RuneStorm
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Wot you want?
https://www.runestorm.com/forums/viewtopic.php?f=71&t=808
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Author:  RuneStorm [ Sun Mar 19, 2006 2:10 pm ]
Post subject:  Wot you want?

We are now working on v1.7 which will inlude major changes to code and package structure as well as much emphasis on performance and optimization.
For this release there will be no new weapons or major content aditions, but we want to know what feature changes you want! :)
If there are features that you don't like or something (reasonable) that you do want, you can tell us here...
V1.7 is intended to be released sooner rather than later, but a major content related release is planned later on as well.

Author:  Bjossi [ Sun Mar 19, 2006 2:35 pm ]
Post subject:  Wot you want?

You guys should check for log file spam, one player reported that in the Atari BW thread. But that´s about it for me, I can´t see anything else that could or should be changed, since you released the drunk walk mini-patch.

Author:  Morter [ Sun Mar 19, 2006 4:14 pm ]
Post subject:  Wot you want?

I still say you should make that a checklist of some sort which allows the player [admin?] to choose what does or doesn't show up in either Ballistic [normal] or Ballistic Loadout. Almost like "censoring" a weapon or two. Yanno?

If it's really that hard, then forget it.

All I really want is to play UT2k4's "Single Player"/Story Mode with Ballistics.

Either way, Ballistics is the best weapons mod for UT2k4, so congrats.

Author:  Bjossi [ Sun Mar 19, 2006 5:17 pm ]
Post subject:  Wot you want?

I think making a SP story would require a total convertion. That would probably make things quite complex since there are only two custom made maps for BW at the moment, and putting pre-existing maps to add to the ladder would both be illegal and just not a good idea even if it was done legally. (manually)

Post edited by: bjossi, at: 2006/03/19 17:18

Author:  James [ Sun Mar 19, 2006 6:44 pm ]
Post subject:  Wot you want?

Bjossi wrote:
Quote:
I think making a SP story would require a total convertion. That would probably make things quite complex since there are only two custom made maps for BW at the moment, and putting pre-existing maps to add to the ladder would both be illegal and just not a good idea even if it was done legally. (manually)

Post edited by: bjossi, at: 2006/03/19 17:18


i agree

Author:  Bjossi [ Sun Mar 19, 2006 7:40 pm ]
Post subject:  Wot you want?

I would like to report a possible bug regarding the Ballistic gametypes. It takes a very long time to load the map list, ten times longet than the normal gametypes.

If there is any fix, it would be appriciated. :)

Author:  Daguer [ Sun Mar 19, 2006 8:10 pm ]
Post subject:  Wot you want?

Hi, I just registered, to say, your mod is the best weapons mod avaible!

I liked the 1.5 version but some of the new "features" in 1.6 bothered me a little bit. If for the the 1.7, they would be optional, it would be perfect!

the 1.61 patch is good, however in scope mod, the "drunk" aiming walking is still there, can it be optional too?

and for simply esthetic purpose, i just loved the m763's backfire effect smoke in pre-1.6 version, it can be a possibility to have it back?

the new railgun effect is ok for balance purpose, no comment on this one!


and for the last suggestion for the fp9a5s trip mine, i like the way they worked on the 1.5 version, i think , in my opinion of course, they worked better. i-e, just press the button to put the laser/detonate, no hold it

but keep the great work, it's a near perfect mod!

(sorry for the bad english!)

Author:  Bjossi [ Mon Mar 20, 2006 3:22 am ]
Post subject:  Wot you want?

I would like to make yet another suggestion, make a flag option for Dark Skins in the Game Rules menu of the gametypes.

Also, make both Drunk Walking and Drunk Aiming optional, but that might cause unfairness online if it isn´t done properly.

Author:  Morter [ Mon Mar 20, 2006 7:36 am ]
Post subject:  Wot you want?

Bjossi wrote:
Quote:
I think making a SP story would require a total convertion. That would probably make things quite complex since there are only two custom made maps for BW at the moment, and putting pre-existing maps to add to the ladder would both be illegal and just not a good idea even if it was done legally. (manually)

Post edited by: bjossi, at: 2006/03/19 17:18
existing[/i] Single Player mode with Ballistic Weapons, as opposed to the regular UT2k4 weapons pack.

You know, how the normal Ballistics mod replaces weapons in any Instant Action match

Author:  Bjossi [ Mon Mar 20, 2006 2:43 pm ]
Post subject:  Wot you want?

Replacing existing weapons for SP with BW ones is easier said than done, if not impossible without making the mod a TC.

Author:  RuneStorm [ Tue Mar 21, 2006 9:22 pm ]
Post subject:  Wot you want?

Well, we've made view aim or 'drunkwalk' a scalable option for 1.7. Actually there's 2. One for chaos inaccuracy aplied to view and another for recoil.
We're working on makin teh railgun view better...
FP9A5's different? Actually, We didn't change them much except to let you aim the laser. (No difference if you didn't know the feature was ther) and thrown bombs that are in laser mode will use a laser if you want. We could shorted the hold time for detonate all if thats it? That was just implemented cause it was soo extremely annoying when you accidentally detonated all your inticately placed bombs...
Dunno about SP mode. We'll have to look into it...
Dark skins option? I guess we could. Sucks cause the stoopid bots still see you easy. We added dark skins cause we like MP...
Keep the suggestions coming in. We want to get v1.7 as good as possible...

Author:  Bjossi [ Wed Mar 22, 2006 10:38 pm ]
Post subject:  Wot you want?

Does the UEngine use scripts to change the color of the player skin according to lighting?

If that is the case you could make code that gets activated when you are in certain amount of darkness, making the bots not see you, and if it is very dark instead bots will be less likely to hit you.

Author:  RuneStorm [ Thu Mar 23, 2006 8:16 am ]
Post subject:  Wot you want?

Yeah, we want to try get bots to know you're in the dark... WE may even go so far as to make a BW bot!

Author:  Morter [ Thu Mar 23, 2006 1:53 pm ]
Post subject:  Wot you want?

Bjossi wrote:
Quote:
Does the UEngine use scripts to change the color of the player skin according to lighting?

If that is the case you could make code that gets activated when you are in certain amount of darkness, making the bots not see you, and if it is very dark instead bots will be less likely to hit you.
, which allows players to hide and takes out skins. It even has bot support!

Author:  Bjossi [ Thu Mar 23, 2006 4:34 pm ]
Post subject:  Wot you want?

Perhaps we could ask how they did that.

Author:  Bjossi [ Thu Mar 23, 2006 11:55 pm ]
Post subject:  Wot you want?

A new bug was reported on Atari. It was the one I was discussing long before the release of 1.6.

It is basicly that sometimes the guns and their ammo pickups are mixed, wrong ammo for that gun. It happened to me quite a few times and still does.

Author:  KylinRage [ Fri Mar 24, 2006 1:24 am ]
Post subject:  Wot you want?

I don't like random spawning weapons, and the spikes that sometimes appear with the bullet marks look very chaotic. The grass effects still don't work on some places (Some areas in TokaraForest). I would love to see these things get some optional option or fix in 1.7.

Author:  RuneStorm [ Fri Mar 24, 2006 9:05 am ]
Post subject:  Wot you want?

Yeah, I don't like random spawning pickups either, but replacing UT's 10 weapons with 20 is not easy! We do have the "Itemizer" tool for manually placing pickups in maps, but it would requires going into each map and placing everything! Maybe we could get it done for a large variety of common maps if a few people helped???
The problem with the ammo, is that there is no link between the ammo pickups and the weapons! We will probably revise the whole thing and try figure out a decent way of doing it... Maybe Try get every weapon to find it's surrounding ammo and take control of it!
We could use a weapon box and have it take control of it's surrounding pickups...
We'll try get this good for v1.7...

Author:  Bjossi [ Fri Mar 24, 2006 5:15 pm ]
Post subject:  Wot you want?

Take a look at mutators like WoRM 2004 or Random Weapon Swap, those always replace guns and ammo correctly. You can find them with search on www.ut2003hq.com.

Author:  ShadowBlade [ Sat Mar 25, 2006 11:42 am ]
Post subject:  Wot you want?

they not to big i hope..:dry:

we will definetly try to get that stuff corected..

Author:  Redshift [ Sat Mar 25, 2006 1:53 pm ]
Post subject:  Wot you want?

[1] The dynamic crosshairs on many of the guns are too large (esp. the XK's is frickin' HUGE, lol!) and look a bit rough. Actually, I liked the previous red/yellow ones better... Surely, such highly detailed, solid weapon models deserve equally refined crosshairs? ;)

[2] Also, it would be nice if the regular and incendiary hand grenades exploded when hitting a(n enemy) player. Smart grenades, basically. At least, this feature should be optional imo.

Author:  Morter [ Sat Mar 25, 2006 5:41 pm ]
Post subject:  Wot you want?

Hmm...

1) I'm not sure if this was intended, but it really bugs me when tapping Fire while holding a grenade, even in Long Throw mode, makes it fall straight down in front of me.

2) It'd be really convenient if aiming correct itself by you crouching/standing still, not by you crouching/standing still and slowly swaying your aim left and right. I could have a pisttol, run forward for a while until my aim is out of position, then I'll crouch without moving my aim, and all of my shots will be screwed up. Not a single one'll shoot in front of me until I wiggle my aiming just enough.

Author:  Bjossi [ Sat Mar 25, 2006 10:36 pm ]
Post subject:  Wot you want?

ShadowBlade wrote:
Quote:
they not to big i hope..:dry:

we will definetly try to get that stuff corected..


They are tiny, especially Random Weapon Swap, the ZIP is 3 or 4 Kbs.

Author:  ShadowBlade [ Mon Mar 27, 2006 8:38 am ]
Post subject:  Wot you want?

ok.. cool we try get em!

Author:  DarkCarnivour [ Mon Mar 27, 2006 9:29 am ]
Post subject:  Wot you want?

Big crosshairs??? Has anyone realized that you can now(since v1.6) set your crosshair size??? It's the very same option in UT's menu that you use for the normal crosshairs! Also, you can change the color and alpha!
If you wanted the red/yellow ones back, you can just change the color...
Tapping with grenades gives you a way to just drop it there when you want... Holding gives you throw range. I have found this to be very handy...
Aiming has changed and will be better in v1.7...
In real life, when your aim is off, it usually takes some manual effort to fix it... At least in v1.7 your aim will not stay in the exact same sopt when you fire... This will help by correcting(or worsening depending on movement) your aim when you fire...:)

Author:  Bjossi [ Mon Mar 27, 2006 3:06 pm ]
Post subject:  Wot you want?

I think there should be five main rules for aiming.

[1] Gun inaccuracy: The gun itself has some inaccuracy, so add a small spread area for guns. But make them extremely small for pistols and other non-rapidfire guns.

[2] Human aiming errors: When you start shooting, the view should randomly shake around a bit, making it a bit more difficult to aim since you never know where or when the crosshair goes.

[3] Movement inaccuracy: While running and shooting at the same time, will be pretty inaccurate. But it will be as inaccurate as described in rule 2, it must be possible to hit a target while running.

[4] Crouching accuracy: When you crouch and stand still/move, accuracy will be considerably better. But to balance that, you are a much easier target when crouching.

[5] Standing still: If you stand still and shoot, the gun should have more accuracy than if you are running.

I think this is all that is needed. And of course make each optional in the options, just flag the ones you want to have. Number one shouldn´t be optional, all guns need to have a varied area of spread.

This my view of accuracy, I hope this sounds fair.

Author:  DarkCarnivour [ Mon Mar 27, 2006 4:03 pm ]
Post subject:  Wot you want?

Sounds almost exactly as it is now...

1: gun accuracy depends on the manufacture and quality of the gun. A rifle or pistol will have a near perfect barrel accuracy, while a shotgun or B1'Possum' will have a wide barrel spread.
2: Recoil accumulates as you fire and moves your aim (usually upwards) along a path, but also with lots of random inaccuracy. This impulse on your player and weapon also affects your base/movement aiming (added in v1.7).
3: Movement inaccuracy affects your base aim, which is basically the stability of the hand holding the weapon... Running, jumping and getting hit add chaos to your base aim and make your weapon unstable.
4: crouch aiming is built into teh recoil and base aim. Crouching just increases stability and controls the chaos. Standing still means you aren't moving and thus no chaos is there to be applied to the aim!

Of course, if you look at the code, you'll see that there are about twenty different variables and factors affecting the accuracy of a weapon...
We could add more options and scalers for this system...

Author:  Bjossi [ Mon Mar 27, 2006 8:27 pm ]
Post subject:  Wot you want?

Maybe you are making accuracy unneccesarily complex, but I don´t know anything about coding. Simple spread and some inaccuracy factors based on movement is enough to make it perfect I guess. But maybe you need 20 different variables to make that possible...

Author:  DarkCarnivour [ Tue Mar 28, 2006 9:16 am ]
Post subject:  Wot you want?

Well, we could do the classic "calculate on fire" method, but then how would we get the laser sight to show you where the bullet is going to go???

When we designed this mod and it's systems, we were thinking of the long term... We built a very generic system that can do all kinds of things if needed. This makes it easier in the long term. It's not like most mods that do only what is needed for that particular gun at the time...
Also, we can release our 'Core' for other modders to use. Making an new weapon using the Core means changing a few default properties for your new class.
It might not require any real coding at all...B)

Post edited by: DarkCarnivour, at: 2006/03/28 09:19

Author:  ShadowBlade [ Tue Mar 28, 2006 12:05 pm ]
Post subject:  Wot you want?

you see the more hard work we do on the base systems, all we have to do to make a whole new mod is content! Ballistic is designed to be easy to do outside the code.. the downside of this, is that the code is very complicated and hard to do, but has fewer lines and such..

The more weapons we add with wierd functions, the easier it will be to do similar ones laterB)

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