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[Updated March]Unofficial Ballistic V2.5 Core Fix
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Author:  Captain Xavious [ Mon Dec 10, 2012 4:56 pm ]
Post subject:  [Updated March]Unofficial Ballistic V2.5 Core Fix

Good news people! A bug fix for BW is being worked on and is available for all to use! Its considered Final at this point, there is no known bugs for it. If you find one, please let us know!

The thread can be found here:

http://forums.epicgames.com/threads/933 ... 5-Core-Fix

Azarael wrote:
This is an unofficial bugfix and feature update for Ballistic Weapons V2.5, released with permission. It replaces the Ballistic Core, BCoreV25.u. As it is mostly the core I use for my own mod of Ballistic, minus the gameplay changes, it should work perfectly, but as I can't be sure I'm posting in Beta Releases for now.

Contains contributions from Izumo_CZ and locational damage code published in 2004 by Mr Evil.

Download:

SEE BOTTOM OF POST

Changelog:

-=[Config settings]=-

These must be added to the .ini manually, as the Ballistic GUI is implemented in BallisticV25.u

[BCoreV25.BallisticDamageType]
bSimpleDeathMessages
Renders all Ballistic deathmessages as Killer [Weapon (Headshot/Suicide)] Killed

[BCoreV25.BallisticInstantFire]
DamageModHead
DamageModLimb
If bUseModifiers is set in BallisticWeapon, instant fire weapons deal locational damage based on their base damage multiplied by whatever values are set here.

[BCoreV25.BallisticProjectile]
DamageModHead
DamageModLimb
As above but for projectiles

[BallisticV25.BallisticReplicationInfo] (inherited)
ReloadSpeedScale
Scales all reload / cocking speeds by this value.
bNoFirstCock
Prevents weapons from cocking the first time they are brought up. *This is the default.*
bLockRecoil
Forces all weapons to have ViewRecoilFactor 1; that is, the crosshair and the weapon's aim are always aligned, and recoil shifts the view,
instead of the weapon pointing above the crosshairs.
bLockRecoil and AccuracyScale 0 replicates the Frag.Ops WYSIWYG aim system, and this is a setting for those of
you who may have wanted to play with recoil on but still have bullets go where the crosshair is aimed.

[BCoreV25.BallisticWeapon]
bUseModifiers
Locational damage done by weapons becomes the body damage multiplied by the modifiers set in BallisticInstantFire
and BallisticProjectile.
AimKnockScale
Scales the displacement of your weapon from taking damage. 0 disables the feature. The default is 0.1.
bViewDecline
If false (default), prevents the view from moving back through the path of the weapon's recoil, or "snaking", while recoil
is declining. Recommended.
bDrawSimpleCrosshair
Draws crosshairs CoD / BF / L4D style, a cross which expands to accurately show the potential
displacement of your weapon. For melee weapons, the crosshair shows the extent of the melee swipe arc. The color
of this crosshair is the Global crosshair color (Engine.HUD.CrosshairColor) which is the color used for non-customised crosshairs
in the Weapons menu of Settings.
bDrawCrosshairDot
Draws a 2x2 square in the centre of the screen when DrawSimpleCrosshair is enabled.
bPlayScopeUp
If set to false, prevents the weapon from resuming scope or sights view after temporarily scoping down for
whatever reason (reload, cock, long gun)

-=[Bugfixes / Feature additions]=-

~[Function] marks changes which may not work for all weapons, because the indicated function is commonly overridden without
calling Super.Function(). Only of interest to mod authors.

Changelogs by class/relation:

[Adrenaline]
Improved support for the Berserk combo.
By default in V25, Berserk increases fire rate by 25%.
~[Start/StopBerserk]Berserk increases reload/cocking animation speeds by 25%.
~[Start/StopBerserk]Berserk reduces recoil and fire chaos by 25%.
Berserk reduces incoming damage on the player by 25% if they have a BallisticWeapon equipped.

[BallisticFire]
~[ModeDoFire] Network related: fixed a bug causing weapons to shoot after the application of recoil.
Firemodes marked as "Burst fire" have an enforced delay, but the shots within the burst fire more quickly.
The Z component of the velocity recoil vector (pushback when firing) is scaled down by 75%. Prevents shotgun boost jumping and M925 parachuting.

[BallisticGrenadeFire]
Changed functionality. The altfire is always Auto Throw and the primary fire can switch between Long and Short throw, defaulting to Long.

[BallisticInstantFire]
~[DoDamage] Different code for locational damage:
Closest point to Z-axis of hit xPawn is found.
If this point is within the head radius, it's a headshot.
If this point is above the centre of the xPawn minus a certain fraction of the CollisionHeight,
and within 20 Unreal Units (xPawn collision radius is 25) of the centre, it's a torso shot.
Anything else is limb.

[BallisticMeleeFire]
Hit arc is smaller and aligned with the horizontal plane.
Melee weapons which hold fire (such as bayonets) will not aim off when the player sprints.

[BallisticMeleeWeapon]
If simplified crosshairs are being drawn, melee weapons will draw a crosshair based on the horizontal extent of their swing arc.

[BallisticProjectile]
Network related: Fixed bug causing projectiles to have incorrect velocity vector on clients.
~[Explode, ProcessTouch] Network related: Fixed handling of !bNetTemporary projectiles, such as guided G5 rockets.
~[Explode]Network related: Fixed an issue causing BallisticProjectiles fired into walls to remain there, projecting dynamic light, until their
LifeSpan expired.
~[ProcessTouch, potentially]Network related: Fixed a bug causing projectiles to hit multiple times for massive damage.
If the projectile is PHYS_Falling and its max speed or base speed is greater than 3500, the projectile will ignore terminal
velocity. This is a fix for a bug with the HAMR and renders it an extremely powerful long-ranged weapon.
Network related: Fixed an issue with StartDelay being applied to projectiles in cases where it shouldn't have been.
~[DoDamage] Different code for locational damage, details in BallisticInstantFire.

[BallisticTurret]
Turret behaviour modified to allow turrets to act as normal BallisticWeapons in terms of recoil behaviour.
The mod weapon X-83 Sniper Rifle is the only known stock V25-based weapon to implement this.
Turrets reduce incoming damage on the player by 30%.
Turret operators are unaffected by damage momentum.
Network related: Turrets shoot on target, or as much on target as they're able to in the case of sniper turrets.
Network related: Weapons will no longer disappear in a player's Inventory when undeployed two or more times.
Network related: Drivers will no longer be made invisible on servers running Anti TCC.
Network related: Undeploying a turret will set the player's weapon to the undeployed turret weapon after a short delay.
Network related: Undeploying a turret will no longer incorrectly reset the player's view rotation.

Known remaining bugs: No tracer on first deploy (requires BallisticV25 access, caused by attachment replication failure)

[BCSprintControl]
Sprint recalculates speed anew rather than multiplying the current GroundSpeed (this approach had a permanent slowdown bug)
Sprint has a 1.2 second recharging delay if it's modified (Sprint dodge abuse fix)

[BallisticWeapon]
Adjusted the behaviour of OwnerEvent: BallisticWeapons skip Ammunition and inactive Weapons.
The above is to fix the Reloaded crash and other recursion crashes with many Inventory items.
The aim system is disabled entirely for bots, since they don't understand it. Expect improved bot aim.
AimSpread is scaled by the inaccuracy slider and not just ChaosAimSpread.
Adjusted cocking behaviour: Weapons will no longer skip their cocking animation if they are switched out and then back in.
The weapon must fully complete the animation in order to cock. Primarily a fix for the BORT rapidfire exploit.
Fixed a bug during reloading causing weapons to jam (if I recall, when switched out during a certain reload state).
Zooming is compatible with Anti TCC.
Reworked iron sights:
~[SetScopeBehavior] Iron sights smoothly zoom to the desired FOV and back. If SetScopeBehavior is overridden to reset
ViewAimFactor when leaving scope, there might be a flickering of the view when the player leaves scope view.
Weapon bob is scaled to zero over the course of the weapon's raising.
Fixed the "shunt" or "jump" in animation which occured when a weapon was fully aimed and went into scope or sights view.
Iron sights will no longer aim the weapon off from where the crosshair was - the weapon will naturally reaim to centre.
If the attempt to use iron sights is aborted, the weapon will reaim, and there is a limit to the frequency at which
centre reaims can occur to prevent abuse.
Grace is given for iron sights; CheckScope() will only force the player to abandon sight view if their Z velocity exceeds a certain
amount. Prevents the application of weaponfire momentum to the player from repeatedly resetting the weapon as it attempts to rise.
~[SetScopeBehavior] Network related: Weapons always initially use net aim (server will send weapon's aim info to clients). This works initially
for all weapons, and will fail if an overridden version of the aforementioned function, or another which modifies bUseNetAim, is called.
Reworked speedup/down;
Speed is set anew when a weapon is brought up, if the SpeedFactor differs from that of the previous weapon. The Speed
adrenaline combo is also accounted for. Fixes the Dual Wield massive speedup bug as well as some other speed problems.
~[NextWeapon/PrevWeapon] Adjusted NextWeapon / PrevWeapon logic to cycle weapons correctly. However, since the groupoffsets in BallisticV25 are bad,
and some weapons override these, this change alone will not fix the scrolling problem.
Network related: Added TargetedHurtRadius to BallisticWeapon. Mod authors should call it from here instead of within WeaponFires (Projectiles are OK)
to avoid ProcessEvent server crashes.


By the way guys, this also fixes the RELOADED cheat(!), so you can have fun with as many of our awesome weapons as you like, all at once!



DOWNLOAD LINKS

http://www.gamefront.com/files/22735639 ... _11Dec.zip
http://www.mediafire.com/?5vl5w80wq5y1730

Author:  SX [ Mon Dec 10, 2012 9:32 pm ]
Post subject:  Re: Unofficial Ballistic V2.5 Core Fix

So far I like the sound of this. The deathmessages scare me though, it makes me feel that my days making deathmessages will be gone. :(

I assume it'll be optional.

Author:  Captain Xavious [ Mon Dec 10, 2012 10:03 pm ]
Post subject:  Re: Unofficial Ballistic V2.5 Core Fix

Of course its optional, wouldn't be much point in adding an option for it in the ini if it wasn't optional. :P

Author:  SX [ Mon Dec 10, 2012 11:12 pm ]
Post subject:  Re: Unofficial Ballistic V2.5 Core Fix

Mmkay. :)

Just curious.

Author:  Terg500 [ Tue Dec 11, 2012 12:29 am ]
Post subject:  Re: Unofficial Ballistic V2.5 Core Fix

I noticed that after I updated my all scopes have an egg shape (1152x864 window mode). I tried downgrading to the standard core which makes the scopes normal again. Any fix for that?

Author:  Captain Xavious [ Tue Dec 11, 2012 1:31 am ]
Post subject:  Re: Unofficial Ballistic V2.5 Core Fix

I'll mention it. Shouldn't take long for that to get fixed.

Author:  Captain Xavious [ Tue Dec 11, 2012 12:20 pm ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

Update adds fix to scope view.

Quote:
ScopeXScale (set via console command ScaleScope)
Sets the X:Y ratio of the currently selected weapon's scope.
Old scopes made for fullscreen 4:3 are 1.3333*
M46's scope is 1.25
Square scopes are 1

Author:  Terg500 [ Tue Dec 11, 2012 12:44 pm ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

Everything's set now. Thanks! :)

Author:  Vani [ Tue Dec 11, 2012 3:26 pm ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

The optional death-message thing doesn't work for me.
I edited the right .ini (there's only one anyway) since NoFirstCock works perfectly for me. But I still get the old death messages. Any ideas?

Author:  Terg500 [ Tue Dec 11, 2012 3:39 pm ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

Also with the new core the J2329 HAMR seems to be extremely accurate (used empty BallisticV25.ini to reset all settings before testing).
Before:
http://i.imgur.com/4FIAp.jpg
http://i.imgur.com/sDpej.jpg

After:
http://i.imgur.com/iB150.jpg
http://i.imgur.com/TVwjl.jpg

Author:  Captain Xavious [ Tue Dec 11, 2012 3:59 pm ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

@Vani make sure it looks like this in the ini:

[BCorev25.BallisticDamageType]
bSimpleDeathMessages=true

@Terg500 actual HAMR accuracy should be unchanged, however, due to an oversight, its maximum speed was severely limited. Since it no longer has this artificial speed limit, its range is significantly improved.

Author:  Terg500 [ Tue Dec 11, 2012 10:59 pm ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

So this means that this long range HAMR is actually how it was supposed to be? Damn! :D

Author:  Turbo K [ Sat Dec 15, 2012 10:07 pm ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

Is this additional to Ballistic Weapons v2.5?

Author:  Captain Xavious [ Sat Dec 15, 2012 11:55 pm ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

This is a patch to Ballistic V25. It adds no content, only provides bug fixes and additional options (through .ini) to Ballistic V25.

Author:  ChaosMarine [ Sun Dec 16, 2012 6:45 am ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

Do you know if the ABA clan is using this on their server?

Author:  Captain Xavious [ Sun Dec 16, 2012 7:19 pm ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

I have no idea. I would recommend backing up the original version and seeing if you have a version mismatch when trying to connect.

Author:  Laharl [ Tue Dec 18, 2012 3:31 am ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

I like this core fix. I went in thinking it was just minor bug fixes like how when you first get a weapon it gets cocked before you can use it (kind of annoying when you respawn in the middle of a firefight in progress) but I quickly discovered that it makes the bot AI more aggressive and rack up more kills quickly then with the default core as seen here:

Image

And that's not with any bot's who's AI was heavy modded thanks to Karma files like those (infamous) dragon models for example. They always get first place easy and they almost never miss it's like I'm back playing Perfect Dark with PerfectSims/DarkSims. :D And with these custom AI bots in play with the new core I can only get 3rd sometimes 4th at best.

Also I noticed that now the bots finally know how to use launcher weapons like the M50's Grenade Launcher properly like when they fire it they will fire it more upwards so the shell arcs downward instead of just firing it like a normal gun and blowing themselves up trying to kill you with it. The HAMR is more fun to use and I was surprised now by the reach it has now compared to before can't wait to use it in a real camping situation like the GoldenEye/Perfect Dark Temple for example I don''t need to compensate for the distance the shell fires anymore. :D

Author:  Captain Xavious [ Tue Dec 18, 2012 4:39 pm ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

Yep. The bots themselves haven't actually changed as far as I know, its just that the whole recoil/chaos system of BW has been disabled on them because they had no idea how to compensate for it. Now accuracy is based solely off the AI skill, making for a much better bot match.

Glad you enjoy it! I'll pass the praise along to the creator. :)

Author:  Vani [ Wed Dec 19, 2012 12:40 pm ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

Hm, the HAMR is freakin' OP now... you can snipe people across the whole map with that monster!

Author:  Terg500 [ Wed Dec 19, 2012 2:32 pm ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

Vani wrote:
Hm, the HAMR is freakin' OP now... you can snipe people across the whole map with that monster!

I think what happened is when the BW2.5 devs noticed that (due to the bug / unknown) the HAMR projectile speed wasn't increasing anymore with their highest setting they just left it that way to make sure the HAMR had the highest speed possible with the old core (maybe they still wanted it a BIT faster but couldn't do it).
But now that new core fixed the problem, the old (maximum test-) setting was fully activated which gave the weapon that enormous speed.

Author:  Captain Xavious [ Wed Dec 19, 2012 11:44 pm ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

Yep, this is pretty much what happened. A fix to BallisticV25 is being worked on that addresses this.

Author:  Terg500 [ Thu Dec 20, 2012 9:21 am ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

Captain Xavious wrote:
Yep, this is pretty much what happened. A fix to BallisticV25 is being worked on that addresses this.

You never stop to amaze me with your dedicated support for this mod.

Also do you take requests for new options? Because I wonder if you could make an option to disable 'weapon weights' (like you get slow when having the HAMR or fast with a knife). It would be a good option for people like me who prefer to play offline with bots as they often have problems with ramps in maps when using BW. Because often when using heavy weapons they can't jump up the ramp resulting in them just continuously jumping against it and not caring for enemies thus making them easy targets. So it would be great to disable this feature and give every player the standard UT2004 walking/jumping speed.

Author:  Captain Xavious [ Thu Dec 20, 2012 2:05 pm ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

Actually, I am not the one making this patch, Azarael is. You'll have better luck making an account on http://www.ldg-gaming.eu and making a thread there. Your request has been noted though.

Author:  leilei [ Mon Dec 24, 2012 12:12 pm ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

There's this strange bug when you aim down the sight, the weapon disappears and the sounds overflow and cut off. The gun stays invisible.

Author:  Azarael [ Fri Jul 12, 2013 6:25 am ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

Couple of updates regarding this fix:

Firstly, as some of you had noticed, this fix blocked the use of a couple of to-be-released mod weapons. The related dispute has been resolved, with both parties admitting their wrongdoing and committing to a solution. This block has now been removed and you have my assurance that nothing of its like will ever occur again.

http://www.mediafire.com/download/ai4nf ... V25Fix.zip

Secondly, the original developers of BW have requested that this fix not overwrite existing files. Accordingly, updates after this one will use the filenames BCoreFix.u and BallisticFix.u, and the V25-overwriting versions will become unavailable. This update was only released to immediately remove the aforementioned block. This will mean that future versions of this fix will not be compatible with mods compiled on Ballistic V25. There are 2 options regarding those mods:

- The functionality can be directly implemented into this fix.
- The mutator can be recompiled on this fix.

If there are any V25 mutators that are in common use, please let me know what they are and what they do. There's no need to mention the weapon packs - I understand that if there is no support for the weapon packs, the new format won't be used by anyone and I will be asking the developers of such packs for permission to compile their code on this fix as well as implementing support for any features or bugfixes it added, the most obvious example being the different hipfire options. The good news is that certain features that I wasn't able to implement in the V25-overwriting days of this fix will become available, such as fixing the scrolling weapon bug.

Later versions of this fix will also address issues in the other code packages.

Author:  Luxon776 [ Fri Jul 12, 2013 8:30 am ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

Now that the moddb page is down and I don't have any backups I don't know where to get SK mod, V5 of the Fishe Carver mod and Vani's JW pack. Neat. Without those BW is really boring for me. So what now?

Author:  NekoDemon117 [ Fri Jul 12, 2013 8:42 am ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

Luxon776 wrote:
Now that the moddb page is down and I don't have any backups I don't know where to get SK mod, V5 of the Fishe Carver mod and Vani's JW pack. Neat. Without those BW is really boring for me. So what now?

Though I can't link you to Fische and Jack Carver's pack or Vani's JW pack, I know where you can redownload Sgt Kelly's Pack.

These are the links (below) to V10 4+5 BETA. The new guns in the pack have a few bugs and the slugs on the Super 10 are unusable, but everything else seems to work either as good or better compared to the stable 1+2+3 version.

http://www.mediafire.com/download/a49lj ... 44-WD4.zip
http://www.mediafire.com/download/ndgoh ... 44-WD5.zip

Author:  Vani [ Fri Jul 12, 2013 9:05 am ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

My JW Pack should still be downloadable under the Junk Wars section.

Fische & Jack Carver's:
http://www.4shared.com/file/VoWtVZxZ/Ba ... sion_.html

Author:  Luxon776 [ Fri Jul 12, 2013 9:57 am ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

Thanks guys. I will definitely save the files this time in case stuff like this will happen again (and it will if you ask me).

Author:  NekoDemon117 [ Fri Jul 12, 2013 11:21 am ]
Post subject:  Re: [Updated Dec 11 2012]Unofficial Ballistic V2.5 Core Fix

Vani wrote:
My JW Pack should still be downloadable under the Junk Wars section.


I found the thread for the Vani stuff while I was looking around the forums. Just in case anyone can't find it:

Vani's Junk War thread: viewtopic.php?f=28&t=77691&start=0

Download link (Vani's Junk War pack): http://www.mediafire.com/download/kvzya ... WBPVan.rar

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