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jokeyxero |
Location: Woodstock, GA |
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Post subject: RE: Re: RE: quick reply
Posted: Dec 17, 2007 - 02:34 PM
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Site Admin


Joined: Feb 04, 2004
Posts: 1346
Location: Woodstock, GA
Status: Offline
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I didn't get it.
I'll grab it sometime this week from those links.
Things have been hectic lately. |
_________________ · xero
Webmaster - AU Computer Gaming Club
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jamiejones |
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Post subject: RE: Re: RE: quick reply
Posted: Dec 20, 2007 - 03:05 AM
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Sniper on the Hill

Joined: Nov 27, 2007
Posts: 95
Status: Offline
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Understood,
Between (helping with the move to/wiring the network for) the new engineering building, end of semester computer lab maintenance, and getting everything in order so I can start class next semester. Thats not even mentioning all legal stuff I'm haveing to do to get compensation from alfa insurence. Hectic is a good word.
When ever you have the time it'll be there. I'll just try and get a couple more features in before Classes start. I don't really touch this stuff while I'm taking classes. Were ever it's at when classes start is basicly were it'll be at when the summer hits. So I'll just make a solid finishing spot with this code some time within the next 10-20 days.
Thanks again
Jamie |
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jamiejones |
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Post subject:
Posted: Jan 05, 2008 - 06:36 AM
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Sniper on the Hill

Joined: Nov 27, 2007
Posts: 95
Status: Offline
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I finished up the less complicted build.
1. You can pick whatever class/model you want. Your not restricted to simply one class that works.
2. There are now specific game types you pick. instead of teamdeathmatch it'll be JJSS-teamdeathmatch.
this is what enables 1. to work.
After I finished, it kept bugging me that the bots don't drop the flag when they collapse even though people do and I'm trying to fix it. I'm thinking the bots keep picking up the flag as soon as they drop it. Also to help out in the melee dept. I'm slowing the groundspeed down by how fast a person is currently turning around.
I'll put it up by tue\wed.
I'm going to start moveing code over to UT3 but I'll do all(most) of the (concept)testing in ut99. My laptop can't run UT3. hopefully It'll compile the scripts and allow me to open the editer to extract the code & look at the assets so I know what the hell I'm adding modifying.
Although the fact that eb didn't have a pc copy when I went to pick up my ps3 copy of UT3 didn't help much. |
Last edited by jamiejones on Jan 18, 2008 - 04:50 AM; edited 1 time in total
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fastbilly1 |
Location: I get around |
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Post subject:
Posted: Jan 18, 2008 - 12:27 AM
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Moderator


Joined: Feb 02, 2004
Posts: 1359
Location: I get around
Status: Offline
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Boo on UT3, I cant even run the demo... |
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jamiejones |
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Post subject: Finished up the loose ends
Posted: Feb 16, 2008 - 10:17 AM
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Sniper on the Hill

Joined: Nov 27, 2007
Posts: 95
Status: Offline
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Finally broke free of school and these 3 week long projects for my data structures class(damn good class btw). Did a two day drive to finished up the loose ends on this UT thing.
No crazy special rules or conditions like before.
1. Start the game.
2. Choose game type look for the name.
3. Play It. (I suggest ctf) 1st:nucleus 2nd:Face
(Thats it) - You do need to patch up to 436(included) and install all the map packs(included) or it won't run.
http://www.freedrive.com/file/194363
Freak'n UT3 demo won't run on my PC either.
Jamie |
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kurtmax_0 |
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Posted: Feb 16, 2008 - 05:03 PM
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Color-Swapped Ninja


Joined: Oct 23, 2005
Posts: 1083
Status: Offline
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We need to put UT99 on the lab computers.... It was the pinnacle of deathmatch gaming. |
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jamiejones |
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Posted: Feb 17, 2008 - 08:11 PM
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Sniper on the Hill

Joined: Nov 27, 2007
Posts: 95
Status: Offline
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Did anyone ever get into the 4 team deathmatch stuff? I remember that UT99 supported it. Speaking of which I remember a mod for four way CTF, wish I got a chance to try it out. Only other games I've played with something close to four way ctf was perfect dark and timespliters. |
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xentrix |
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Posted: Feb 18, 2008 - 03:54 PM
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Sniper on the Hill


Joined: May 09, 2005
Posts: 77
Status: Offline
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We did have UT99 on there for a while. It never got played. Dunno why. |
_________________ i am lfg bard . you want to chat with me .
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Ack |
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Posted: Feb 18, 2008 - 10:21 PM
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Moderator


Joined: Feb 08, 2005
Posts: 682
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It got played a few times, mostly by club members who were bored of other stuff. |
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jamiejones |
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Posted: Feb 20, 2008 - 05:57 PM
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Sniper on the Hill

Joined: Nov 27, 2007
Posts: 95
Status: Offline
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Thats as good a sign as any of the last time i've been in the lab! Last time I was there UT99 and UT2004 was on the image. As a matter a fact that was what prompted me to try and find one of my many lil UT related projects that was close enough to complete to finish up. So it could be played in the lab.
Speaking of which what happened to my two guinea pigs for this network test?!?
(Never got a chance to subject them to shock(rifle) treatment over these here fabulous tubes al gore built)
Jamie
Edit: Guinea pig#1 is your B'day in feb? |
Last edited by jamiejones on Feb 21, 2008 - 01:09 PM; edited 1 time in total
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jokeyxero |
Location: Woodstock, GA |
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Post subject:
Posted: Feb 21, 2008 - 02:45 AM
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Site Admin


Joined: Feb 04, 2004
Posts: 1346
Location: Woodstock, GA
Status: Offline
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Feb 22 |
_________________ · xero
Webmaster - AU Computer Gaming Club
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jamiejones |
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Post subject:
Posted: Feb 21, 2008 - 03:43 AM
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Sniper on the Hill

Joined: Nov 27, 2007
Posts: 95
Status: Offline
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Yeah I figured it was close to mine, 26th. Just not sure how close.
Jamie |
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jokeyxero |
Location: Woodstock, GA |
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Post subject:
Posted: Feb 22, 2008 - 06:08 AM
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Site Admin


Joined: Feb 04, 2004
Posts: 1346
Location: Woodstock, GA
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Itsamuh birthday! ;oP
Joining the elders now at 26. I've crossed that threshold into "well, at least I can look forward to senior discounts at 55". |
_________________ · xero
Webmaster - AU Computer Gaming Club
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jamiejones |
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Posted: Feb 23, 2008 - 09:13 PM
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Sniper on the Hill

Joined: Nov 27, 2007
Posts: 95
Status: Offline
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Happy late B'day! Untill 55 you get to switch up the odds every year for when you play the "how old do you think I am" / "how old do I look" game. Which is basicly all you get post 21 short of renting a car or running for prez. or something.
Congrats on staying alive another year !!!!
Jamie
I'm deciding on picking up a wii, psp, or a pre-order for super smash bros. brawl(wii later). I've somehow found myself sitting on a lil bit of extra cash lately. (I'm still poor just not dirt poor.) :p |
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PhukFace |
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Post subject:
Posted: Feb 24, 2008 - 11:10 PM
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Color-Swapped Ninja


Joined: Jul 06, 2005
Posts: 1103
Status: Offline
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lulz youre 26...
wait a tic...
╒╚╝ĒK |
_________________ She's Einstein, Her head is the greatest...
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fastbilly1 |
Location: I get around |
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Post subject:
Posted: Feb 25, 2008 - 12:26 PM
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Moderator


Joined: Feb 02, 2004
Posts: 1359
Location: I get around
Status: Offline
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Sorry jonesy, work ramped up and so did the con. |
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jamiejones |
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Post subject:
Posted: Feb 27, 2008 - 05:02 PM
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Sniper on the Hill

Joined: Nov 27, 2007
Posts: 95
Status: Offline
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Such is life, i'm in no particular rush. Whenever you guys get around to it I'll still appretiate it. I'm going to keep working on it either way. Bot wise the design is great, and coming along nicely. The bots work great with what they have but they don't find exploites in the design by abusing what they have like a person would, so I'll get to the network stuff as soon as I get more participents.
On a side note I took a day off from school stuff and tested it. Found that I...
Fixed:
1. left in some bad code from when I was trying to figure out how to make the bots drop the flag when they get hit hard and collapse. Everytime I got hit by anything I would drop the flag, so I had to go and fix it.
Minor:
2.I still need to fix the 997kb garbage file of mostly accessed none(null) notices that creeped up while playing(at one point the bitch was sitting at 2GB+ after 2 hours of play time)
Fixed:
3.Had to fix the hit respones from taking damage. The view is spose to throw off aim by shifting to a given direction determined by were and how much the player is damaged.
Minor:
4.Have death animation problems cased by the animation naming conventions on the warcow and nali models(used for collapse)
So If anything you'll play a better version of the game when you get around to it.(I'm always going to be adding to it) A While back I gave the impact hammer a big boost by slowing down a players ground speed by how much they are turning.
Code:
//Player code
bIsTurning = ( Abs(DeltaRot.Yaw/DeltaTime) > 5000 );
groundspeed = groundspeed/((Abs(DeltaRot.Yaw/DeltaTime))/5000);
Code:
//Bot code
function Tick( float DeltaTime )
{
local rotator currentRotation,oldRotation,DeltaRot ;
//NeedToTurn(Target.Location)
local float speed3D,Climb;
local vector unitVelocity,myvelocity;
currentRotation = Rotation;
oldRotation = currentRotation;
DeltaRot = (currentRotation-oldRotation);
if(Physics != PHYS_Falling && ( Abs(DeltaRot.Yaw/DeltaTime) >50000 ))//(//bisTurning)
/*{
Velocity.Z =0.0;
Velocity.X =0.0;
Velocity.Y =0.0;
}*/
groundspeed = groundspeed/((Abs(DeltaRot.Yaw/DeltaTime))/5000);//
myvelocity.X = location.X-oldlocation.X;
myvelocity.Y = location.Y-oldlocation.Y;
myvelocity.Z = location.Z-oldlocation.Z;
Speed3D = Sqrt(myVelocity.X * myVelocity.X + myVelocity.Y * myVelocity.Y + myVelocity.Z * myVelocity.Z);
unitVelocity = myVelocity/Speed3D;
Climb =1- (unitVelocity Dot vect(0,0,1));
if(Climb<=0.015)
Climb=1;
}
If someone is running up behind you with an impact hammer you need some evation skills to turn around and shoot them before they get to you. Thats not even mentioning that a player already runs half speed when running backwards, playing in a small level like peak or any small area in general is serious as hell now.
Anyway I'm done killing time for today I've got my "sport karate" class to goto in abit. And a design presentaion to give today(I need to clean up) for data structures after that, holla!
Oh yeah Billy boy, tigerlan you up for either ...
1.Military madness(V.S. game /ps2 ver.)or
2.Karate Champ (*best*arcade/nes) or
3.Dungeon Explorer.(TG-16/VC)?
Jamie |
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jamiejones |
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Post subject:
Posted: Apr 05, 2008 - 03:06 AM
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Sniper on the Hill

Joined: Nov 27, 2007
Posts: 95
Status: Offline
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Rus you might want to have another fps in the back of your mind for TL (just in case). Against bots this is tiptop but since I haven't tested the network code I have only a vaugue idea of how it might work over a lan. All i'm saying is if bullets start flying through bodies without being registered have another game in mind.
!!!Perfect dark 64???(how is the 360 ver.?)
Jamie
I'm in the middle of working on this right now actually. |
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fastbilly1 |
Location: I get around |
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Post subject:
Posted: Apr 05, 2008 - 03:27 AM
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Moderator


Joined: Feb 02, 2004
Posts: 1359
Location: I get around
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The 360 version is only ok. I mean it is fun in coop, but the multiplayer is frantically boring.
We can play Perfect Dark if you want - emulated or on the N64? |
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fastbilly1 |
Location: I get around |
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Post subject:
Posted: Apr 09, 2008 - 11:26 PM
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Moderator


Joined: Feb 02, 2004
Posts: 1359
Location: I get around
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And since I finally read the end of your post, you will slaughter me in Military Madness but I will play any of them. Do you really want me to bring the N64? I havent replaced the joysticks yet, but will if we throw down in some Goldeneye/Perfect Dark. Granted that means I will probably have to leave the Saturn(s) up here.
Oh and Jonesy, I am about to embark on another crazy project. Actually it is more of a mortal sin in the arcade world but several of my friends have inspired me to do it. |
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