Could be asleep, typing random messages instead.

Version 6.00 [10-31-2014]

For public discussion of all things EXU2.

Moderator: Buff Skeleton

User avatar FXANBSS
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 02 Mar 2015, 21:36

It's unlit because you need to put the blacktexture on the multiskins, maybe.

Or use one of the GenStaticTexOverlay sub-classes.
You're just expecting confusion.

User avatar UBerserker
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 12 Mar 2015, 12:55

Are EXUSpecialEvents capable of casting pitched-down audio? I'm trying all possible values but all it does is casting the regular sound or pitched-up one.

User avatar Buff Skeleton
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 12 Mar 2015, 13:21

Should work - are you using values like 0.8 or more like 0.2 or something REALLY low? After a certain point you can't really hear the sound anymore. Also be sure you're using the right sound mode (see code comments)
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 12 Mar 2015, 14:13

Looks like low pitch was indeed a value between 0.0 and 1.0 ah. Thanks anyway!

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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 23 Mar 2015, 13:51

Another question: does EXU.u have an actor that's capable of killing specific items in players' inventory? Need to take out the HellGun because at one point it becomes absolutely useless.

User avatar Buff Skeleton
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 23 Mar 2015, 13:55

No not currently, but you can pretty easily make one that does it by modifying the trigger used near the end of 7 Bullets. You'd just need to find a player's hell gun and call remove inventory on it. But maybe it would be better to make that gun useful?
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 24 Mar 2015, 00:54

Oh yeah it seems to work nice.
And no, from a certain point you'll fight only enemies that are immune to Hell damage.

User avatar FXANBSS
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 25 Mar 2015, 23:23

OFF TOPIC:
Yes you can see my PentaPower image, it takes hours of work, oh my god. That image is from in-game, yes i used the editor to put a black cube, a pentapower, and the playerstart, all syncronized, i started game and without moving the camera, taking screenshots to the pentapower, but those red dots and things are annoying, so i used "playersonly" and "killall demonspark".

It takes a lot of time because i copied and resized a lot of times for all the internet sites, I know what do you will say... "Good work"

Also i make a .gif and a cape of minecraft.

This is curious, the pentapower image link is 7h1EXUA. O_o
► Show Spoiler


P.S: I have a bad cutted archdemon.
► Show Spoiler
Last edited by FXANBSS on 11 Sep 2015, 03:22, edited 2 times in total.
You're just expecting confusion.

User avatar Jigoku
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 26 Mar 2015, 22:12

Are ye gonna damn the Enderdragon to hell with the Hell Gun? :D

Anyway, another a map pack I should play... Cause I plan on making stories based on both some day.
I stay up late.

User avatar Virgile
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 20 Aug 2015, 15:58

May I suggest the author to copy the "fuckyourself!" finger from Brutal Doom for a more funny crazy shit?

User avatar jaypeezy
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 30 Aug 2015, 23:01

What I'm about to describe isn't necessarily a bug specific to EXU2, but rather a small gameplay "tweak" that might fit in well with the suite of Multiplayer mutators Waff already includes with the entire package (Pawn-Bot AI Fix, etc.).

I play a lot of Deathmatch with MonsterSpawn and other mutators enabled. I've noticed most, if not all, of the stock UT maps (probably customs ones too, for that matter) have mover's BumpType set to BT_PlayerBump, effectively prohibiting all ScriptedPawns from using an elevator to continue hunting a bot/player/your unfortunate self.

So I whipped up a quick little fix to this issue, along with an optional config file (set 'PEFDebug' to True if you want to see the mutator change every mover accordingly, in the Log window). Perhaps this small fix could be incorporated into the next version of EXU2 as one of the several, aforementioned gameplay tweaks.

Link below; just drop all the contained files into your 'UnrealTournament/System' directory like any other mutator. You'll be able to add it in a Practice Session. The .ini is optional, only if you want to be able to switch debugging on/off. (off by default)
https://drive.google.com/file/d/0BzD99JzYdVy0ZWh1dmpHbWE2dzQ/view?usp=sharing

Here's the code, it's pretty darn simple.
► Show Spoiler


It makes sense that this would be an "issue," (read: technical oversight) since I bet when UT99 was being developed they probably didn't consider or intend for ScriptedPawns to run around in these maps. But hey, as long as we're bringing them in, we might as well give them the added convenience of elevator service :lol: .

In the near future, I might also give a crack at making an in-game, customizable extension for the BarrelSwapper mutator - just a window under the "Mutators" dropdown list where you can set stuff like which barrels to use, how much health to give them, how soon they should regenerate, etc.

User avatar Buff Skeleton
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 30 Aug 2015, 23:20

Really good ideas!
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User avatar FXANBSS
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 12 Oct 2015, 05:40

Hello guys.
There are some things i hate and some people probably too.

For example: I am playing a gametype just to kill monsters (Monster Hunt), i use Monster Spawn to play, the problem are the retarded bots, Yeah.
WHY DO THEY ATTACK THE DEMON PAWNS WITH A HELL GUN?!
Also they heal the Archdemons and the broken Ultra Demon Masters, they become invincible and that is annoying, i am forced to telefrag them, there is no fun by killing those f******.

Greetings.
You're just expecting confusion.

User avatar FXANBSS
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 16 Nov 2015, 23:58

Hello again, sorry for double post but i had a few ideas while i was boring. (Like 10 hours of boredom.)

Yeah, pay attention to me, i am not that kid that doesn't know anything, i really have a lot of knowledge about EXU.

Let's start!
I had the idea about EXU Support for all gametypes, EXU HUD and Scoreboards for Assault, Yeah, these stuff, the default stuff are the default UT, because with EXU weapons in all maps would be boring, specially MonsterHunt, these maps for weaker weapons.
EXU2 would be a new .exe called ExcessiveUnreal2.exe, no longer in oldskool from UnrealTournament.exe.

Objetives for Assault or Monster Hunt and AI for bots:
Sometimes in Assault you need to kill a boss or something else, i have seen bosses in some Assault maps.

The bots needs to keep in that place trying to kill the boss, the bots are there because of a zoneinfo or a trigger with radius that uses the pathnodes placed to make the bots to go to that place.

Hey, open this spoiler, it's not from my signature, i swear. (WARNING: THERE ARE SPOILERS ABOUT BOSSES; DO NOT OPEEN)
► Show Spoiler


Sorry for the incoherent text, but this is a pain in the ass to make all organized, also i don't have the enough time, also maybe i will edit this post sometimes.

Bye.
Last edited by FXANBSS on 21 Jan 2016, 17:11, edited 1 time in total.
You're just expecting confusion.

User avatar Buff Skeleton
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 21 Jan 2016, 04:38

Buff Skeleton, on Halloween in goddamn 2014, wrote:Note that the campaign re-release is coming along with this patch, but only Maps 1 - 11 are included in the Phase 1 release on Halloween. The rest should be out within a week or two, and from that point forward, small updates will trickle out much more frequently than once every couple of years, I hope!


Hey remember this? Yeah. A bit late.

But Map 12 is almost done - I'm working on optimizing geo to prevent the game from freezing during intense firefights, then refining the gameplay. The actual objective of the map is a lot different now, and a lot funnier. You'll just have to wait and see!

► Show Spoiler
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