Search found 15 matches

by Mysterial
Wed Jun 16, 2004 12:02 am
Forum: General Chaos Discussion
Topic: UT2k4RPG NOT compatible
Replies: 22
Views: 20691

Well we re-arranged some stuff internally pertaining to ammo types so i hope it would be easier than for ut2k3... It probably would be if not for the fact that in UT2003 with ChaosUT being able to swap out WeaponFires I could mostly ignore the whole thing so this is the first time I have to deal wi...
by Mysterial
Tue Jun 15, 2004 9:44 pm
Forum: General Chaos Discussion
Topic: UT2k4RPG NOT compatible
Replies: 22
Views: 20691

Mysterial.. is there an easy-disable on that feature? just outta curiousity? I know you could have a server disable certain abilities in the previous version via an ini edit.. was wondering if that had a gui on/off switch. You can turn off magic weapons in UT2004RPG's configuration menu. Doing so s...
by Mysterial
Sun Jun 13, 2004 4:28 am
Forum: General Chaos Discussion
Topic: UT2k4RPG NOT compatible
Replies: 22
Views: 20691

Heh, that'll be fun to fix. War of the weaponlocker overrides! Who will win? ;)

I've already fixed most of the incompatibility issues, but the weaponlocker one, I haven't thought of a good hack for it yet. Might just have to give up and turn off magic weapons for that case.
by Mysterial
Sun Dec 07, 2003 6:00 pm
Forum: General Chaos Discussion
Topic: ChaosUT2 Melee and UT2003RPG
Replies: 16
Views: 15064

NeoNight wrote:eh? um are you using it in dual? .... I don't get it it should cause the weapons to swing so fast that you don't even see the swing animation.
I'm turning that off for the next beta version because it was seriously screwing up the hit detection.
by Mysterial
Sat Dec 06, 2003 3:40 am
Forum: General Chaos Discussion
Topic: UT2003RPG
Replies: 18
Views: 16849

I beleive the conclusion we came to was that the animations we were trying to scale the animation rate on we were using that parameter, but it had no effect/ does not work. Though that was decided before i started programming i think, i beleive the decision was that there was supposed to be support...
by Mysterial
Sat Dec 06, 2003 3:37 am
Forum: General Chaos Discussion
Topic: ChaosUT2 Melee and UT2003RPG
Replies: 16
Views: 15064

If it becomes one, I can easily add a hack to not do weapon speed for ChaosUT's melee weapons.
by Mysterial
Sat Dec 06, 2003 2:52 am
Forum: General Chaos Discussion
Topic: UT2003RPG
Replies: 18
Views: 16849

yeah seeing as there is about 13+ versions of beta 4 Well, it wasn't supposed to have that many betas. I think I'm overworking myself. ;) (which mysterial didn't want people to put on there servers till it was done.. but meh how can you expect people to not put it on there servers? ) Well, none of ...
by Mysterial
Sat Dec 06, 2003 2:51 am
Forum: General Chaos Discussion
Topic: UT2003RPG
Replies: 18
Views: 16849

The problem with UT2k3's animations is that you can't change thier speed. You can only make a new animation that's faster. So, UT2k3RPG's modifiers won't change the speed that the weapon swings at, in fact, it may screw something up and make you LESS effective at higher rates. You absolutely can ch...
by Mysterial
Sat Dec 06, 2003 2:50 am
Forum: General Chaos Discussion
Topic: ChaosUT2 Melee and UT2003RPG
Replies: 16
Views: 15064

ChaosUT2 Melee and UT2003RPG

ChaosUT2 Melee doesn't work right with UT2003RPG. It generates a whole lot of Accessed None errors in the log and the animations don't work properly. The problem is the use of the following statement (or similar) in the various melee weapons' WeaponFire subclasses: MeleeSword(Instigator.Weapon).DoSo...
by Mysterial
Thu Jul 17, 2003 3:55 pm
Forum: General Chaos Discussion
Topic: Minor grievances
Replies: 22
Views: 20075

Trust me....it's really not there. I played Instant Action after you mentioned there were in fact trails and they were plainly obvious. I then started a dedicated server, connected to it locally, and bang no trails. I have all the details boxes checked.....including blob shadows. Detail levels mostl...
by Mysterial
Wed Jul 16, 2003 10:34 pm
Forum: General Chaos Discussion
Topic: Minor grievances
Replies: 22
Views: 20075

What kinds of settings are you looking for? Anyway, something I thought of that's worth checking is they might not be appearing if your framerate is low enough for the game to start dropping detail (Level.bDropDetail) - I know there's some code in the main emitter classes that cuts the number of par...
by Mysterial
Tue Jul 15, 2003 5:17 pm
Forum: General Chaos Discussion
Topic: Minor grievances
Replies: 22
Views: 20075

Re: Minor grievances

They should. However what we have seen is that it takes time for the arrow to replicate and when the trailers do appear its in mid flight. Could that be what your not seeing them??? I've yet to see a trailer on an arrow online, no matter how far I've fired it. I understand that 100% but some others...
by Mysterial
Tue Jul 15, 2003 4:54 pm
Forum: General Chaos Discussion
Topic: Minor grievances
Replies: 22
Views: 20075

Re: Minor grievances

All crossbow bolts have trialers except for the fire ones. Have you seen them yet? Maybe they are not big enough or long enough. And we will try to get a screen shot up to show you. BTW they are color coded. Did some quick checking - the trails do not show up online, which happened to be the game I...
by Mysterial
Tue Jul 15, 2003 4:38 pm
Forum: General Chaos Discussion
Topic: Minor grievances
Replies: 22
Views: 20075

I know what causes it.....but it's still a bug. ;)

I haven't noticed any problems with SuperBots yet but I haven't tested it all that much.
by Mysterial
Tue Jul 15, 2003 4:28 pm
Forum: General Chaos Discussion
Topic: Minor grievances
Replies: 22
Views: 20075

Minor grievances

Awesome mod! The proxy mines are, as always, so much fun to play with. And I was pleasantly surprised to see that so far the CUTTER hasn't turned the game into a spamfest ;) Anyway, minor issues: -The crossbow bolts are nearly invisible...at anything other than short range you can't even tell where ...