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<EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.01 OUT

For public discussion of all things EXU2.

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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 19 Sep 2015, 13:25

Yeah of course, I just haven't touched it since months now.
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User avatar FXANBSS
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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 09 Oct 2015, 03:05

Sat42 wrote:FXANBSS, the way you play sounds like a complete mess, but as long as you're having fun, I guess it's fine! :P
Just don't be surprised if some sequences break when you use cheats to fly all over the maps!



I mean, you can translocate far away from the map, there are still some bugs! I must use them. :P
Greetings!
Sorry for late answer.
You're just expecting confusion.

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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 03 Nov 2015, 00:13

FXANBSS wrote:
Sat42 wrote:FXANBSS, the way you play sounds like a complete mess, but as long as you're having fun, I guess it's fine! :P
Just don't be surprised if some sequences break when you use cheats to fly all over the maps!



I mean, you can translocate far away from the map, there are still some bugs! I must use them. :P
Greetings!
Sorry for late answer.


It's cool, no worries! :)

In two days I'll be travelling, but after mid-November, I am planning to get back into Unreal/UT related stuff, I really miss it.
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 17 Nov 2015, 01:33

Hello, i will talk about some bugs/issues.

WARNING: I WILL TALK ABOUT BOSSES, do not watch if you don't want to spoil yourself.
► Show Spoiler
Last edited by FXANBSS on 27 Jan 2016, 22:58, edited 1 time in total.
You're just expecting confusion.

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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 31 Dec 2015, 20:27

HAPPY NEW YEAR GUYS!!

I'm working on a new version of G59. Not sure when it'll get out but I think this will be the last one in terms of content, I don't think I want to end up with something without a fixed real ending even if that means culling a lot of things.
I'd rather going with something effective instead of injecting a lot of filler.
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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 02 Jan 2016, 20:43

Now that's what I call Good News™
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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 02 Jan 2016, 21:34

Buff Skeleton wrote:Now that's what I call Good News™

Oh hey man sup, haven't seen you posting since a long while

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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 14 Mar 2016, 23:53

New gameplay patch incoming March 24th - one year after the release of G59 v6.00!
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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 15 Mar 2016, 01:02

Excellent!

That will be landing on the EXU server when it is out.
Mooo !

ECoop -> http://ecoop.ucoz.com/

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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 19 Mar 2016, 16:23

Bump!

Couldn't wait, so put the current G59 on my EXU server today.

Used mapvote to switch to the 1st G59 map. Server crashes.

Attempted to add Jigoku to the serverpackages, just to see if that
was the issue. Now server crashes with same error soon as I start it.

The Error:
► Show Spoiler


*Yes, MapsHold is a valid file location. Have my server configured so that ALL non-default
maps & content are in one big clusterfuck folder.
Mooo !

ECoop -> http://ecoop.ucoz.com/

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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 19 Mar 2016, 21:20

I'm not sure if it's related but Jigoku.u referenced the old coop gametype. Fixed it, hopefully that will fix the rest of the issues.
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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 19 Mar 2016, 21:24

Loathsome, AntiTelefrag.uc was deleted from EXU.u back in 2011. You probably have some custom stuff built around an old codebase that needs updating.

In other news, god damn I love that I can find this kind of information so easily. Thank you TortoiseHG for making project management way, way less of a pain in the ass!
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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.00 OUT

Post Posted: 19 Mar 2016, 22:27

The update is coming in minutes. Hopefully it doesn't ship with new bugs.
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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.01 OUT

Post Posted: 19 Mar 2016, 23:07

<< G59 - EXPANDED ROUTE Phase 2 v6.01 >>

Download Here


>>GENERAL CHANGES
  • Fixed a CRITICAL error which made G59 unable to be ran on Coop.

>>The Limbo
  • Added four more Demon Krall on all difficulties at the end of the bridge section.
  • The Dispatcher used to spawn Naberius now shouldn't be accidentally triggered anymore from anything but the death of the Demon Juggernaut.
  • The Unreal difficulty-only GigaDemonGasbag is now spawned when you approach its valley.
  • The Turbo Queens near the hut that appear on Medium/Hard are smaller and have much less HP.
  • Translocating to the upper valley from the first one (throughout mountain or bridge) should be now impossible.
  • Demon Juggernaut on Unreal difficulty now has 10000 HP.
  • Naberius' base HP raised from 130000 to 145000 (Coop one from 170000 to 200000).
  • Naberius melee damage GREATLY raised.
  • Naberius melee range doubled.
  • Naberius cannot strafe anymore.
  • The GigaDemonGasbag is more aggressive, has better ROF and melee stats and its projectiles are faster. Can't be telefragged anymore.
  • New random room in the outer mountains added.

>>VOIDNESS
  • Changed placment spots of various randomly appearing Big Shadow Skaarj.
  • New room added.

>>The Hyper Boundary Gate
  • Morax is now immune to Tachyon beams.
  • Morax doesn't take bonus damage from Burned type (e.g. RFPC) anymore.
  • Morax's resistance against Pulsed and Fusion damage types increased from 50% to 75%.
  • Morax's Claw/Lunge/Spin melee damage increased from 200/300/155 to 300/400/255.
  • Morax's melee range slightly increased.
  • Morax's combat style value increased and TimeBetweenAttack value decreased in order to pressure the player character much more.
  • Morax's base HP increased from 135000 to 150000. Coop version HP increased from 260000 to 300000.
  • The six Tachyon Ammo in the boss arena have been removed.
  • Two more RFPC ammo added in the boss arena, next to the third pre-existing one. All three of them are also in an easier-to-see spot.
  • Charge of Mammon's Sin Pillar has been decreased from 80 to 30.

>>Perditus Paradisus
  • Tonatiuh on Unreal difficulty has a base HP of 160000 instead of 130000. Other difficulties' one's base HP increased fro 106000 to 120000.
  • Tonatiuh's melee range doubled.
  • Tonatiuh's combat style value decreased in order to use more ranged attacks.
  • Tonatiuh's late-game spawning orb can now create Demon Slith, Slimer Skaarj, Power Brutes and Assault Brutes.
  • The Screamer Missile Launcher (LAW) has been removed.

>>Electric Massive Diver
  • Charge of Beelzebub's Sin Pillar has been increased from 35 to 50.

>>NOTHINGNESS
  • Added one BigShadowSkaarj (except on Easy difficulty).

>>Holy Sanctuary of Exusia
  • Slightly decreased the collision radius of all the Saint pawns.
  • Virtues (Saint Warlords) now shoot at a faster rate.
  • Portals in the Saint world are now gray.
  • Added few more Saint Krall.
  • Added two more Saint Mercenaries.
  • PopeQueen has slightly better accuracy and slightly more health. She now appears on Hard difficulty as well, replacing the Virtue.
  • Berith's base HP increased from 160000 to 190000 (Easy/Medium/Hard), 225000 to 260000 (Unreal), 280000 to 350000 (Coop).
  • Berith has now a 25% resistance against Corroded and Shit damage.
  • Berith's Projectile Speed lowered from 2000 to 1800.
  • Berith's Melee Range increased from 140 to 220.
  • Berith is more keen in chasing the player now.
  • Berith's melee damage increased from 573 to 800.
  • Added a NuclearKeg in the Chamber of the Chosen Ones (dark world version).
  • All the Shadow mini-bosses have GREATLY increased melee damage (generally doubled and beyond).
  • One Tachyon ammo added.
  • The remaining enclosed area in the dark world (the one blocked with rocks in both ends) is now finally available. Enjoy!

>>SHADOWNESS
  • Capacity of CreatureFactories for the Shadow Skaarj/Squid ambushes drastically decreased (less enemies in total to blast).
  • It is now possible to explore the "Aztec" entrance hole.
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User avatar FXANBSS
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Subject: Re: <EXU2> "G59 - EXPANDED ROUTE Phase 2" v6.01 OUT

Post Posted: 20 Mar 2016, 00:12

Damn, instead of making a list of bugs, better i say this quickly:

- Mammon, if you use it in less than a second and stop, you get the ammo back (when you activated it when it had a lot of ammo) but the relic doesn't lose charge, that means it's infinite, that's why i don't like it, to fix, the relic effect needs to start 1 second later when activated.

- Shadow pawns' AI is fucked up, they can kill each other sometimes, look at the Batshit Insane shadows' AI code. (At least the problem happens when you summon them in other map, and they meet other EXU monsters, mostly happens in a botmatch with the MonsterSpawn mutator)
Ex: Tsathoggua kills other shadows and ignores other monsters, also check the Eris Queens' AI.
You can test this in a test map, to see his behavior and what they do.
Last edited by FXANBSS on 20 Mar 2016, 00:19, edited 1 time in total.
You're just expecting confusion.

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