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== Version 7.2 [3-10-2018] Discussion ==

For public discussion of all things EXU2.

Moderator: Buff Skeleton

User avatar Buff Skeleton
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Subject: == Version 7.2 [3-10-2018] Discussion ==

Post Posted: 01 Nov 2017, 01:06

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EXU2: Batshit Insane: v7.2 / 3-10-2018


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Version 7.2 [3-10-2018]:


This is a pretty small patch in terms of content, mostly delivering fixes for code and some map tweaks. The most notable differences are fixed collision issues with EXU Krall, and improvements to legless mode for on and offline play (i.e. it actually works properly now in both modes for ALL EXUKrall classes).

Oh, and HEAVY MERCENARIES ARE BACK! Fuck yes! I finally got around to cleaning up the code and getting them functional again. I plan to make MANY more variants of these eventually. For now, just HeavyShrapnelMercenary is available, but expect others in future patches.




Version 7.1 [12-5-2017]:

This patch brings some fixes and improvements to the campaign levels, primarily, but a couple of minor code changes as well. The most significant changes are major improvements to Map 12's level design to make the objectives clearer, and a reverted version of Map 15 that should actually work as intended (the release version was an alpha version I was testing stuff on, and has a ton of broken shit).

No new content this go-around, since I focused on map fixes primarily, but I think the next patch may well have some new maps!


Version 7.0 [10-31-2017]:

God damn, what an enormous "patch" this has become. It's been three years since the last release, so I'm not even going to bother with a fuckin' changelog god damn. Way too much effort for that, and nobody reads this shit anyway! I'm gonna just list some of the more fun new enemy classes I can think of off the top of my head, and will probably do a real changelog later on when OCD strikes.

There isn't a lot of strictly NEW content this time, but I mean, three years of bug fixes and code improvements. And visual effects and stuff. And audio. And loads of UED tools. ASSController improvements. Squad modules for the Advanced Spawner System. Netcode performance gains. You'll notice a lot! Maybe! Or maybe not! I don't know really.

NOTE: The campaign has not been fully-tested recently, but Maps 1 through 12 should be fine. I included 13 through 16 this time around as well since they load in the editor and should be playable, but I haven't actually modernized or tested them in aaaaaaaages, so expect either bugs or rough patches compared to the revamped stuff like Map 12. But I figure releasing them is better than letting them rot on my hard drive, eh? More revamps are underway, such as Map 15, which will be a huge change! One day!


Notable new enemies:

  • CarnageCapacitor: Bio-Warfare Heavy Assault Brute.
  • Earthshaker: Ballistic Heavy Assault Brute.
  • DoomTrooper: Demonic Skaarj Trooper with a heavy burst-fire machine gun. This guy isn't new, but well, I'm listing all the troopers so FUCK OFF
  • CarnageTrooper: Demonic Skaarj Trooper with an Extractor.
  • BastardTrooper: Demonic Skaarj Trooper with a Piddledoper.
  • SanitationTrooper: Demonic Skaarj Trooper with a Shitgun.
  • SentinelTrooper: Demonic Skaarj Trooper with an EnergyAR.
  • HavocTrooper: Demonic Skaarj Trooper with a HyperFlakker.
  • HellTrooper: Demonic Skaarj Trooper with a Hell Gun. Another oldie given a new lease on life. Death?
  • TachyonTrooper: Demonic Skaarj Trooper with a TachyonDriver. This one is mean.
  • AnnihilationTrooper: Demonic Skaarj Trooper with a Clusterfucker. This one isn't new either!
  • PlasmaTrooper: Demonic Skaarj Trooper with an RFPC. Also not new!
  • MegablasterTrooper: Demonic Skaarj Trooper with a Combat Shotgun.
  • ArtilleryGuardian: Hand Cannon Krall with a souped-up shooty stick. Can also call in artillery strikes (if the map supports it)!


>>>>> Get the latest version right here! <<<<<
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User avatar Buff Skeleton
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Subject: Re: == Version 7.0 [10-31-2017] Discussion ==

Post Posted: 01 Nov 2017, 01:07

I almost DEFINITELY fucked up something SOMEWHERE, so please tell me if/when you find my fuckup(s)!

Upload is in progress, so it'll be a bit yet before I have links available.
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User avatar Buff Skeleton
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Subject: Re: == Version 7.0 [10-31-2017] Discussion ==

Post Posted: 01 Nov 2017, 01:46

OK done! Goooooooo get it!
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User avatar UTNerd24
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Subject: Re: == Version 7.0 [10-31-2017] Discussion ==

Post Posted: 01 Nov 2017, 02:58

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
PRAISE LORD WAFF

Anyway, I found a few bugs to report.

-Firstly, using ANY mutators in the campaign will occasionally crash the game. Something about an inventory keeper.
-The Middle bunker in Urk has a missing wall that will kill instantly when approached.
-Infernal Falls just seems to crash at random with an infinite script recursion.

Thats all I see for now. Also, those new explosion effects are kickass.
Pls play Unreal

User avatar Diego96
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Subject: Re: == Version 7.0 [10-31-2017] Discussion ==

Post Posted: 01 Nov 2017, 08:03

Oh sh*t. I didn't expect this.

Will this break Ubi's G59 campaign if I install it over it?
Last edited by Diego96 on 01 Nov 2017, 23:53, edited 1 time in total.
M'nali

User avatar UTNerd24
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Subject: Re: == Version 7.0 [10-31-2017] Discussion ==

Post Posted: 01 Nov 2017, 08:12

Yeah. Uberserker has confirmed that his campaign will break with this update. I belive he said he has already made preparations of renewing the campaign for this release effective next year.
Pls play Unreal

User avatar Xanious
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Subject: Re: == Version 7.0 [10-31-2017] Discussion ==

Post Posted: 01 Nov 2017, 09:29

Well crap. Now I know what I'm marathoning tomorrow.

User avatar UTNerd24
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Subject: Re: == Version 7.0 [10-31-2017] Discussion ==

Post Posted: 01 Nov 2017, 10:40

Also, this has only happened to me recently, but the hitreg of the shotgun is a bit screwy. Sometimes it hits, sometimes it doesn't. Ive had a few situations where the bullets go through the enemy even at point blank and do no damage. Might have something to do with the min desired framerate, but yeah.

If I were to guess, seeing how the bullets are just extremely fast projectiles and not hitscan, they tend to warp when frames become lacking. And by warp I mean simply skipping over frames and not colliding with anything in between.

Also found this in the Gauntlet: Image

► Show Spoiler


I think some RMusic Player cues arent working as intended either. After the Ai's codec plays in Frostclaw, the music does not resume. Might have something to do with my version though.
Pls play Unreal

UB_
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Subject: Re: == Version 7.0 [10-31-2017] Discussion ==

Post Posted: 01 Nov 2017, 13:21

I'll be seeing later in the day how much has truly changed
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User avatar Buff Skeleton
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Subject: Re: == Version 7.0 [10-31-2017] Discussion ==

Post Posted: 01 Nov 2017, 15:03

Ah, I forgot to include a file for the music update in Frostclaw. Two, actually. I'll update the main package, but until then, here they are:

https://drive.google.com/uc?export=down ... WZRNFZVOGM
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User avatar Buff Skeleton
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Subject: Re: == Version 7.0 [10-31-2017] Discussion ==

Post Posted: 01 Nov 2017, 15:48

Actually make that FOUR music files I forgot. Uploading the other two as well, then the new full package. Whoopsies!

This should fix missing music sections in Maps 12 and 15.
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UB_
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Subject: Re: == Version 7.0 [10-31-2017] Discussion ==

Post Posted: 01 Nov 2017, 15:54

Diego96 wrote:Oh sh*t. I didn't expect this.

Will this break Ubi's G59 camapign if I install it over it?


I might not probably update it at all, not worth the time.
Already figured out all the overlay actors are broken and I can't pinpoint where I used that stuff; let alone the fact it's likely one of the many things that broke.
You all had a solid one year to play it, things eventually have to change. The amount of feedback I got on the final release was microscopic (like 2-3 ppl max cared) and for this reason I won't touch it.

That's ok though so now I can finally stop ignoring Batshit Insane unlike last year where I had to waste all my time on G59 development instead of playing it, lol
Last edited by UB_ on 01 Nov 2017, 16:46, edited 2 times in total.

User avatar Buff Skeleton
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Subject: Re: == Version 7.0 [10-31-2017] Discussion ==

Post Posted: 01 Nov 2017, 16:00

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User avatar Buff Skeleton
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Subject: Re: == Version 7.0 [10-31-2017] Discussion ==

Post Posted: 01 Nov 2017, 16:06

Diego96 wrote:Oh sh*t. I didn't expect this.

Will this break Ubi's G59 camapign if I install it over it?


You may as well just make a new UT install for EXU2 v7 (or legacy G59) to avoid issues. It's not like hard drive space is super difficult to come by these days!
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User avatar Buff Skeleton
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Subject: Re: == Version 7.0 [10-31-2017] Discussion ==

Post Posted: 01 Nov 2017, 17:04

OK, fixed the main package as well. You shouldn't need the Fuckup files if you download the main one after this point!

Not gonna change the version number since this was just forgotten files and no changes were made to any maps or code, so NYAH
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