View unanswered posts | View active topics It is currently Wed Dec 25, 2024 5:58 pm



Reply to topic  [ 101 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7  Next
 Facing Worlds - Version 2.00 RELEASED! - UPDATED 4/09/13 
Author Message
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Reply with quote
Post Re: Facing Worlds - A timeless UT classic, now for CC!
Hah. Those sounds are easy to get. I would think it's possible.
Play a sound if 2, 3, 4, 5, 6 + actors are killed within 5 seconds of each other. It would be epic indeed.

I'm working on redoing the scene, editing the terrain a bit, and rebuilding the base and background to fit a higher res. I'll have to look for outside help for coding the Lua I may need.


Mon Jun 22, 2009 4:50 am
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: Facing Worlds - A timeless UT classic, now for CC!
Can be done.

Just have an internal track of last kill count.

If the kill count goes up(oh, this is checked at few sec intervals via timers), play music that is the multi kill sound.


Mon Jun 22, 2009 6:00 am
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Reply with quote
Post Re: Facing Worlds - A timeless UT classic, now for CC!
Since you're one of the go-to guys for Lua, is a CTF gametype possible? Either replace kill counters with new counters for the flags captured, or just overwrite their function to only report a count if a flag is brought to the opposing flag zone?

Then the winner would be the first to 3 or 5 or w/e.


Mon Jun 22, 2009 6:08 am
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: Facing Worlds - A timeless UT classic, now for CC!
Sure, syncing kill count to a variable is possible.

It is also possible to check if an object is in an area, then kill it and increment one of the counters.


Mon Jun 22, 2009 6:12 am
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Reply with quote
Post Re: Facing Worlds - A UT classic, now for CC! - UPDATED 6-22-09
Main page updated! Helpers with Lua wanted!

EDIT: Red and Green Base flags are recolored from Nova's original white one:
Red: Image
Green: Image

If shading is needed I'll rework them. Just glad they're in the bases for now.


Mon Jun 22, 2009 12:16 pm
Profile
User avatar

Joined: Wed Dec 13, 2006 12:10 am
Posts: 562
Location: Termina
Reply with quote
Post Re: Facing Worlds - A UT classic, now for CC! - UPDATED 6-22-09
looking good but I still hope to see one using the BW:M stuff (it has respawners! )


Tue Jun 23, 2009 7:29 pm
Profile WWW
User avatar

Joined: Wed Jan 14, 2009 7:12 pm
Posts: 1525
Location: In between your sister's legs, showing her how to use a... PS3 controller!
Reply with quote
Post Re: Facing Worlds - A UT classic, now for CC! - UPDATED 6-22-09
Please upload it if it works.


Tue Jun 23, 2009 7:32 pm
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Reply with quote
Post Re: Facing Worlds - A UT classic, now for CC! - UPDATED 6-22-09
Progress on V 2.00 UPDATE:
mail2345 has kindly volunteered to help coding on yet another of my mods, and has written a really good Lua file for CTF gameplay.

We are currently bouncing versions back and forth trying to iron out major gameplay bugs, but currently we -can- capture flags, keep score of them, and win/lose games based on a preset capture goal.
Also, we're trying to implement CTF gameplay sounds I have ripped straight from UT'99. At the moment they are affected by gameplay lag, and thus slowed down. We're currently trying to find a workaround, but we have sounds for the following events:
Flag Taken by Actor, Flag Captured, Flag Returned, Match Won, Match Lost.

In addition, mail2345 has written some Lua to track kill combos, and we have sounds for the following:
Double Kill (2 actors killed within 5 sec of each other)
Multi-Kill (Same as above with 3)
Ultra Kill (Same as above with 4)
Monster Kill (Same as above with 5 or more).
Currently there are major enough bugs to put off releasing any form of this map in this new form.

I eventually plan to implement a UT99 original weapon set for use with the map, but I will definitely get the scene in working and playable form before that. Hopefully this will be the first in a line of UT99 CTF maps.


Wed Jun 24, 2009 8:52 am
Profile
Banned
User avatar

Joined: Tue Feb 27, 2007 4:05 pm
Posts: 2527
Reply with quote
Post Re: Facing Worlds - A UT classic, now for CC! - UPDATED 6-22-09
As far as I know you aren't going to be able to get around the frame sync issue.


Wed Jun 24, 2009 1:40 pm
Profile YIM
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Reply with quote
Post Re: Facing Worlds - A UT classic, now for CC! - UPDATED 6-22-09
UPDATE: Ok people.
It's finally time for the first public release of Facing Worlds V2.00!
I would like to pay extreme, and I mean out there, gratitude to mail2345 for basically pulling Ctf code out of nowhere and making it work in whatever way possible. After going through probably 5-10 different builds of the scene, we finally came up with a decently working model.

Any and all constructive criticism is welcome, as well as any bugs or oversights. There's a lot of code at work and a lot of stuff that had to be beaten into place.

NOTE: This is a map intended for 2 HUMAN players to enjoy. There is no AI spawning, as they wouldn't do anything remotely CTF related anyway.

Check main page for the file and features!


Thu Jun 25, 2009 8:38 am
Profile
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: Facing Worlds - A UT classic, now for CC! - UPDATED 6-22-09
To get around the sound desync you could make it so that once the sound is played, force non slowmo mode, then if it was returned before activate it again.

If that's actually the error you were describing, I'm not really sure.


Thu Jun 25, 2009 8:46 am
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Reply with quote
Post Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
Yeah, that's the workaround mail2345 used in the lua code. It forces ctrl+o mode only for the duration of the sounds, and returns the state afterwards back to normal. It works quite nicely here, where there's a lot of custom sounds.


Thu Jun 25, 2009 8:54 am
Profile

Joined: Sat Jun 20, 2009 8:49 am
Posts: 25
Reply with quote
Post Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
Love you man, this is my favorite UT map ever. DLing, will test and submit a review for ya.]

EDIT: Crap, I forgot, I have no friends, will have to hold off on the review for a bit.


Thu Jun 25, 2009 10:10 am
Profile
User avatar

Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
Reply with quote
Post Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
Great map. Great game mode. No Cortex pal to play with. Sad day, sad day... :roll:


Thu Jun 25, 2009 4:08 pm
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post Re: Facing Worlds - Version 2.00 RELEASED! - UPDATED 6-25-09
Nice work, to bad I can't play with anyone... I prefer the old bases, they were bigger and a lot more interesting.


Thu Jun 25, 2009 7:57 pm
Profile WWW
Display posts from previous:  Sort by  
Reply to topic   [ 101 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.132s | 13 Queries | GZIP : Off ]