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Version 6.00 [10-31-2014]

For public discussion of all things EXU2.

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User avatar Buff Skeleton
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 02 Nov 2014, 03:08

The HUD stuff acting up online is pretty much just Unreal 1 HUD code at its core, so it's pretty janky online and there's not much I can do about it without a full rewrite (aintnobodygottimefodat). It usually fixes itself after a bit or after picking up more items. You get used to it after a while and it becomes less of a big deal and more of a minor annoyance or something to not even think about as you deal with more pressing concerns, like, say, an army of Rage Reactors gunning down your position with D-Guns. :P
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 15 Nov 2014, 16:01

Have to say I am having muchos funos in this latest version - love the barrels and the crystals and the new additions to the maps. However, I did find a way to skip most of the Gauntlet of pain map through the use of the translocator :P I wanted to see if I could translocate through the bars into the arena area, managed, and so only had to fight that batch of demons...

I think you made easy mode easier as well (unless by some miracle my skillZ have improved :O) which was good for me being the n00by wimp I am :D

Looking forward to the rest of the release :tup:

Also, will we get to play this map eventually:
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I've always wanted to ever since I saw this picture...

.......
SZ
.......
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User avatar Buff Skeleton
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 15 Nov 2014, 16:11

Possibly, but in a rebuilt-from-scratch form. The original gorge had as many technical problems as it was huge, so I learned that a level on that scale needs very careful planning and design to compensate for issues that come up in an area that size.
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Gameite2260
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 28 Nov 2014, 04:01

Loving this new update so far. Here's a rundown of what I think in detail.

Hellcastle
I know not a lot has changed, but I feel like I should say, this is one of the most amazing custom maps I have ever seen. "Starchild" in the background, the eerie yet beautiful sky, the fancy ass castle, it's just so atmospheric. I would love to see this turned into an actual map, SP or MP. Although there are some changes I don't like:

* The jet fighter flying around doesn't really help the immersion. This is because the sound of it flying gets over the music track.

* As seen in this screenshot, the crystals outside turned orange. Although this is probably just because I'm too damn lazy to get EXUOpenGL working, I took a screenie just in case:
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The "Fine Art", for those wondering, is stuff like this:
http://puu.sh/d8fGd/62f26ec6ff.jpg
http://puu.sh/d8g27/a455fe4d27.jpg
http://puu.sh/d8g8J/ce2f51a73e.jpg
Well, if you put me in charge of this, I would just have put the same image of Dick Butt all over, so bonus points for creativity.

Damnation
First of all, what is the track that plays when you first find the Translocator? I love it. It also makes the level a lot serious than it looks, even comedic, because it's set up like Doom 3 or some shit, then suddenly bam, awesome techno music, big demon things that shoot pentagrams, here, make them explode into fucking chunks of burnt hamburger with what might as well be Death itself in your hands. 10/10.
Gameite; "Shit sounds like a fable to me", till he jumps out the fuckin toilet when you're takin a pee.

User avatar Buff Skeleton
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 28 Nov 2014, 04:06

Yeah that orange shit looks like renderer fuckery. I highly recommend taking a few minutes to config EXUOpenGL and getting it going!
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User avatar Buff Skeleton
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 30 Nov 2014, 15:17

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UB_
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 30 Nov 2014, 16:19

hahaha the Prometheus

When all this stuff will be finally available lol
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User avatar Sat42
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 07 Dec 2014, 20:47

BUFF SKELETON wrote:http://youtu.be/r2y0Rcbr5Bs

lol, this map


Just watched the whole video :o looks promising! :twisted:
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User avatar jaypeezy
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 17 Dec 2014, 04:42

UBerserker wrote:hahaha the Prometheus

When all this stuff will be finally available lol


I strongly second this sentiment. The CA maps are one of the things I'm anticipating the most. They all look friggin' sweet.

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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 04 Jan 2015, 21:41

I guess I really should release some more alpha/beta content even if it's still actively being worked on like I said I'd do, even if the second half of the campaign hasn't been tested yet and Map 12 isn't done. The CA maps could at least tide you over I suppose! Plus there's already been a significant amount of code improvement too and new stuff.
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Gameite2260
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 09 Jan 2015, 14:52

BUFF SKELETON wrote:http://youtu.be/r2y0Rcbr5Bs

lol, this map

I'm in love with whoever made that. The music track is a little too quiet and uninteresting, but I don't play with music that often, so I'm definitely pumped for when CA comes out.
Gameite; "Shit sounds like a fable to me", till he jumps out the fuckin toilet when you're takin a pee.

UB_
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 01 Mar 2015, 20:59

I have some immense problems with the upgraded AI in G59 maps, with enemies seeking the player regardless of distance.

For example, on Neve I'm getting attacked by enemies who come all the way from the second lake to the beginning of the level because they hear gunfire (I think). The Ambushing order and IgnoreFriends option don't work anymore and I want them to wait in their own locations and not move around until I show personally up.
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User avatar Buff Skeleton
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 01 Mar 2015, 21:43

Are they set to Relentless mode?

May want to use SpawnWhenTriggered and/or set their auto-hate radius to 0 as well.
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UB_
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 01 Mar 2015, 21:51

Relentless mode is off. Guess I'm gonna go all SpawnWhenTriggered here, I don't think Auto-Hate radius will help much cause they just wander around wherever they want but not flat-out going after the player.
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UB_
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 02 Mar 2015, 17:33

The Auto-Hate radius being set to 0 fixed the issue, though strangely the game crashed after saving once (not sure what could have been the issue, maybe too much decals/carcasses or an AI going too much apeshit for the engine?).

Either way there's a bug with the Hell Hoes. When they are deactivated, they don't visually disappear. Basically they don't spawn anything but you can pass through them as if there was nothing (because it's turned off).
Another bug is the Hyper Flakker getting stuck. If you press the secondary fire when you don't have enough ammo, weapon gets stuck and you can't do anything including changing weapon (only workaround is using feigndeath).

Other than that, I could make my way throughout The Limbo. Though now I have to fix the big Gasbag boss because for some reasons he shows himself with his default skin + unlit.

EDIT: Confirming crashes while saving. They are rare but happen whenever they want.
EDIT2: Turret mode for (mini I guess) Brutes doesn't seem to work anymore - they always move.
Last edited by UB_ on 03 Mar 2015, 00:27, edited 1 time in total.
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