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ClassicMovement V0.9 + EasyModeLite V2.0 + JumpJetting V1.2

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    ClassicMovement V0.9 + EasyModeLite V2.0 + JumpJetting V1.2

    Name: JumpJetting and Easymodelite

    Compatibility:Titan PAck

    Description:

    ClassicMovment V0.9
    Removed double jump in favour of UT99 style movement. Can still make all the jumps you could normally make with double jump.

    JumpJetting V1.2

    Combination of UT2004 and UT3 movement with enchanced precision jump contol, hold spacebar for increase airtime and distance. Check ini to set bStartIn3rdPerson to true or false.
    I’d recommend using it in conjunction with Easymodelite for the best experience possible. For example: Having your new found freedom locked down by the linkgun is a definite no-no.

    EasymodeLite V1.9

    First started off as mutator to add a killshot effect to every weapon to make kills less boring, then as mutator to remove some annoying features in UT3 weapons like bots cheating with the secondary linkgun fire, linkgun lockdown, flakgun secondary trajectory. Now it's also a full on balance mutator with a crappy name.

    Comments:you can try out more extreme values by editing the ini file.
    Screenshot:N/A
    Credits: Credits: EPIC, me, Aksen(used and modified one of his jumpjet sounds)


    Quick overview of balance changes in EasyModeLite 2.0

    Code:
    Enforcer:
    Increased firing rate for dual enforcers a little (still much less than default)
    Replaced the 3 shot burst with double tap. 
    Much less randomness in the spread.
    Halved the equip time of dual enforcers when you pick it up.
    
    Shock Rifle:
    Secondary Projectle Speed decreased
    Secondary FireRate decreased slightly
    Increased collision size to represent the visual shockball more clearly (You can now hit the edge of it)
    *Easier to do shock combo, easier to dodge and counter.
    
    Flak Cannon:
    Secondary Arch is now on the crosshair.
    Slightly increased speed and gravity of projectle to compensate for distance.
    *Don't have to aim at the sky to get some decent distance with it. 
    Removed mega bonus damage from close range.
    Damage of shards get reduced when they bounce:
    No bounce : 18
    1st bounce : 13
    2nd bounce : 10
    
    
    Rocket Launcher:
    Grenades tweaked to feel a bit more natural. Increased DamageRadius to 300 (from 200).
    Increase speed of the single rocket to 1410
    Loaded rockets remain the same at 1350
    
    Stinger: 
    Primary Fire: 12 (from 14)
    Primary FireRate: 0.125 (from 0.1)
    *Don't underestimate it, it's still deadly.
    
    Link Gun:
    Removed LockDown
    Bots now prefer primary fire over secondary.
    
    Sniper:
    SlowHeadshotScale=1.5 (from 1.75)
    RunningHeadshotScale=1.25 (from 0.8)
    *Lessened the difference between scoping and non scoping headshots.
    
    BioGun:
    Primary Damage increased to 28(from 21)
    Secondary now lasts only 6 seconds on the ground, half the time of the primary, because bigger blobs is suppose to be less stable :)
    Download:
    JumpJetting V1.2
    http://www.mediafire.com/?zkohm86x2ar2xah

    EasyModeLite V2.0
    http://www.mediafire.com/?99jomsaqadola7a

    ClassicMovement V0.9
    http://www.mediafire.com/?o4h6c6w14s7htd9

    #2
    Can someone confirm if the jumpjet sound is working?

    Comment


      #3
      "jumpjet sound" works well, but nothing happens (apart the sound) when i hold spacebar (before, during or after a dodge): can you explain me exactly how it works? And can you detail a bit more changes in the balance of weapons? Please.
      Is this intentional the fact that titan mutator cannot be activated at the same time that the "EasymodeLite"?

      Comment


        #4
        Oh this does sound cool Ill have to give it a try at some point.

        Though the name is a little misleading, here I was hoping it would be limited energy jump jets that replicate the jet packs of the Tribes game series =P

        Comment


          #5
          Originally posted by BloodK1nG View Post
          "jumpjet sound" works well, but nothing happens (apart the sound) when i hold spacebar (before, during or after a dodge): can you explain me exactly how it works? And can you detail a bit more changes in the balance of weapons? Please.
          Is this intentional the fact that titan mutator cannot be activated at the same time that the "EasymodeLite"?
          Might list the balance changes of the weapons later on.

          You use spacebar like below, although I might have made the effects of it a bit too subtle to be obvious by someone who isn't use to it. For me it's almost like time is standing still whilst I'm the air.
          Go to the ini file, UTJumpJetting.ini look for the following value:

          [JumpJetting.NewInteraction]
          AntiGravityBoost=0.700000


          and change it to something like 0.5 or even lower, basically when you hold spacebar your gravity gets reduced, if your double jumping or dodgejumping.

          Double Jump
          Jump , Jump + Hold

          DodgeJump
          Dodge, Jump + Hold


          edit: Kinda waiting for feedback on EasyModeLite to see if people can actually notice few of the changes in-game. Knowing the numbers beforehand, people tend to base opinions purely based on theory-crafting.
          If there's enough interest I'll look into Titan compatibility.

          Comment


            #6
            Quick overview of balance changes in EasyModeLite15
            Code:
            Shock Rifle:
            Secondary Projectle Speed decreased
            Secondary FireRate decreased slightly
            Increased collision size to represent the visual shockball more clearly (You can now hit the edge of it)
            *Easier to do shock combo, easier to dodge and counter.
            
            Flak Cannon:
            Secondary Arch is now on the crosshair.
            Slightly increased speed and gravity of projectle to compensate for distance.
            *Don't have to aim at the sky to get some decent distance with it. 
            
            Rocket Launcher:
            Grenades tweaked to feel a bit more natural.
            Increased DamageRadius to 300 (from 200)
            
            Stinger: 
            Primary Fire: 12 (from 14)
            Primary FireRate: 0.125 (from 0.1)
            *Don't underestimate it, it's still deadly.
            
            Link Gun:
            Removed LockDown
            Bots now prefer primary fire over secondary.
            
            Sniper:
            SlowHeadshotScale=1.5 (from 1.75)
            RunningHeadshotScale=1.25 (from 0.8)
            *Lessened the difference between scoping and non scoping headshots.
            
            BioGun:
            Primary Damage increased to 28(from 21)

            Comment


              #7
              tryed it with easymodelite, i like a lot the mooves and the dodge jump abilities but i must say that i really dont like two details:

              -the sound is uggly to me and i dont see how i can generate such a sound while jumping
              -cant liftjump anymore, just if i was blocked by something invisible on the top of the lifts

              easymodelite is really nice and change the way to aim , u have to "re"-learn how to use normally the flak secondary shot...haha

              good work, keep it up

              Comment


                #8
                Updated my EayModeLite mutator. Will upload an improved version of JumpJetting later and another movement system I'm calling ClassicMovement (for people who prefer UT99's movement).

                Comment


                  #9
                  Uploaded ClassicMovement for people who prefer UT99 movement. It actually translated very well into UT3.

                  Comment


                    #10
                    Uploaded the last one, JumpJetting1.2

                    Took it in a different direction than I already started off, I'm aiming for a solid "floaty" movement system, better than that of UT2004 which now feels clumsy compared to this.

                    So I had to put back the limit in the jumpthreshold,although I relaxed it a bit.
                    This also fixes some issues with the jumppads and lifts.
                    I tweaked a few values to find a better balance between freedom of movement and predictability (or else it would be nearly impossible to actually shoot another player).
                    The airtime/distance you gain from holding spacebar should now be more noticable, but not too floaty.

                    MISC:
                    Included Gamepad support and build in 3rdPerson (made it the default so that jumpjetting makes more sense visually).

                    PS.
                    Gonna need to download the smartjumppc1.2 for the gamepad support to fully take effect.
                    If you want to revert back to 1st person go to the UTJumpJetting.ini and set bStartIn3rdPerson to false.
                    Jumpboots are removed for now, due to incompatibility. Will maybe later on rewrite the code to make them compatible.

                    Comment


                      #11
                      Updated EasyModeLite to 2.0
                      http://www.mediafire.com/?99jomsaqadola7a

                      2.0 Changelog
                      Code:
                      Rocket Launcher:
                      Increased the speed of one rocket and set the speed to normal for multiple rockets to encourage mid air rockets.
                      Normal Rockets:
                      speed=1410
                      Loaded:
                      speed=1350
                      
                      
                      Flak Cannon:
                      Damage of shards get reduced when they bounce:
                      No bounce : 18
                      1st bounce : 13
                      2nd bounce : 10
                      Re-Added bonus momentum from close hits.
                      
                      Enforcer: 
                      Fixed an small error in the code that caused that game to crash sometimes.
                      Increased firing rate for dual enforcers a little (still much less than default)
                      Replaced the 3 shot burst with double tap. 
                      Much less randomness in the spread.
                      Halved the equip time of dual enforcers.
                      Also requesting new name for the mutator, any ideas?

                      Comment


                        #12
                        JumpJetting1.3
                        http://www.sendspace.com/file/0yhr4w

                        -Added a super doublejump and dodgejump.
                        *to execute the above, press leftcontrol instead of spacebar. Doesn't have the anti-gravity effect, so falling hurts a lot.
                        *suggest trying it on a open map with lots of z action ex. DM-RB-Eden.
                        -Lowered the volume of the jumpjetting sound.
                        -Game is firstperson by default
                        *can change it in the ini

                        //*I was originally planning to put the super jumps on the jumpboots pickup, but ran into problems so the super jumps are available by default for now with no real restrictions.*//

                        Comment

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