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Version 5.03 [1/24/13]

For public discussion of all things EXU2.

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User avatar Buff Skeleton
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Subject: Re: == Version 5.03 [1/24/13] - Bug Reports & Discussion Thread ==

Post Posted: 30 May 2013, 23:57

That... that's like, Demo 3 or 4, many many years out of date :X
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User avatar Jigoku
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Subject: Re: == Version 5.03 [1/24/13] - Bug Reports & Discussion Thread ==

Post Posted: 31 May 2013, 00:07

I have demo 3, 4 and open beta and I want to keep them for as long as I can cause EXU2 is 1337 like that. :) And I plan on doing *something* with the old Hellcastle too. :D
Trying to get back into the swing of things.

User avatar Buff Skeleton
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Subject: Re: == Version 5.03 [1/24/13] - Bug Reports & Discussion Thread ==

Post Posted: 04 Jun 2013, 14:49

EXU2 Coop really is something else.

https://www.youtube.com/watch?v=Flsp8YSV-AU

(Fullscreen 720p for best results)
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User avatar Buff Skeleton
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Subject: Re: == Version 5.03 [1/24/13] - Bug Reports & Discussion Thread ==

Post Posted: 17 Jun 2013, 16:57

Great news if you use EXUOpenGL.drv or a modern OpenGL.drv by Chris Dohnal! He got back to me about something I asked him a few weeks ago regarding the downsampling of large textures. Turns out it's not a bug at all, but just a setting that was out of date for those of us who've been using his renderers for a long, long time (like me).

MaxLogTextureSize=12

That's it! If you find this setting in your UnrealTournament.ini and it's set to 8, that's why your textures were getting downsampled. Set it to 12 and your problems will go away! 12 is the default in the newer versions of Chris Dohnal's renderers.

bUseS3TC would also "fix" this because that setting ignores the max texture size entirely, so you could just leave S3TC turned on if you like them. But if you don't want S3TC and still want large textures to display correctly, bump up MaxLogTextureSize to 12 and all will be well!
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User avatar Buff Skeleton
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Subject: Re: == Version 5.03 [1/24/13] - Bug Reports & Discussion Thread ==

Post Posted: 30 Jun 2013, 04:24

What's this?

http://s3.amazonaws.com/EXU/PR/Gun1.jpg
http://s3.amazonaws.com/EXU/PR/Gun2.jpg

Oh just a fully controllable gun emplacement, no big deal

http://s3.amazonaws.com/EXU/PR/FusionStorm.jpg
http://s3.amazonaws.com/EXU/PR/Doomed.jpg
http://s3.amazonaws.com/EXU/PR/Obliteration.jpg

We've been having quite a bit of fun in coop lately. And I've been QUITE busy working on all this stuff.
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redeye
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Subject: Re: == Version 5.03 [1/24/13] - Bug Reports & Discussion Thread ==

Post Posted: 31 Aug 2013, 19:08

Are the skies supposed to HOM ?
Last edited by redeye on 25 Oct 2013, 19:21, edited 2 times in total.
Just ban everyone

User avatar Buff Skeleton
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Subject: Re: == Version 5.03 [1/24/13] - Bug Reports & Discussion Thread ==

Post Posted: 31 Aug 2013, 19:09

Try the latest version offline. I am pretty sure Loathsome's server is still running Demo 4, which is ancient history at this point.
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redeye
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Subject: Re: == Version 5.03 [1/24/13] - Bug Reports & Discussion Thread ==

Post Posted: 31 Aug 2013, 19:13

something is really wrong
Just ban everyone

User avatar Buff Skeleton
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Subject: Re: == Version 5.03 [1/24/13] - Bug Reports & Discussion Thread ==

Post Posted: 02 Feb 2014, 21:35

Wooooooooah man that took a while. But it should make things easier for YOU.

Behold: organized-as-fuck EXUScriptedPawn code! With extra documentatins!

http://pastebin.com/s1JzMUJs
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UB_
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Subject: Re: == Version 5.03 [1/24/13] - Bug Reports & Discussion Thread ==

Post Posted: 02 Feb 2014, 21:57

Saw the HellGun damage stacking in there, nice you eventually managed to get it to work.
I still think EXUScriptedPawn needs a release of its own so people don't need anymore to stick with the primitive vanilla pawn versions.
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User avatar Buff Skeleton
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Subject: Re: == Version 5.03 [1/24/13] - Bug Reports & Discussion Thread ==

Post Posted: 27 Apr 2014, 00:54

https://www.youtube.com/watch?v=Z9Zs1EZN6tU

Been sitting on this video for a while - from Garbled Guts, another delightful EBM map. The one we've been working on most recently, Corrupted Corpse, might be one of the most insane maps ever made. And it's huge.
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User avatar TheIronKnuckle
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Subject: Re: == Version 5.03 [1/24/13] - Bug Reports & Discussion Thread ==

Post Posted: 28 Apr 2014, 11:55

Holy crap whaaaaaat???
How do you get the bsp to behave?! So keen
ImageIgnorance is knowing anything
And only idiots know everything

User avatar jaypeezy
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Subject: Re: == Version 5.03 [1/24/13] - Bug Reports & Discussion Thread ==

Post Posted: 03 May 2014, 00:50

blasphemy, plain and simple. in other words just what EXU needs :twisted:

seriously cannot wait for the final release so i can run a server with all this twisted fun on it

EDIT: I'm assuming the EXU2-CA prefix pertains to coop maps

User avatar Buff Skeleton
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Subject: Re: == Version 5.03 [1/24/13] - Bug Reports & Discussion Thread ==

Post Posted: 15 May 2014, 05:55

Yep, CA = Coop Annihilation / Completely Absurd / Corpses Assured / whatever you want to call it yo


Holy shit, I have got to get some video of this. I've been beefing up the effects for Pentapowered weapons to make them feel even more devastating, as well as adding some extra features to them to make them actually behave a bit differently while turbocharged. For example:

Extractor: Hmmm, maybe flaming, extra bloody gibs

Piddledoper: Primary fire spheres can inflict very small amounts of stun damage, which is good for temporarily slowing things like Super Chargers that you can't kill outright and need to escape from but don't want to waste a ton of ammo on by using the mega stun tertiary fire. Also, the tertiary fire has a slightly reduced ammo cost while Pentapowered. And the projectiles are all orange and badass, of course.

Shitgun: Small amounts of shotgun-like gore shrapnel out of the barrel when firing shitballs, and short-lived shitstink damage clouds after exploding, plus a bit more gore shrapnel. Shit canisters do all that on a much bigger scale.

EnergyAR: ????

HyperFlakker: Even more explosive, somehow

Hell Gun: Flaming demon bolts that explode with bursts of fire in addition to demonic energy. Yes, this means you can kill demons with it! Assuming they aren't immune to fire, too. Or heal from demon energy. Anyway, in most cases you will utterly trash Demon Skaarj and the like now even with the Hell Gun if it's Pentapowered, which is awesome. Alt fire makes a bunch of fireballs erupt from the ground around you and those also hurt bad.

Tachyon Driver: Mega, mega, mega fuckoff beam of some sort and Tachyon Storms even crazier??

Clusterfucker: Popcorn explosive flak (i.e. multiple rapid explosions per projectile) and bigass bursts of missiles.

RFPC: Not too sure yet; maybe leaves scorched earth melty pools of sticky plasma shit on the ground and burns the crap out of anything that walks through it, and it remains for several seconds and slowly fades out in intensity??

Shotgun: Explosive pellets. There's basically no way you can get better than an explosive shotgun, so obviously EXU needs this too.

LRPC: Holy fuck


All in all, Pentapower is somehow even more amazing than it was before with just 7x damage output. The effects and features really elevate these weapons above and beyond "god DAMN" straight into a hushed awe as you lay waste to hordes of enemies without the slightest hesitation, and with STYLE, too.
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User avatar jaypeezy
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Subject: Re: == Version 5.03 [1/24/13] - Bug Reports & Discussion Thread ==

Post Posted: 17 May 2014, 18:26

Bug Horse wrote:Shotgun: Explosive pellets. There's basically no way you can get better than an explosive shotgun, so obviously EXU needs this too.


Definitely! From the moment the explosive shrapnel mercenary was a thing I thought to myself, "why should AI get to have all the fun with that projectile?!"

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