RLCoop (Real Life Survival Gametype) [Official Thread - BETA RELEASED]
Posted: 26 Mar 2013, 18:10
Beta v2.2: https://www.dropbox.com/s/bopb4lj0t9fdi ... e.zip?dl=1
v2.2 changelog/release: viewtopic.php?f=6&t=2915&p=74643#p74643
INT for controls in menu: https://www.dropbox.com/s/giyx1y0nfs6m3 ... S.int?dl=1
PLEASE read the readme, RLCoop will not function properly if your game is not setup in a specific way. Please also remember this is a beta, and has many bugs still.
So basically, this was was a project I started a long time ago, and just recently have picked up and made some major progress. I always loved a sense of realism and survival in my games, and a true cooperative experience. Unreal was lacking this, what with weapons and items respawning online, people running and gunning carelessly and able to revive themselves with no consequences, and monsters having to whack at ya about 20 times just to do some real damage. Not very realistic...of course this is UNreal so I know it may be a little ironic trying to make this game more REAL. But I always preferred hardcore mode when playing COD4 so...
Anyway, this gametype is basically designed to bring a much more realistic and cooperative experience to Unreal. Running and gunning is no longer an option. In fact, after several playthroughs both by myself and with others, I've concluded that it's pretty much impossible to play through Unreal on your own with RLCoop. The more the merrier, but the more cooperation needed between players. Once you die, you stay dead. Nothing respawns, forcing players to share weapons and items equally, especially now that you can share ammunition, items, and even health and armor between players, making communication a key part of RLCoop for survival. 227's difficulty settings makes monsters extremely hard and agressive. A brute can kill you with 1 to 2 rockets. No longer can you carry a battalion of weapons...you can now only carry 2 at a time. These simple changes alone make it a great cooperative and survival experience. These are just a few features out of many that I'll now try to organize and explain down below:
green = implemented
red = not yet implemented
-No respawn! If you die, you become a spectator. If everyone dies, the level restarts. If at least 1 person survives and ends the level, all players respawn in the next level.
-No respawn for weapons or items.
-227 difficulty 6 forced on. This increases monster speed and their projectile speed and damage, raises their alertness to see you from far distances and hear you walking or running, and increases their aggressiveness.
-Only able to carry 2 heavy weapons or 3 light weapons at a time. Heavy weapon is defined as any weapon held with 2 hands, and light weapon as any weapon you only hold with 1 hand.
-Only able to carry 15 items at a time (this includes any armor types as well, and now ammunition as well).
-New players do not start with any weapons or inventory (we call these new players, "Survivors").
-Players now drop all items upon death. They spawn in a random location on the next level as a new survivor with random inventory.
-Friendly Fire forced on 100%
-Bleeding enabled. All health will stop bleeding. Players will bleed out if they do not heal themselves. Bleeding works on monsters as well.
-Updated scoreboard. Players alive are in green. Players dead are in red. Spectating players are in white.
-Updated HUD. No crosshair. Armor icon moved next to health icon.
-Accumulative bleeding. This means the more you are shot, or the more a monster is shot, the more and quicker they bleed out from their wounds. Makes a good tactic for riddling a pawn with holes quickly and then leaving him to die.
-Both Players & Monsters will make the injur noise and animation when they are close to death from bleeding out (below 50 health).
-Removed weapon and item unlit glow and rotation ( its unrealistic! xD )
-Monsters will suffer from being damaged and low health and start to move slower and more sluggish.
-All players (that are alive) must now touch the ending in order to end the level.
-Votestart added. Players must vote to start in order to begin. After this has been done, the level begins and the server locks out anyone else connecting or reconnecting by forcing them to spectator.
-All damage taken to the head for monsters and players is multiplied by 4x, making headshots with any weapon extremely useful.
-Damage done to a pawn varies now based on where they take damage, based on their center of mass. The closer damage is taken to CoM, the more damage is delt, and the high chance for crit damage (double damage). At 100% CoM, damage = 1.2 to 1.5 times default damage, and crit chance is 15%. At 0% CoM, damage = 0.5 to 0.8 times default damage, and crit chance is 5%.
-Players drop all their inventory when they die, including all weapons, ammo, items, and armor.
-The height at which you can fall and take no damage has been shortened to a much more realistic distance.
-Lootable bodies. You can loot carcass's for ammo or items.
-May be introducing a save game feature that allows real time saving the game in the middle of a level (admin command only obviously).
-All players now start at single player start. Coop starts are disabled. [removed due to issues]
-Real time crouching, allowing you to duck under projectiles or obstacles.
-New leaning function, allowing you to lean around corners and swap weapon hand on the fly to peak and shoot around corners.
-Sneaking implemented. Crouching reduces your visibility to monsters, and makes you silent, allowing you to sneak past enemies unsuspectingly.
-Feign death works! Fool monsters by faking your death, and they will ignore you. However if you try to fake death in front of a monster, they will not be fooled (acts like invisibility item)
-Low health and taking damage effects player movement. Players will limp depending on where they are shot, and move slower with a lower amount of health (below 50, 0.75 normal ground speed, below 25, 0.50 normal run speed)...and even forced to walking if on the brink of death. Limping and movement will not heal if your health is too low (below 75). Limping heals gradually/slowly.
-Player boost. Players can now give their teammates a height boost by crouching and allowing another player to stand on top of them. You can also jump to toss your teammate up to a ledge.
-Monster grab. Players can now jump on top of a monster in order to distract them and kill them easily. It is possible to get thrown off though, so use with caution.
-Grabbing now works as well. Grab and carry boxes or barrels, etc. (movable decoration objects) If you click to fire while holding a decoration item, you will throw that object.
-You must now pickup items manually using the 'grab' function. Much more realistic and prevents players from accidentally picking up things they don't want. Also useful for grabbing items that are slightly up on a ledge, etc.
-Getting shot or hurt will offset your aiming when you take damage.
-Players fall to the ground (feign death) if they take falling damage. Aka if you fall from a high ledge and take damage when landing on the ground, you will fall down, and be forced to manually stand up again with jump key.
-Proning (feign death control). Players will be able to Prone, allowing them to crawl under tight spaces. This will also reduce your visibility to monsters like crouching, but get to close and they will notice you.
-Side Stepping (The vertical proning). This will allow players to squeeze through bars are other skinny spaces when walking.
-Player ledge grabbing. Players can grab onto high ledges and pull themselves up by double jumping near a ledge they are facing.
-Wall jump! Players can perform a wall jump parkour style by jumping off of a wall. Note you must be facing away from the wall to do this.
-Player rolling. Players can crouch in mid air while falling to perform a roll upon landing in order to minimize or take no damage from the fall.
-New sprint mechanic. Players start in a jog, and can use a new keybind in order to sprint faster.
-Stamina bar added that appears when stamina is being drained. Stamina is used by sprinting, jumping, dodging, wall jumping, ledge grabbing, melee attacks, and is linked to underwater time as well. Stamina is recharged quick the less you are moving, or even quicker if laying down. The more drained your stamina bar becomes, the less you will be able to move and jump and melee.
-Players will now move slower running straight sideways and even slower running backwards. You ever try running backwards in real life man? That shit is hard yo.
-New Inventory Handler (RLMenu) allows throwing/trading of all items, including weapons, ammunition, items, and even armor. GUI interface implemented.
-Melee system implemented. Players start with their own 2 fists.
-Knife upgrade for melee fists (Knife upgrade replaces decoration knifes). Finding a knife adds +50 damage to melee attacks.
-Health & Bandages updated to go into your inventory as items to use whenever you want. Health & Bandages have slow heal effect.
-Health packs now heal +25. Health Packs can be used when health is over 100 in order to stop bleeding, but will only heal +1.
-Bandages now heal +10. Bandages can be used when health is over 100 in order to stop bleeding, but will only heal +1.
-Flashlight and Searchlight updated to be more realistic.
-Critical damage for sneak attacks. Example, sneaking up behind an enemy and using melee on them while they're un-alert will increase your melee damage (x6). This is usually lethal and an instant take down when you melee with the knife.
-Flares now last for an hour and have OmniBumpMap enabled.
-Nali fruit berries now goes into inventory as well, giving you 2 fruit per plant, with each fruit healing 15+.
-Players won't be able to move when healing with health and bandages, and will be forced to walk when eating nali fruit or using superhealth.
-Krall now drop their staff weapon, Krall Staff and Elite Krall Staff, with the Elite version doing more damage. Primary fires, secondary melees.
-Superhealth can now be used to revive dead players, by selecting the superhealth in your quick inventory, then pressing your grab key on the dead player. Player will be revived with very little health, but alive none-the-less.
-Players can heal other players with Health Packs or Bandages by selecting one of the 2 items in quick inventory and then using grab key on a player. Neither player will be able to move while healing.
-Armor has been buffed, now 3x the default armor value, to compensate for the much more realistic damage monsters deal.
-Ammo is now unlimited for all weapons/ammo types, and takes up space in your inventory based on ammo pickup amount. For example, 6 eightball rockets = 1 inventory slot.
Additional Features & Fixes:
-Thrown/dropped inventory no longer disappears after 40 seconds. (infinite lifespan, so you don't have to worry about losing items)
-Fixed so that players cannot pickup more than 1 of the same item (example, you cannot pick up armor if you already have armor. This way it doesn't "waste" the new armor)
-Carcass's never disappear anymore.
-Dodging changed to jump a bit as well (UT99 style). This fixed getting stuck on little bits of trim while dodging.
-Grabbing now used to extract ammo from weapons you're already carrying. Also now extracts from ammo as well if you cannot carry the full ammo clip for your weapon. (example: You have 199 bullets, and you try to grab a shellbox (50 bullets). You will only get 1 bullet and 49 bullets will remain in the shellbox for other players to grab, so ammo is not 'wasted')
-Disabled HUD for spectators and dead players.
-Feigning death changes collision height.
-Blood and Decals always render now, so if you have permanent decals on, you will always see where the carnage went down even if you weren't there at the time.
-Carcasses now have collision. (blocks players and actors)
-Players no longer get gibbed unless the damage is from explosive damage. This also means you won't explode from dying due to fall damage.
-Enemies no longer have pinpoint perfect accuracy, and now have a slight spread with their shots.
-Enemies now take proper fall damage and can no longer survive falling ridiculous heights.
-Fix for crouch/walk speed hack on ice
There are a few known bugs I guess worth mentioning here...some of them are pretty funny actually =P
-Players can run around with players on top of them. In fact you can have a tower of players...player on a player on a player on a...u get the idea xD This needs to be fixed.
-Death animations are broken and seem to choose one at random despite how you die. So you will bleed to death and your head pops off or an arm falls off...something ridiculous like that.[FIXED]
-Leaning looks choppy and doesnt always work when you fire. aka you lean to the left but your weapon shoots from the right and you end up blowing yourself up half the time.[FIXED]
-The usual script warnings and such.[FIXED]
-New one here, bodies now instantly explode when they take any amount of damage O.o no idea how i managed that one xD[FIXED]
-Currently you can fly around on books by punching them =P Of course this has been a known cheat with books and any weapon really. Currently working on a fix for this.
-Players can keep firing their weapon when they die (due to keep inventory code) [FIXED]
-Players can use and throw inventory and items when dead [FIXED]
-Monsters that bleed to death do not drop their weapon.
-Sneak attack knifing a pawn causes them to blow up instantly rofl[FIXED]
-Blood and other effects not showing when leaning[FIXED]
-Can't hear pawns bleeding when behind a wall (aka not in render view)[FIXED]
Leaning round some corners
Punching a wall and Bleeder91 helping me reach some ammo
Flashlight & Searchlight
Sneaking up on an unsuspecting Skaarj
These recordings are playthroughs of Bleeder91 and I trying to make our way through and surviving (mostly dieing) the world of Unreal with RLCoop.
[sorry, these videos got deleted by accident]
Live (Recorded) Broadcasts of RLCoop Events:
RLCoop Private Online Event 1 [April 20th, 2013]
RLCoop Private Online Event 2: [May 18th, 2013]
Part 1: http://www.twitch.tv/bleeder91/b/405065010
Part 2: http://www.twitch.tv/bleeder91/b/405110024
RLCoop Private Online Event 3 [July 6th, 2013]
http://www.twitch.tv/shivaxi/b/427332126 - First attempt on the first level in which I failed.
http://www.twitch.tv/shivaxi/b/427343581 - Second attempt on the first level in which I did NOT fail ^^
Tower Of Shrakitha
http://www.twitch.tv/shivaxi/b/426768290 - Shrak level 2 (after the 3rd online RLCoop event,) [with commentary!]
Just want to give credit where credit is due. These are all the people who have helped me with this project over the years and more recently now:
-TheDarksider - Nobody may remember him, but he did a lot for RLCoop back in the day, and he's original designer of the new inventory handling system.
-Matrix224 - Did a lot for RLCoop as well, helping me with the gametype and enhancing the inventory handler.
-Dots - Helped me with 1 or 2 small things but worth mentioning.
-Bleeder91 - Bleeder91 and I are the only 2 running the project now. Bleeder is helping a hell of a lot and deserves a lot of credit.
p.s. -Epsilon - He died lots. Made sure that was working =P