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Bloody Hell mutator
http://www.runestorm.com/forums/viewtopic.php?f=4&t=75314
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Author:  unhallowed [ Mon Oct 05, 2009 7:49 am ]
Post subject:  Bloody Hell mutator

Is there any way to play standard ut2004 gametypes with bloody hell mutator? I mean I've installed ballistic weapons 2 (then updated it to 2.1), and everytime i play regular ut2k4 deathmatch with BH, it affects gameplay - movements speed, jumps etc are just like with ballistic weapons gametypes. Other ballistic weapons mutators are disabled... It also seem to override gamespeed mutator's settings. Could you, please, help?

Author:  Sgt. Kelly [ Mon Oct 05, 2009 3:22 pm ]
Post subject:  Re: Bloody Hell mutator

Movement speed and jumping should not be affected as far as I know.

Is your player holding the BW weapons?

Author:  unhallowed [ Mon Oct 05, 2009 11:36 pm ]
Post subject:  Re: Bloody Hell mutator

Nope, they're all disabled. Here's the list of active mutators:
Quote:
air control
bonus combos
bloody hell
gamespeed
quad jump
vas on fire

Tried without any of them - still the same.
Just checked "Stable jump/sprint" box in ingame mutator settings, it returned the run speed and dodging, but it's still kind of hard to perform double(quad) jump.

Author:  Crusha K. Rool [ Mon Oct 26, 2009 11:01 am ]
Post subject:  Re: Bloody Hell mutator

Hi first, I am new here. :)


I encountered this problems too. It's like the pawn would have some kind of stamina. You run slower than usual and can perform only a couple of doublejumps before you start doing only lower single jumps.
Wait a bit and you can do a couple of doulbejumps again, and so on.

The "Ballistic Sprint" is disabeld, but that doesn't change anything, the gametype was DM, but if I remember correctly it happened in ONS too.


Is it possible, that the BallisticWeapons and this way also the BallisticPawn enter themselves in the ut2004.ini and are affecting the gametypes this way?
I also encountered it, that the new default-gametype, when creating a map from scratch, is now set to a ballistic one. I need to change that manually.




It would be really nice if there'd be a solution for this problem.


But as we're talking about the Bloody Hell without the Ballistic Weapons right now:
I'd really like to use the Bloody Hell as a map-mutator in a custom map (meaning the mutator is automatically used, when the map starts, no what mutators the server runs). First I'd like to know, if I could get the permission to do that. (I could also place some Runestorm-ads on a wall ;))

And second, if the answer would be yes: Would it require all files of the Ballistic Weapons-download, or are there 2-3 specific files that are enough to run Bloody Hell? It would be really horrible if the clients would need to download the whole pack, nobody would do that, especially not using the redirect-server.
I also don't know anymore, what the default properties of the mutator are, does it run fine without configuring it in the mutator-menu? Because that's a thing that you couldn't do when using it as a map-mutator.



So, would be nice if one of the developers, mods or just someone who knows what he's talking about could answer that question. :)

I'm gonna check out the BW-server now, never found a public one until now that was running the mutator.

Author:  Sgt. Kelly [ Mon Oct 26, 2009 3:02 pm ]
Post subject:  Re: Bloody Hell mutator

Oh, if you want to remove the double-jump limit, just add bLimitDoubleJumps=False to the BallisticV21.ini.

Author:  Crusha K. Rool [ Mon Oct 26, 2009 4:28 pm ]
Post subject:  Re: Bloody Hell mutator

Well, that helped already, but the movement is still slower than the usual one.
I played a normal DM and didn't force the Ballistic Pawn.
Jumps get you only half as far as they would do normally and it feels like I need the speed-combo to reach the normal speed.

That might fit the gameplay with the Ballistic Weapons, but not the usual one with deadly Shock Rifles…




And has somebody an answer to my Bloody Hell-request? It would be probably necessary to set all the right settings within the default-properties of that mutator, because the server doesn't send the ini-file with the mutator.

The amount of necessary data should be as small as possible, I guess the BallisticV2.u, BCoreV2.u, BallisticV21.u and BCoreV21.u would be enough. And the BallisticBlood-Textures.
Would be really nice if that could be done and the permission to use it would be given. The players out there would have much more fun in non-ballistic modes with all that Blood, but without the restrictions.

Author:  Sgt. Kelly [ Mon Oct 26, 2009 4:49 pm ]
Post subject:  Re: Bloody Hell mutator

You will need to ask the developers ShadowBlade and DarkCarnivour for permission first. I would recommend a private message.

Author:  TurdDrive [ Wed Oct 28, 2009 11:44 am ]
Post subject:  Re: Bloody Hell mutator

Quote:
Force Ballistic pawn off


What does the Force Ballistic pawn actually do?

Author:  Crusha K. Rool [ Wed Oct 28, 2009 5:21 pm ]
Post subject:  Re: Bloody Hell mutator

I think usually the Ballistic Pawn should only be used in Ballistic-gamemodes, such as Ballistic Onslaught. With that you can also use it in other gamemodes, even if they are not Ballistic. That could conflict if the gamemode use another Pawn, for example the Mutant in it's gamemode.

But the Ballistic Pawn needs to be used anyways when using the Bloody Hell-mutator, so my thoughts probably don't make any sense and can be ignored. :?



btw: I know this is not the right place to ask that, but is there actually still someone playing with Ballisict Weapons or in other words: Is there a clan-server that is actually visited? I went on the one that is in the first thread in the server-subforum, but it was empty.
I added it to my favorites and saw that it said that the server would be "not complete" yet.

So what does that mean?

Author:  Sgt. Kelly [ Wed Oct 28, 2009 7:18 pm ]
Post subject:  Re: Bloody Hell mutator

That's the server hosted by Kaboodles, Captain Xavious and I. It's a work in progress. I unfortunately don't know how to really set it up, though.

The most active server is this one. It's a fast paced Ballistic deathmatch server.
ut2004://8.6.77.145:7777 ABA clan server.


Edit: Woo! 1,500 posts! (2,400 if you count Sarge 2)

Author:  Crusha K. Rool [ Thu Oct 29, 2009 2:24 pm ]
Post subject:  Re: Bloody Hell mutator

Wow, I got DarkBlades permission on using the mutator for this map-mutator purpose and may also do the necessary changes on the code. Of course I'll credit Runestorm and the developers.

I didn't take a look at the code yet and need to finish some other projects first, but then I'll take care of this.
And if there are some more experienced Ballistic-coders around here: I hope I can turn to you, when I encounter problems or have questions.

Another nice thing, if available, would be to have some kind of Runestorm-poster, that I could put into the map where I want to use the mutator. Free promotion. :D

Author:  Shivaxi [ Mon Feb 17, 2014 8:40 am ]
Post subject:  Re: Bloody Hell mutator

Sorry to bring up such an old post. But I've been searching for a while now and this is the only topic I found on the matter, which seems to be unresolved yet. I too am trying to find a way to increase the player speed while using the Bloody Hell mutator. I was trying commands at first like "admin set xpawn groundspeed 500" but nothing I tried worked. Did anyone ever make a standalone Bloody Hell mutator? Or is there perhaps a simple mutator that just effects player speed?

Author:  Blade sword [ Mon Feb 17, 2014 9:05 am ]
Post subject:  Re: Bloody Hell mutator

With ballistic 2.5 you can play with bloody hell only, but for the rest I can't tell.
Maybe someone will help you with the rest

Author:  Azarael [ Mon Feb 17, 2014 9:45 am ]
Post subject:  Re: Bloody Hell mutator

"admin set" only works online.

With stock: set BallisticPawn GroundSpeed value
With fix: set BallisticBHPawn GroundSpeed value

Author:  Shivaxi [ Mon Feb 17, 2014 10:02 am ]
Post subject:  Re: Bloody Hell mutator

Azarael wrote:
"admin set" only works online.

With stock: set BallisticPawn GroundSpeed value
With fix: set BHPawn GroundSpeed value



Thanks! set BallisticPawn GroundSpeed worked, and it stays with my value set even when I die, which is the problem I was having before, awesome.

So does this mean I have an outdated version of the Ballistic Weapons mod then?

Author:  Azarael [ Mon Feb 17, 2014 10:11 am ]
Post subject:  Re: Bloody Hell mutator

No, it just means you're using the standard version of BW. In some of the other versions of BW, the Bloody Hell pawn is separate from the Ballistic pawn, to prevent Ballistic settings like slow movement affecting it. The effects of a set command only affect the defaultproperties of the actual specified class, so unless you use the actual class name of the pawn in use (and not one of its subclasses) the modification won't apply to newly spawned instances of that class, as happens when you die and respawn. That's why if you have a different version of BW installed, the second command is necessary.

Author:  Shivaxi [ Mon Feb 17, 2014 11:40 am ]
Post subject:  Re: Bloody Hell mutator

If I had the other version, would I even need the command? Does it fix the issue of effecting player speed and other things when just using the Bloody Hell mutator?

Author:  Azarael [ Mon Feb 17, 2014 7:02 pm ]
Post subject:  Re: Bloody Hell mutator

That depends on what your target speed is. Are you trying to get UT2004 base speed or some other arbitrary value? The Ballistic Fix version of Bloody Hell has UT2004's base pawn statistics, fixing the slowdown, double jump limit, crouch speed, visibility, footstep volume and walking off ledges. Judging by the phrasing of your question, I assume the UT2004 settings are what you want.

Author:  Shivaxi [ Mon Feb 17, 2014 10:13 pm ]
Post subject:  Re: Bloody Hell mutator

Azarael wrote:
That depends on what your target speed is. Are you trying to get UT2004 base speed or some other arbitrary value? The Ballistic Fix version of Bloody Hell has UT2004's base pawn statistics, fixing the slowdown, double jump limit, crouch speed, visibility, footstep volume and walking off ledges. Judging by the phrasing of your question, I assume the UT2004 settings are what you want.


Yes. Where can I download the fix?

Author:  Baryonyx [ Tue Feb 18, 2014 3:25 am ]
Post subject:  Re: Bloody Hell mutator

Here. ;)

Author:  Shivaxi [ Tue Feb 18, 2014 10:25 pm ]
Post subject:  Re: Bloody Hell mutator

Thanks. Also, I know this is probably the wrong place and about 10 years late but...

any chance this will get fixed?

Error: Mut_BallisticDM ONS-Adara.Mut_BallisticDM (Function BallisticV25.Mut_BallisticSwap.SwapLockers:008E) Accessed array 'Weapons' out of bounds (4/4)

That spams the log like crazy and causes lag in Ballistic Onslaught. Also one of the tanks doesn't full work online, as you can't see what you're firing. Just wondering if there was a fix or update for this I missed.

Author:  Azarael [ Wed Feb 19, 2014 6:26 am ]
Post subject:  Re: Bloody Hell mutator

Ballistic Fix fixes all known bugs, including that locker bug. Assume any bug in standard V2.5 to be fixed. Any bug you may discover in the fix should be reported to me. Fix logs as BCoreFix/BallisticFix instead of BCoreV25/BallisticV25, and if you have both standard and fix BW installed, you'll get copies of the mutators in the list, making it a crapshoot which version is used when you start the game.

The Thor tank bug is because the top turret is attached to the main gun and not the chassis. This fails in net play. I'll fix that in a later version.

Author:  Shivaxi [ Tue Mar 04, 2014 8:23 pm ]
Post subject:  Re: Bloody Hell mutator

Azarael wrote:
Ballistic Fix fixes all known bugs, including that locker bug. Assume any bug in standard V2.5 to be fixed. Any bug you may discover in the fix should be reported to me. Fix logs as BCoreFix/BallisticFix instead of BCoreV25/BallisticV25, and if you have both standard and fix BW installed, you'll get copies of the mutators in the list, making it a crapshoot which version is used when you start the game.

The Thor tank bug is because the top turret is attached to the main gun and not the chassis. This fails in net play. I'll fix that in a later version.


I noticed that. Wouldn't it make sense to put at least in the description of the mutator something like "FIX version' or something obvious =P

Also, the readme that comes with the fix does not seem to include what files I must now add to the ServerPackages to work online. That may be something worth adding as well, for noobs like me =P

EDIT: I did find a few bugs already with the Fix version. The HAMR artillery launcher thing shoots way off to the right when viewing and shooting through the scope while in turret mode (online). Also, the alternative fire modes for the Dark Star and Nova Star no longer work? I try switching to fast charge or lightning, but it still fires the slow charge projectile, even though it says either fast charge or lightning. (offline and online). And did you remove the beam fire mode on the Viper Plasma Rifle? It's missing =(

EDIT2: Ok, saw that the Viper beam is now secondary fire. However, I'm not sure I like how nearly all the explosive weapons, grenades, and rockets, etc, now deal WAY less damage in a much smaller radius. It's too nerfed in my opinion (might be just me who thinks this), but is there any modifier in the settings to increase explosion damage/radius again? And if not, could one be added in the future update?

Author:  Azarael [ Wed Mar 05, 2014 11:50 am ]
Post subject:  Re: Bloody Hell mutator

Issues may be caused with having both standard BW and fix BW installed. Fix was previously a replacement for the standard files, and is in a transitional phase (I hope) between that and being supported by mod authors, hence why I offered a warning that compatibility would break earlier and why I haven't configured it for the situation where both standard and fix versions are installed at the same time.

The HAMR turret was missing some code to get around rotator compression online. Dark/Nova were missing bNotifyModeSwitch and didn't change the firemode at all. Both have been fixed.

The changelog which accompanies the file is a complete and total account of any changes introduced, and you should probably read through that. The explosive radii / damage were changed for the following:

  • M50 - damage reduced because grenade was made faster, so anything is better than the useless thing it was before
  • HAMR - damage reduced because with the HAMR shell fix, it became seriously overpowered
  • BX5/M46 - placing a difficult to see mine, forgetting about it and then getting 400 damage in a radius of 384 out of it is ridiculous reward for no risk
  • BORT - considered OP even by casual players - note that flare was buffed

Author:  Shivaxi [ Thu Mar 06, 2014 12:19 am ]
Post subject:  Re: Bloody Hell mutator

Ah ok. That seems fair. And is the version with fixed HAMR and alternative firing modes fixed for Nova Star and Dark Star available yet?

Also, I know this is probably the wrong place, but I had a few suggestions that I'd love to see and would be really helpful.

-Option to disable crosshair globally for all players. It'd be really fun with a mod like this to rely solely on iron sights or laser sights, etc, especially when the accuracy scale is way up and makes guns highly inaccurate while moving and hip fire

-Option to scale explosive damage. While your changes do seem plausible, some like myself may enjoy the more powerful explosives. Ammunition is already rare for explosive weapons, and most other weapons which can A. shoot faster and B. hold much more ammo, already kill in mere seconds if not instantly, leaving explosive weapons almost useless. I recorded a quick comparison video to get the idea:

http://www.twitch.tv/shivaxi/b/508648325

As you see, I can kill her immediately with bullets, but a grenade to the face does next to nothing. So why would I ever use the grenade?

I did another video showing how the HAMR does almost nothing if you even just slightly miss. I also show how the secondary fire mode on the Skrith rifle seems kinda useless? So perhaps the alternative firing mode on the Skrith rifle needs a boost...You'll see what I mean in the video.

http://www.twitch.tv/shivaxi/b/508647897


-Option to adjust ballistic vehicles speeds. This is more of a personal request I s'pose =P The modified Scorpion just seems a bit slow, especially compared to the modified Hellbender haha.

-Option to Enable a consistent movement speed. Aka, turning off the effect where weapons slow your running speed based on the heavyness of the weapon. This is something I'm dying for, for quick action games and speedy deathmatch. I'm surprised this isn't an option already honestly.

-Perhaps an option to show tracer fires for every shot? The Battle Rifle used to show a tracer fire with every bullet you fired, and I quite enjoyed that effect. It also makes sense too, as you put the silencer on in order to hide your tracer fire, right? Now it's been removed to only every 4 bullets or so that it fires, you see 1 tracer, which kinda makes the silencer not as useful now.



So yeah, this is all I can think of for now. Hope you take these into consideration Azarael, and cheers for the responses =)

Author:  Azarael [ Thu Mar 06, 2014 7:02 am ]
Post subject:  Re: Bloody Hell mutator

Responses related to fix would be better off posted in its own thread in the BW Mods section.

I have updated the download there.

set BallisticReplicationInfo bNoCrosshairs True will disable crosshairs.

I'm not really looking at adding config options which would break the balance or gameplay. That's more for other mods, not as an option in the base version. There would end up being so many requests that it would be impossible to standardise or balance anything, or have any expectation of the game playing remotely the same way in different places.

The HAMR has standard code which limits its power and explosive radius if it is used at close range. Not my change there.

I haven't modified vehicles at all in this version yet.

The tracer change was made only because I read the TVTropes page on "Every Round is a Tracer" and decided to modify tracers to be in line with that. The SRS suppressor's use is to hide the flash, lower recoil and lower noise output. Additionally, having long range weapons trace at all, let alone every shot, is counter-intuitive.

The A73 power mode is borderline overpowered, so I'm not sure why you're having trouble with it. You do know there are iron sights, right?

https://www.youtube.com/watch?v=QqtL7aZyEn8

Author:  Shivaxi [ Thu Mar 06, 2014 4:36 pm ]
Post subject:  Re: Bloody Hell mutator

That's very strange. That video you posted, seems to be 1 shot kills. But when I played, and as you clearly saw, it took me 4 or more direct shots to kill a player. Yes I know there's iron sights, but that should not matter in terms of how much damage the projectile does. All my shots clearly hit the person dead on, but still took 4 shots to kill. Is that video showing your fix version, or the original version?

EDIT: Oh I see the video was just uploaded today, with 1 video on that user name lol, so I assume that is you and you're playing the fix version =P Also if I may say, you did not seem to do very well with the BORT grenade launcher =P However I recorded another video just to prove the Skrith rifle is not working for me as it does for you.

http://www.twitch.tv/shivaxi/b/508807489

All I did was start deathmatch, and throw on the Ballistic Weapons mutator. Dunno if I'm doing anything wrong.

On a different note, there seems to be a ton of weapons in that video that I've never seen before. Am I missing content somehow? Like the E-V Plasma Cannon 9000. AM57 Assault Pistol, AH208 Golden Pistol, COnqueror MLG, Heavy Anti-Material Rifle...and a ton more...are those ballistic weapons as well? Not sure what you injected yourself with either near the beginning...never seen that haha...some kinda stimpack?

EDIT2: Sorry for another edit, but I just noticed that I can't select the original Ballistic Weapons to run? I'm getting 2 mutators for everything, but no matter which one I select, it still runs your fixed version. Is my only option to completely remove the fix version to get original version back?

Also about the BORT flare. When setting someone on fire with it now, the fire dissapates after about 1 to 2 seconds. Originally they'd stay on fire from the flare much longer. I didn't see anything in the readme/changelog about that?

Azarael wrote:
I'm not really looking at adding config options which would break the balance or gameplay. That's more for other mods, not as an option in the base version. There would end up being so many requests that it would be impossible to standardise or balance anything, or have any expectation of the game playing remotely the same way in different places.


Aren't you already breaking balance and gameplay though? Your fix doesn't just fix bugs, but also changes the way Ballistic Weapons worked entirely in the first place. You've completely altered the gameplay and the balance. It would just be nice if your gameplay and balance changes were optional instead of forced, because it seems more like you're just changing things around to play the way you like to play, and not others. Don't get me wrong, a lot of the fixes and changes I like, and do make sense, like faster iron sights, corrected iron sight views and animations, allowing the Viper to use scope without being forced to Sniper fire type, Bloody Hell working standalone as to not effect running speed...and a few other things. But so much has changed in terms of the balance and gameplay of the weapons, that it doesn't feel...right...anymore I guess. I dunno, after playing both now, I honestly must say I prefer the original. Again though, wish I could have some of these fixes, without having everything that you've changed, etc

Author:  Azarael [ Fri Mar 07, 2014 5:12 am ]
Post subject:  Re: Bloody Hell mutator

The BORT is a sidearm and it's not one I commonly use, so yeah, I'm not great with it.

A73 is broken, because its projectile was a copy from BallisticPro and I forgot that DamageRange and not Damage is used for impact damage.

The weapons you see in the video are from this thread: viewtopic.php?f=27&t=51480

As I previously mentioned, you will have to delete the fixed version to use the original.

If the BORT flare hits for 15 per tick of damage, then it's working as intended. I only put a "general" buff in the changelog for that.

Without beating a dead horse, standard Ballistic is not remotely balanced. BallisticPro (the other mod I made for BW and the one that's played by the majority online) is what happens when one truly breaks away from the original design. It's also how I know that the changes I have made here do balance the game, and are not just serving my own personal preference, since I don't even play this fix myself - it's a side project for me and contains the bug fixes and features implemented in BallisticPro, with only minor tweaks. I'm not seeking to make BallisticPro MK2 with this fix, and I view it as a trade; you get a ton of fixes and upgrades in exchange for accepting limited balance tweaks, most of which increase weapon power and viability. If some players cannot tolerate any modification whatsoever, or don't believe the fixes are worth minor tweaks, then they are welcome to use stock and it's no skin off my nose. Just don't expect something for nothing, and please bear in mind that this fix already represents a major compromise.

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