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PostPosted: 23 Mar 2012, 13:52     Post subject: Re: [ut] EXU2: Batshit Insane - Demo 4 v2.1 - New Video! Again! [12-29-11]
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Nelsona: Nightmare is kinda obsolete now; look for Lightning Hunter's Limbo mutator if you want inspiration for that!

Jet: Those rods are BSP, but with custom textures. I originally had each one be a 5-sided cylinder with another hollow one on the end, but made some textures and got them all down to just a single pentacylinder. Saved a ton of nodes.

The skybox looks way better in-game than the old one because it's not just a cube with overscaled textures. The lack of clouds also makes more sense for this particular arid environment, so it's just a straight-up blue sky. There are mountains in the background visible beyond the canyons.

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PostPosted: 23 Mar 2012, 14:06     Post subject: Re: [ut] EXU2: Batshit Insane - Demo 4 v2.1 - New Video! Again! [12-29-11]
Skaarj Berserker
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i love the updated backdrop in the first few shots!

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PostPosted: 24 Mar 2012, 02:38     Post subject: Re: [ut] EXU2: Batshit Insane - Demo 4 v2.1 - New Video! Again! [12-29-11]
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How the fuck has this map not totally imploded? And why are there no monsters in those shots?

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PostPosted: 24 Mar 2012, 02:47     Post subject: Re: [ut] EXU2: Batshit Insane - Demo 4 v2.1 - New Video! Again! [12-29-11]
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Monsters would spoil surprises! Also because there are literally no visible monsters in the map at the beginning. They spawn in depending on where you are ;) SpawnWhenTriggered shines!

The map HAS imploded on itself repeatedly. I'm just persistent enough and angry enough and mean enough that UED eventually will relent and come meet me at some sort of stable middleground. :P

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PostPosted: 24 Mar 2012, 03:42     Post subject: Re: [ut] EXU2: Batshit Insane - Demo 4 v2.1 - New Video! Again! [12-29-11]
Skaarj Warlord
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Give Unreal Ed a spanking boy!

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PostPosted: 24 Mar 2012, 15:28     Post subject: Re: [ut] EXU2: Batshit Insane - Demo 4 v2.1 - New Video! Again! [12-29-11]
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I'm all for a mod of EXU2 that implements the UT SDK's features.

[8]

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Shivaxi wrote:
[20:38:54] Shivaxi: I BOUGHT DA INTERNETS
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Casey wrote:
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PostPosted: 24 Mar 2012, 15:30     Post subject: Re: [ut] EXU2: Batshit Insane - Demo 4 v2.1 - New Video! Again! [12-29-11]
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Wish I'm using SDK but honestly I don't know where to begin with its features. Not much of a necessity anyway.

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PostPosted: 24 Mar 2012, 16:51     Post subject: Re: [ut] EXU2: Batshit Insane - Demo 4 v2.1 - New Video! Again! [12-29-11]
Skaarj Berserker
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Check it out:

Chef Fucker and his apprentice.

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PostPosted: 24 Mar 2012, 23:28     Post subject: Re: [ut] EXU2: Batshit Insane - Demo 4 v2.1 - New Video! Again! [12-29-11]
Skaarj Warlord
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Chef Fucker is Waffy and I'm the Skaarj. =P LOL!!

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Z-enzyme wrote:
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PostPosted: 24 Mar 2012, 23:35     Post subject: Re: [ut] EXU2: Batshit Insane - Demo 4 v2.1 - New Video! Again! [12-29-11]
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Gizzy wrote:
I'm all for a mod of EXU2 that implements the UT SDK's features.

[8]

I'll probably leave that up to EXU2's Mod-modders. I haven't really had much time to look into incorporating those features, though they are impressive. I'm focused primarily on building later-game maps at the moment. The good news is that progress is steadily ramping up, so I'll be over some humps soon.

Today I've started implemented experimental AI features for bots to the Hell Gun, namely the alt fire, to prevent them from using it if friendlies are present, but I'm going to add more conditions later (like if friendlies<enemies, use it anyway, or if one of the enemies is a flag carrier, etc). Going to also add some randomness to that so that bots will show restraint, but still blow your ass away now and then, because it IS pretty funny when they do that even at the worst possible times :P

[Edit] LOL, holy shit, while testing these AI tweaks (made some tweaks to the RFPC and Clusterfucker as well), I played a 16v16 match using only Hell Guns with all damage set to 1 per shot to see how my logic works out ingame. Then I witnessed this spectacle:

Image Image Image Image

Shitloads of demonic explosions, but no deaths. The flag carrier ended up just getting stuck in a huge crowd of bots and hellblasts erupted occasionally, but not constantly. Hilarious.


[Edit2] Gahahahaha the Clusterfucker test was even better:

Image Image Image Image

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PostPosted: 26 Mar 2012, 08:17     Post subject: Re: [ut] EXU2: Batshit Insane - Demo 4 v2.1 - New Video! Again! [12-29-11]
Skaarj Warrior
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Waff. Ignore this if you guys have already noticed and corrected this minor error.
Not even your error... Same condition in UnrealShare.Cow.uc.
(I actually tracked it down while testing something with the default cow, then checked to
see if the EXUCow code was different....)

Note these lines from the EXUCow.uc file, function PostBeginPlay():

Code:
      baby = Spawn(class 'EXUBabyCow',,, Location + vector(Rotation) * 1.5 * CollisionRadius);
      baby.mom = self;


If the babycow can't spawn for whatever reason, you will get 2 scriptwarnings every time.

The fix:
Code:
if (baby != None) baby.mom = self;


(You knew the fix of course. EXU2 has so many lines it makes my tiny brain hurt.....)

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PostPosted: 26 Mar 2012, 13:52     Post subject: Re: [ut] EXU2: Batshit Insane - Demo 4 v2.1 - New Video! Again! [12-29-11]
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Haha, thanks for pointing that out. I totally forgot there even was an EXUCow. Now I feel like adding more varities, like Shock Cows and Demon Cows and shit ala the rabbits I already have, and expanding them into some kind of retarded cow/rabbit/big game hunter mutator, but with violently explosive game.

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PostPosted: 26 Mar 2012, 14:15     Post subject: Re: [ut] EXU2: Batshit Insane - Demo 4 v2.1 - New Video! Again! [12-29-11]
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Waffnuffly wrote:
Haha, thanks for pointing that out. I totally forgot there even was an EXUCow. Now I feel like adding more varities, like Shock Cows and Demon Cows and shit ala the rabbits I already have, and expanding them into some kind of retarded cow/rabbit/big game hunter mutator, but with violently explosive game.


I don't know if it's what you had in mind, but this gives me images of ambient wildlife being used like explosive barrels.


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PostPosted: 26 Mar 2012, 14:17     Post subject: Re: [ut] EXU2: Batshit Insane - Demo 4 v2.1 - New Video! Again! [12-29-11]
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Exactly. That's actually how some of the rabbits in the first few maps work :P

I should expand on the idea more. Have a number of normal NaliRabbits placed in several of the maps, then add a randomizer in the game's BaseMutator that secretly switches them with random explosive variants so you never know what you're gonna get!

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PostPosted: 26 Mar 2012, 14:48     Post subject: Re: [ut] EXU2: Batshit Insane - Demo 4 v2.1 - New Video! Again! [12-29-11]
Skaarj Lord
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I look on images of Fuckercleave Gorge with awe and fear - awe that something so detailed could come out of the engine, fear that I won't even be able to run the map smoothly on my system!

At any rate, I'm looking forward to the new features and coding for multiplayer. Need my monsterspawn matches to be as br00tal as possible!


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