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[BWFix] That Other Weapon Pack [Updated 4th August]
http://www.runestorm.com/forums/viewtopic.php?f=27&t=78414
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Author:  Parapeplum [ Wed Oct 01, 2014 12:11 pm ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

Captain Xavious wrote:
That's a tricky one. The beams will be hitscan, which means they really only know where they end, it doesn't care about anything in between, and they can't really intersect other hitscans.

In order to make the beams actually know when they cross, we might have to do something funny like spawn invisible, non-damaging projectiles for the hitscan to collide with, which will result in some slight discrepancy as the projectiles have travel time while the beams won't, so you'd get crossed beams even if the effect and actual impact lines don't line up, but in all actuality I don't think that'd be too big of an issue. We'll see though, its definitely something I want to happen, and will probably just reuse the Dark Star/Nova Staff black hole effect for when it happens, since it's essentially the same idea going on there.

As an aside, for those staffs to intersect, the dark star does use projectiles for hitting people with plasma stream while the nova staff uses hitscan for its lightning stream, so they can intersect normally.


Haha :)
I did'nt know much about the projectiles stuff, hitscan but I think you can use some kind of "magnetic" effect instead of a precise crossing effect. I'm thinking about the linkgun's altfire that "seems" to stick to a teammate handling a linkgun when you aim close to him

What about an extrapolation of the crossing? (I don't know the real code complexity and if it can work)
You know the position of the two players having the weapon and (I suppose) the end of the hitscan.
You trace lines and with some mathematics (or some built-in features) you can tell if they cross or not

Author:  Captain Xavious [ Wed Oct 01, 2014 1:09 pm ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

I don't think that'd be worth the effort compared to the projectiles + hitscan method. The chances of two lines actually intersecting, assuming we can check for such by comparing end point and start point, would realistically be implausibly slim, since there is no "width" to the lines, so to account for that you would have to make an already pretty costly check and multiply it by an incredible amount, compromising performance pretty significantly whenever you are just firing the particle stream.

As for lockon, well, that depends entirely on if I can recreate the effects of the link gun or make something else that's better. If I can make the effects a bit more fluid, you can expect a sweeping beam that sticks to targets if you would be hitting them normally with the non-tracking hitscan.

But I'm really not sure if I can actually do that at this point.

Author:  Cygnus [ Fri Oct 03, 2014 7:12 pm ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

Captain Xavious wrote:
Image


Nice model :D Ghostbusters in action!

I wonder what does this strange weapon (I saw this model a couple of years ago, is it an old prototype or a remastered version of another previously developed weapon?)

Author:  Blade sword [ Mon Oct 06, 2014 5:57 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

Image Powered by VideoBam - Free Video Hosting

Author:  Cygnus [ Tue Oct 07, 2014 8:37 pm ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

Then, there will be TWO bows in the next update? That's great! :D

Author:  Blade sword [ Wed Oct 08, 2014 3:31 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

Yeah two crossbows A normal and a Skrith one

Author:  PromiserOfDeath [ Wed Oct 08, 2014 9:08 pm ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

Can i please get a link to these newish weapons?

Author:  Blade sword [ Thu Oct 09, 2014 6:00 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

First post have TOWP and moddb some of the stuff shown here are under developement

Image Image Image Image

Author:  Cygnus [ Thu Oct 23, 2014 8:40 pm ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

Any news about the upcoming weapons?

Author:  Blade sword [ Fri Oct 24, 2014 7:03 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

Yeah there is, but I can't tell much but I will give at least a tease for the moment
Image
Image

Author:  DarkSoul-Sama [ Fri Oct 24, 2014 9:05 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

"Dat EOTech." ಠ_ಠ

I had suggested putting a scope on the R9 before, good to see it finally done :)
And the other weapon looks... "oddly detailed"... in a good way.

Author:  Baryonyx [ Fri Oct 24, 2014 12:22 pm ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

The scoped R9 looks great!

DarkSoul-Sama wrote:
And the other weapon looks... "oddly detailed"... in a good way.


Yeah, the handle of the ghost buster weapon looks really detailed, like it's not UT2004. :think:

Author:  Captain Xavious [ Fri Oct 24, 2014 1:48 pm ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

Yeah, that's not actually an in game render for the proton gun, just a high detail pass to be used for texturing the gun in game.

Author:  Cygnus [ Fri Oct 24, 2014 7:35 pm ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

OMGWTFBBQ!
Hybrid scoped R9, and an amazing Ghostbusters-like model.

Perhaps the new Weapon Pack is much more than 2 Xbows :D

Author:  Eila [ Sat Nov 01, 2014 5:24 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

It's been an incredibly long time since I was last on this forum. Someone added me on Steam yesterday to tell me you guys were still updating BW and helped me get back up to date.

I love the new weapons, but I am having an odd problem. Anything BW up to 2.5 is perfectly fine, Kelly's Bonus Packs included. But whenever I install any of these fixes or updates beyond 2.5 this happens:

http://i.imgur.com/gYOSUMY.jpg

I am utterly baffled. It's only the Farnsworth model, every other custom one is fine, and it only happens on the newer fixes. Why would that be if I might be so presumptuous as to ask?

If you want me to ask elsewhere I don't mind, just point me where to go.

Author:  Azarael [ Sat Nov 01, 2014 10:23 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

In console:

set BallisticPawn bLocalDisableAnimation True

There's a check for the model's species not being xGame and the skeleton being custom, but it seems Farnsworth passes both. The only way to get around that is to disable the third-person animations.

Author:  Eila [ Sun Nov 02, 2014 12:21 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

On the main menu, entering that in the console gives me:

Unrecognized class BallisticPawn

And doing it in a match gives me:

Unrecognized property bLocalDisableAnimation

Going back to the menu just keeps giving me the second message. It's been forever since I played around in the console, is there something I am doing wrong? I am opening the console and typing exactly what you said and managed to get 2 different messages.

Author:  QuadraxisMk2 [ Sun Nov 02, 2014 4:30 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

Correct me if I am wrong on any of these below points, but if its saying that property is unrecognized, then wouldn't it be using the wrong "Ballistic Pawn" (Ballistic Pawn from BallisticV25.u as opposed to the Ballistic Pawn from BallisticFix.u)?

Just so we are on the same page, after you go into a Instant Action game with Ballistic Weapons on, go into your system folder in the main UT2004 directory and find the UT2004.log file. Open it and it should have some messages. Go to where it says "ScriptLog: ServerInitialize" and it should say something like this:

Code:
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
ScriptLog: bAutoNumBots: False
ScriptLog: ServerInitialize: Ballistic Weapons v2.5 Unofficial Fix      <<<--------Look here
Log: SR: Loaded grammar file ../Speech\CTF.xml
Log: Spawning new actor for Viewport WindowsViewport
ScriptLog: New Player ProtoDroidBot id=55834e755924069f3c578ba8f3ee7a26
Log: Precaching: CTF-Face3.LevelInfo0
Log: Static mesh batches: 8704548 vertex bytes, 1224348 index bytes
Log: Allocating 16384 byte dynamic index buffer.
Log: Preprocessing:  Vertex stream total vertices: 542 Orig wedges: 542
Log: Allocating 17544 byte dynamic index buffer.
Log: Finished precaching geometry in 0.924 seconds
Log: Finished precaching textures in 2.027 seconds
ScriptLog: START MATCH
Log: PlayAnim: Sequence 'ReloadGun' not found for mesh 'Farnsworth'
Log: PlayAnim: Sequence 'ReloadGun' not found for mesh 'Farnsworth'
Log: appRequestExit(0)
Exit: Preparing to exit.


If it does not say ScriptLog: ServerInitialize: Ballistic Weapons v2.5 Unofficial Fix, then its using the wrong Ballistic installation. Below is a way to remove the old mutator files.

Have you tried removing the old Ballistic.int and Ballistic.ucl files from your UT2004/System folder? This will remove Ballistic version 2.5 from the game screen/mutator list and if you have BWFix installed correctly, it should only list the gamemodes/mutators from BWFix.

Also, the unrecognized class error happens when you type that command in the console (main menu screen) because it has not loaded that class in when the game first starts. In any case, I'll see if I can figure out the config so you won't have to type it every single time you load the game up (one would hope it sticks after the game exits...)

Author:  Azarael [ Sun Nov 02, 2014 9:42 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

Apologies, I assumed you were using Ballistic Fix because I don't believe there are any issues with Farnsworth in standard BW.

You can try set BallisticFix.BallisticPawn bLocalDisableAnimation True in a game.

Author:  Eila [ Sat Nov 08, 2014 7:31 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

Alright I most definitely have the BWFix in the other thread installed, I reinstalled it just to be sure. Got rid of the Ballistic.int and Ballistic.ucl, and I still get this message when I enter

BallisticFix.BallisticPawn bLocalDisableAnimation True

In game. The console tells me:

Unrecognized Command

Author:  Azarael [ Sat Nov 08, 2014 8:22 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

"set BallisticFix.BallisticPawn bLocalDisableAnimation True"

You forgot the Set part.

Author:  Eila [ Sun Nov 09, 2014 3:19 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

That gives me, in game with bots running around:

Unrecognized Class BallisticFix.BallisticPawn

This is the fix I am downloading:

http://www.mediafire.com/download/011wj ... onsFix.zip

And have installed it a few times, maybe I am getting the wrong one or something perhaps?

Author:  Azarael [ Sun Nov 09, 2014 12:26 pm ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

Can you try

summon BallisticFix.BallisticPawn

and see if anything appears?

Author:  Eila [ Mon Nov 10, 2014 1:37 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

It spawned a guy with the Othello model. He wasn't holding anything, just kinda standing there doing nothing.

Author:  Azarael [ Tue Nov 11, 2014 10:13 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

After doing that, the previously mentioned Set command should work.

Author:  Eila [ Thu Nov 13, 2014 1:33 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

I was able to enter the command without any of the past messages, but the model still twists and deforms.

I guess it just will always happen.

Author:  QuadraxisMk2 [ Thu Nov 13, 2014 8:08 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

I am not sure if this will solve anything, but would forcing the game to use the BallisticPawn from BWFix work? If I recall, you need to enable this in the Ballistic Weapons Fix Mutator on one of the in-game configuration screens.

If that does not work, could you post your UT2004.log file located in the System folder of your "UT2004" or "Unreal Tournament 2004" directory when the issue happens again?

Author:  Eila [ Mon Nov 17, 2014 12:27 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

Well putting the ballisticpawn option on caused it to still happen. Here's the log with the ballisticpawn option activated:

http://pastebin.com/XQNPVWVu

Author:  Azarael [ Mon Nov 17, 2014 7:37 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

No Bloodset? That's strange. I'll have to look into that.

Btw, I notice that's BallisticPro, not Ballistic Fix, which doesn't yet have an option to disable animations. It was requested a while ago but I got distracted by something else, I'll have to fix it. This'll be the root of the problem.

Author:  Azarael [ Mon Nov 17, 2014 8:15 am ]
Post subject:  Re: [BWFix] That Other Weapon Pack [Updated 4th August]

Updated it.

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