turn on the tutorial
    But I've already got the hang of all the vehicles.
    Loving the Phoenix

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  • replied
    I love that camera control and auto-toot are already in there. I did notice a little odd bot behavior when I was in the Basilisk. I changed seats with a bot (making him the driver) and his turret just keep on spinning. I ordered my bot to attack and that go him out of the spin. In regards to the PS3, The Harpy/Basilisk still crash (freeze the PS3) whenever they are shot/damaged (enforcer, linkgun, avril etc). The PS3 has no log file so crashes can't be diagnosed. I just thought I would try again, I made no changes to your original code.

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  • replied
    Originally posted by DaemonicKnight View Post
    I found a problem with the behemoth (i think) i was messing around with it and was firing the normal cannon i then pressed the right click while firing and the cannon went super fast
    That's a rare glitch that I hoped I had fixed. I'll have another look at it.

    Originally posted by D34th5trike View Post
    I can't really see where I'm aiming at with the Cyclops because the vehicle is blocking the crosshair.
    In that case the tutorial should specifically have explained to you that you should use a different camera angle. Did you miss that or is there something wrong with the tutorial?

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  • replied
    Originally posted by Whom massacre you View Post
    I wold change its name
    Exactly what is wrong with "Behemoth"? You're telling me that there is a problem, but you're not telling me what the problem is. Am I supposed to read your mind now?

    Originally posted by Whom massacre you View Post
    if playd with a custom replacement set, and replaces a "owned-node dependent" vehicle, this is, a vehicle that needs one or more nodes in your possesion to respawn and continue in-game, if one of the dependent nodes is destroyed, the vehicle is destroyed, altough you were driving it (such the Leviathan of BattleFront or the Darkwalker and Leviathan from ZeroImpact).
    This is a map specific feature that is not directly related to the Behemoth. Whoever made those maps decided that if those specific nodes are destroyed, any vehicles associated with those nodes are also destroyed. That is obviously not going to work well with the Behemoth.

    We'll have a look and see if we can detect when the mapper has set up such an event. Then we can simply make the Behemoth unpowered.

    For now, just don't replace those vehicles with Behemoths on those maps. The Vehicle Set Replacement mutator allows you to configure replacements on a per-map basis if necessary. Or just don't get into the Behemoth. Bots won't if you won't.

    Originally posted by Whom massacre you View Post
    it ( the tutorial) should be much better if you put a sandbox or demo map, with all your vehicles and some stupid bots.
    Doesn't that describe pretty much every Warfare map? Why should we make a map specifically for this purpose?

    Originally posted by Whom massacre you View Post
    Confused about the "Shield" of the phoenix
    Again... do you expect me to read your mind now?

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  • replied
    I can't really see where I'm aiming at with the Cyclops because the vehicle is blocking the crosshair. But all the other vehicles are awesome

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  • replied
    I found a problem with the behemoth (i think) i was messing around with it and was firing the normal cannon i then pressed the right click while firing and the cannon went super fast i dont know if this is glitch or not but just in case

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  • replied
    The Behemot has some problems. At first, I wold change its name, If you say "I've killed a Behemot), it can be a Super Titan (Juggernout evolution in...) otr this. Then, if playd with a custom replacement set, and replaces a "owned-node dependent" vehicle, this is, a vehicle that needs one or more nodes in your possesion to respawn and continue in-game, if one of the dependent nodes is destroyed, the vehicle is destroyed, altough you were driving it (such the Leviathan of BattleFront or the Darkwalker and Leviathan from ZeroImpact). When you start driving it, your core is unpowered and the nucleum passes to the Behemoth, but if one of the dependent nodes is destroyed or "enemy-orbed", the Behemot is destroyed, but the core not. The map-marker of your core will remain were the Behemot exploded, alough there is no Behemot here. So, the other team has virtually won the battle: Altough you don't have any core to be shooted, when the time is out, the enemy should have in his possesion all the linked nodes in the map, so you core health will decrease very quicly. The only way I have discovered to win the match if you have lost your Behemot is, if this/those Behemot node/s aren't likend (can be captured at any), and you still have the oportunity to capture them and adquire another Behemot, the map marker will be corrected and follow your new tank, but the enemy shouldn't have too many problems destroing one dependent node again.

    Edit: Ah, and yes, I'm using the tutorial, althoug it ( the tutorial) should be much better if you put a sandbox or demo map, with all your vehicles and some stupid bots. Confused about the "Shield" of the phoenix

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  • replied
    Originally posted by SecondSoul View Post
    PS3 cook in the future?
    I should have seen that coming. PS3 cooking is a hassle, so not by me. However, feel free to get someone else to cook it. Just don't distribute it without our explicit prior permission if any changes whatsoever are made.

    Or... get your PS3 player buddies to bug Epic about patching PS3 UT3 to load uncooked PC mods. They made the process a pain for all of us, after all, and they're the only ones who can change that.

    Originally posted by Thanubis
    Would you be willing to release the source code for your replacement mutator?
    You'd have to ask Farseer. It's his work. I believe he released it separately as well.

    Originally posted by Thanubis
    The Manticore has serious trouble going up hills.
    By design. It's a hovercraft, they slide. The tutorial should mention engaging the gravitic stabilization (Crouch) to help it climb slopes (rather slow, but steady).

    Originally posted by Thanubis
    It's also rather hard to see where you are aiming because the cannon is blocking your view.
    Did you change the camera angle? Use the mouse wheel.

    Actually, please tell me this... did you use the tutorial? It should have explained this, but if it wasn't clear, we'll have to rewrite it.

    Originally posted by stevelois View Post
    all of them are in final state ?
    Yes and no. Basilisk and Harpy won't be updated any further. Harpy got a few visual updates since last year. The other four still have some visual tweaks coming that didn't make the deadline.

    Originally posted by Starkiller160793 View Post
    When try to cook this mod???
    Someone already asked. Don't pester the modders, mkay? That gives the PS3 crowd a bad name.

    Leave a comment:

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