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[227] RLCoop (Real Life Survival Gametype) [Official Thread - BETA RELEASED]

For discussion of anything relating to multiplayer gameplay in the Unreal series, including co-op.

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Nali Priest Nali Priest
Posts: 7961
Joined: 11 Nov 2007, 21:00

Subject: Re: [227] RLCoop (Real Life Survival Gametype) [Official Thread - BETA RELEASED]

Post Posted: 26 Sep 2016, 14:04

Hey Shiv are you going to do once again those big RLCoop parties
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User avatar Shivaxi
Gilded Claw Gilded Claw
Posts: 1916
Joined: 24 Jun 2008, 19:51
Location: Behind You! =P
Contact:

Subject: Re: [227] RLCoop (Real Life Survival Gametype) [Official Thread - BETA RELEASED]

Post Posted: 28 Jan 2017, 19:29

RLCoop Beta Version 2.1 RELEASED!

Major Updates: Knife throwing, completely reworked bleeding system, new RLMENU!

https://www.youtube.com/watch?v=OJb_EDJ6QYU

First post updated:

viewtopic.php?f=6&t=2915&p=59219#p59219

DOWNLOAD V2.1: https://www.dropbox.com/s/9kl83oqd4hrqg ... e.zip?dl=1

FULL CHANGELOG FOR VERSION 2.1:

Added:

-KNIFE THROWING FUCK YEAH!! Updated melee fist and knife model, added knife throwing mechanic. Right click to aim with knife, left click to throw. Knife throwing also works as sneak attack with extra damage should enemy be unaware of player.
-New RLMenu interface with Welcome, Controls, and Inventory tabs. (new RLClient.ini for saving last tab opened). Player character on Inventory screen now matches actual animation of your current playerpawn.
-New tilt screen effect when limping based on which leg is limping.
-New red screen texture that pulses to indicate when you are bleeding.
-Health Packs can now stop bleeding if your health is over 100, but will only heal 1 point.
-Prone bobbing effect when moving while prone.


Changed:

-Can no longer sprint when health is below 75.
-Changed default Accuracy modifiers. Defaults are now BaseAccuracy = 0.7, CrouchModifier = 0.5, IronSightModifier = 0.2, Movement Modifier = 1.5, ProneModifier = 0.1.
-Bleeding mechanic completely reworked. No longer uses 227 bleeding. bUseRLBleeding, BleedChance, BleedMax, and BleedMin modifiers added to RLCoopS advanced options. New defaults, BleedChance = 2, BleedMax = 25, BleedMin = 5. BleedChance is multiplied by the damage you take. Aka, taking 1 damage with a BleedChance of 2 = 2% chance to bleed. Take 50 damage with a BleedChance of 2 = 100% chance to bleed. Bleed amount is randomely selected between BleedMax and BleedMin, then multiplied by 1 for every 10 damage you took. Aka, you take 50 damage, which means multiplier of 5, and then number chose was 20, so 20 x 5 and you will bleed up to 100 health. All of this accumulates as well with every damage taken, and works the same for monsters and players.


Removed:

-The ability to suicide during the paused game at start. Prevents players from suiciding, dropping all their inventory, and then reconnecting, basically duplicating inventory repeatedly.
-The ability to throw inventory while game paused at start.
-Red bar of stamina death when you run out.


Fixed:

-Fixed RLMenu not appearing at first for new players.
-Fixed exploit that would allow you to keep inventory on next level even if you died.
-Iron Sights/Aiming now works in prone.
-Fixed not being able to use Iron Sights under water.
-Fixed issue with weapons being GODDAMN HUGE under water when first switching to them.
-Fixed still being able to move while healing with Health Pack if using Walk or Crouch keys.
-Fixed not being able to pickup 2 light weapons and 1 heavy weapon if the 2 light weapons were the same weapon.
-Fixed collision and position of players when they die and are revived, especially the glitches that used to happen on movers.
-Fixed bug where level switching while healing would cause your player to be perma frozen/slow.
-(RLCoopMut) Fixed spawn points on Toxic.unr.
-(RLCoopMut) Fixed being able to prone under doors to end on Chizra.unr and NaliC2.unr.


So note that this version most likely won't be updated anymore, Bleeder and I are working on version 3.0 where we are writing the entire mod again from scratch, to fix a lot of shit, the mess, and improve on a lot of what's already there, plus adding tons of new stuff like hunger and water, individual player stats and skills, that crippling mechanic we never worked in, dynamic inventory system, and a shitton more, stay tuned.
http://img836.imageshack.us/img836/9950/shivavatar2.jpg Image

Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

User avatar Shivaxi
Gilded Claw Gilded Claw
Posts: 1916
Joined: 24 Jun 2008, 19:51
Location: Behind You! =P
Contact:

Subject: Re: [227] RLCoop (Real Life Survival Gametype) [Official Thread - BETA RELEASED]

Post Posted: 27 Aug 2017, 10:16

Recently did a livestream here with the latest version of RLCoop and features, playing through Strangeworld for the first time. Also David Munnuch commented on the video lol.

https://www.youtube.com/watch?v=5nonHN4YZiA

side note and unrelated, I started a dnb remix of Spire.umx here: https://soundcloud.com/shivaxi/the-suns ... mix-unreal
http://img836.imageshack.us/img836/9950/shivavatar2.jpg Image

Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

watcher_of_the_skies
Skaarj Lord Skaarj Lord
Posts: 224
Joined: 17 Aug 2015, 10:27

Subject: Re: [227] RLCoop (Real Life Survival Gametype) [Official Thread - BETA RELEASED]

Post Posted: 29 Aug 2017, 23:14

Massive horde playin' on the server right now.

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User avatar Shivaxi
Gilded Claw Gilded Claw
Posts: 1916
Joined: 24 Jun 2008, 19:51
Location: Behind You! =P
Contact:

Subject: Re: [227] RLCoop (Real Life Survival Gametype) [Official Thread - BETA RELEASED]

Post Posted: 16 Sep 2017, 23:17

RLCoop Beta Version 2.2 RELEASED!

Major Updates: Brute Gun, Major Knife Throwing Changes, and a crapton of fixes mainly.

A huge thank you to Enzyme who did the Brute Gun model and animations

Image

First post updated:

viewtopic.php?f=6&t=2915&p=59219#p59219

DOWNLOAD V2.2: https://www.dropbox.com/s/bopb4lj0t9fdi ... e.zip?dl=1

FULL CHANGELOG FOR VERSION 2.2:

Added:

-Added Lesser Brute Hand Held Rocket Launcher. Dropped by Lesser Brutes only.
-Can now heal other players with HealthPacks or Bandages by selecting them in your quick inventory and pressing "grab" on another player.
-Unintended side effect, items now block projectiles, which means you're able to jam monsters weapons with a well placed knife throw when it sticks into the butt end of their weapon. Kinda hilarious actually. I guess we'll keep this in.
-New RLMeshes.u package
-Ability to hold more than one knife now, knife goes into inventory and takes up an inventory slot, can be dropped now.


Changed:

-Gave Krall Staffs their own ammo type
-Recalculated Krall Staff melee damage. Krall Staff melee now has a base damage of 71, Elite Krall Staff 81
-Krall Staff ammo will charge twice as slow as Dispersion Pistol ammo, Elite Krall Staff 3 times as slow
-Tweaked Staff swing time. Swings slightly slower, increased delay between swinging and hitting, meaning when you swing to melee, you don't make contact as quick as you would using your fists anymore, as the staff should weigh a bit more, and therefore be a little harder to swing and make contact with. Brute Gun swing is even slower and takes more time between swinging and hitting, as its bulkier and heavier...made to match animations
-Updated First Person offset and Projectile Fire offset on Eightball and Razorjack
-Updated Projectile Fire offset on Krall Staff(s)
-Bandages only heal 10 points up to 50 health. Above 50 health they heal 1 point, used to stop bleeding.
-Translator no longer uses a slot in inventory
-Knife projectile now bounces on hard surfaces, but will stick into soft surfaces (grass, wood, etc) realistically. Also added sound and visual effects for both instances.
-Knife throw will count as a sneak attack dealing extra damage on an unaware enemy, though only half of a normal sneak attack if using the knife normally in melee, unless the knife throw is a headshot, then it will do full sneak attack damage.


Removed:

-Removed 3rd person

Fixed:

-Books set to bMovable=False to fix flying exploit
-Fixed Rifle, bullet should now be lined up with crosshairs in scope (mostly)
-Fixed IronSights for Quadshot
-Fixed rechargable ammos going over their max limit (aka DispersionPistol)
-(RLCoopMut) Fixed JumpBoots charge on QueenEnd.unr
- Fixed inventory exploit that would allow you to pickup more ammo than you should be able to carry. Weapons will drop the correct amount of ammo now when trying to pickup a weapon that has ammo inside while your inventory is full or can't hold the amount of ammo in the weapon. NaliFruit will also drop 1 fruit if you have 1 inventory slot free and try to pickup a NaliFruit plant instead of giving you both fruits and breaking the inventory limit.
-Fixed knife projectile sticking into pawns and decorations. Can now grab knife out of a pawn. Knife will stay stuck into a pawn even if pawn dies.
-Fix for spectators so they don't trigger map restart if they join first before normal players
-Fixed items going through movers. Now collide properly with movers again. Re-did grab code and collision for items and inventory.


Still working on Version 3.0 but it's been long overdue since there was an update and we've just been adding and fixing quite a lot. So, enjoy!

EDIT: Forgot to add that in RLCoopMut I added support for Strange World mappack
http://img836.imageshack.us/img836/9950/shivavatar2.jpg Image

Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

User avatar Shivaxi
Gilded Claw Gilded Claw
Posts: 1916
Joined: 24 Jun 2008, 19:51
Location: Behind You! =P
Contact:

Subject: Re: [227] RLCoop (Real Life Survival Gametype) [Official Thread - BETA RELEASED]

Post Posted: 16 Jul 2023, 01:27

RLCoop Beta Version 2.5

Major Updates: Footstep sound and emitter overhaul, Realistic Projectiles overhaul, Crippling Limb system, Elemental Damage system, RLDM game mode, and more!

First post updated: http://www.unrealsp.org/viewtopic.php?f ... 219#p59219

DOWNLOAD V2.5: https://www.moddb.com/mods/rlcoop/downl ... 25-release

CHANGELOG V2.5:

MOVED RLCOOPSMUT INTO INITGAME SO ITS ACTIVE IMMEDIATELY WHEN RUNNING AN RLCOOP GAME SINCE RLCOOP REQUIRES THIS. CAPSLOCK BECAUSE THAT MEANS YOU NEED TO REMOVE MUTATOR=RLCOOPS.RLCOOPSMUT FROM YOUR COMMAND LINES FOR ANYONE RUNNING A SERVER, OR YOU'LL SPAWN 2 MUTATORS AND EVERYTHING WILL BREAK


Added:

-Added Lesser Brute Hand Held Rocket Launcher. Dropped by Lesser Brutes only.
-Can now heal other players with HealthPacks or Bandages by selecting them in your quick inventory and pressing "grab" on another player.
-Unintended side effect, items now block projectiles, which means you're able to jam monsters weapons with a well placed knife throw when it sticks into the butt end of their weapon. Kinda hilarious actually. I guess we'll keep this in.
-New RLMeshes.u package
-Ability to hold more than one knife now, knife goes into inventory and takes up an inventory slot, can be dropped now.


Changed:

- Added all new footstep sounds and effects depending on the type of surface you're stepping on.
> Works with custom maps and even most custom textures, support for LOTS of different textures and surfaces
> Main surface types include grass, dirt, gravel, wood, metal, glass, cloth, ice, snow, possibly more I'm forgetting
> Grass leaves footprints, and has footstep particle emitters while sprinting
> Dirt leaves footprints, and has particle emitters
> Snow leaves footprints, and has particle emitters
> Certain wood surfaces (not all, mostly old wood types) will creak more loudly and kick up dust
> Footstep sounds are dynamic based on how quick you're moving. Slower = softer lower pitched sounds. Faster = louder higher pitched sounds.
- Intergrated mprojtest into RLCoop directly now (this was the realistic projectiles test, reworking many projectiles to be more realistic, especially from monsters)
> Rockets from eightball 2* speed
> Rockets from brutes and mercs 1.5* speed
> Tentacle projectile much faster, now with falling physics
> Titan boulders much faster, now with falling physics
> stinger projectile 3* speed, now with falling physics
> flak chunks added falling physics (fixed flak chunks not being able to hurt you anymore, force bDelayTime to True)
> Arrows are 4* speed now, with added falling physics
> for all projectiles using falling physics, force bBounce to True, which fixes them getting stuck in the ground instead of shattering like they're supposed to (arrow, tentacleprojectile, etc)
> for all projectiles using falling physics, applied rotator to allow them to rotate in the direction they are traveling (arrows for example now rotate correctly to its velocity when curving in the air)
> Rockets now have a "waver" effect to them, no longer flying in a straight line. This is supported on eightball rockets, brute rockets, merc rockets, and warlord rockets so far. Upak Rocket Launcher rockets will remain the same, since they do less damage but are more advanced (hence secondary flight control) i imagine they fly pretty straight anyway.
> Fixed smoke trail effect not re-appearing after rockets leave a water zone (bRealisticProjectiles only)
> Added bubble trail for rockets traveling through water (bRealisticProjectiles only)
- Added all new elemental damage (fire, acid, electricity)
> Anything dealing fire or explosion damage now has the chance to set the player on fire, dealing quick damage in a short time. This effects rockets and others explosions mostly
> New fire emitters with vertex attach support to show this
> The player can attempt to put themselves out if on fire by proning repeatedly
> Acid and corrosive damage types gives a corrossive effect on the players skin, along with a emitter to show this with vertex attach support, and deals damage slowly over time
> Corrosion effect can be washed off by jumping into water
> Tazed and shocked damage types now have the chance to electrocute the player, this mainly effects the Skaarj's projectiles
> Electrocution does not do damage, but instead causes the players camera to shake uncontrollably for a short amount of time, highly off-setting the players aim
> New electric emitter to show when a player is being electrocuted, with vertex attach support
- Added upak comp tablet icon to custom rlupak.rcomptablet which replaces normal comptablets because @UberPwnR#5576
- Added bool bCarcassCollision in RLCoop settings, can be enabled/disabled now on the fly
- Added new water splash emitter for entering water zones
- Added visual and audio effect for headshots and critical hits
- Critical hits might be new, I'm not sure since the changelogs for 2.3 and the unreleased 2.4 were lost, so I don't remember when this was introduced
- Critical hits deal double damage, and the chance is greater for a critical hit when the shot is closest to a creatures center of mass
- Headshots are immunune to critical hits since they're already a type of critical hit


Fixed:

- FINALLY fixed crouch steps not playing for other players online (fuck you simulated function)
- Fixed playturning animation and shufflenoise to play when looking up or down, playturning will now override the looking up/looking down animations and play when you rotate your character regardless
- Fixed RLMelee not draining stamina when punching or throwing knife
- Fixed brute projectile and krall projectile fired by a player being faster than a brute projectile fired by a brute and krall projectile fired by a krall (lul)
- Fixed getting headshot through shieldbelt/powershield if shieldbelt/powershield health was low enough


Changed:

- Kevlar suits protects 'tazed' effect from electric weapons (you can still be damaged by electric weapons, just immune to elemental tazed effect)
- Can no longer get any elemental damage effects with a shieldbelt/powershield
- Armor absorbption 80 and above now protect against Critical Hits (Kevlar Suit and Assault Vest)


RLCoopMut.RL_CustomMapFixes:

- Added support for the following maps for RLCoop
> Beta Maps Dots Conversion
> RTNP Ultimate Edition
> Unreal PSX
> Tentacle Hunter's Map Pack
> The Elder
> Hexephet
> Hard Crash
> Tower of Shrakith'a
> Sinistral's Forgotten
> New Alcatraz
> The Crash
> DM-Letting and DMGotliebsRetreat for RLDM


NEW GAMEMODE:

- RLDM (Real Life Death Match) is included with this update, as well as a server batch file to run it. Essentially takes RLCoop and turns it into a deathmatch mode, very fun with 1 life, acts like a mini battle royale

DISCLAIMER:

Due to the age of this project and a lot of time passing, I am unsure if this is everything. In fact I'm pretty sure there's a lot missing, but I wanted to finally get this version out publicly for everyone. A lot of these changelog notes were written years ago. This is the version of RLCoop I have been running on my own server since 2019 essentially, and not much has changed really since. Hope to start work on this again, enjoy! o7
http://img836.imageshack.us/img836/9950/shivavatar2.jpg Image

Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

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