Great mod quick suggestion or 2.... as well as a question or

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NeoNight
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Great mod quick suggestion or 2.... as well as a question or

Post by NeoNight »

Great job love the MOD/TC its good fun... ok now on to some suggestions

For the grappling hook instead of having to bind a button why not make it so that pressing and holding jump raises you up and pressing and holding crouch lowers you ECT.... (Did you not include that option as so to not breaking compatibility with other mods mutators’??)

For the gravity vortex, how about a little screen distortion, like in Metroid prime (client side) for when the player is about to get sucked in.

Is it possible for there to be an animation for the kick? (Showing the character kicking) which btw I find a very funny and cool little feature :lol:

I heard a while back that where was going to be melee weapon fighting or some kind of medieval melee weapons feature... any plans on adding this in the future?

In any case great job and I hope you guys are motivated to keep improving on the mod :)
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neolith
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Re: Great mod quick suggestion or 2.... as well as a questio

Post by neolith »

NeoNight wrote:For the gravity vortex, how about a little screen distortion, like in Metroid prime (client side) for when the player is about to get sucked in.

Is it possible for there to be an animation for the kick? (Showing the character kicking) which btw I find a very funny and cool little feature :lol:

I heard a while back that where was going to be melee weapon fighting or some kind of medieval melee weapons feature... any plans on adding this in the future?

In any case great job and I hope you guys are motivated to keep improving on the mod :)
For the vortex I wish we had pixel shaders. Then we could bend the whole screen towards the vortex... That'd look cool!

The kick and the melee weapon fighting... well, we've run into some problems on how to deal with additional custom anims, so we put those aside to think about them later and get the core stuff done first.

Glad you like the mod! :D And yes, there are things we plane to improve I think...
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Shadowstar
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Post by Shadowstar »

The grapple has been discussed to death in the dev forums. I brought up the idea of using jump and crouch to control it, but the rest of the team decided to put that on hold until after public release 1. Hopefully, this topic can be revisited again now that we've passed this milestone.

It's nice to know that there are others who feel the same way as I do about revising the grapple, anyway.
nighthawk
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Post by nighthawk »

i'm withyou.. I also think that the jump and crouch would do fine for the grapple. it would make it easier to controle since we are already used to those bouton.
Pio2001
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Post by Pio2001 »

Feature request

I disabled the translocator and turned on "drop flag (or ball) on grapple". This way I can play CTF and BR with the grapple replacing the translocator.

However, the grapple doesn't react like the translocator on low gravity. Here's BR-Acid-Pipe DCSE II, with low gravity :

Image

In low gravity, the translocator's range is extended. It allows to reach the room in the middle of the wall, while in normal gravity it doesn't.
The grapple's range is the same as the translocator in normal gravity. Is it possible to make it gravity dependant, so that it can replace the translocator also in low gravity ?

Question

When the ERDW rotates with the sniper rifle, shouldn't the ammo match the weapon ?

Image
romanmir
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Post by romanmir »

umm, wouldn't the grapple range be dependant on chain length more than on gravitic settings?! I think that would break (or seriously bend,) the already great suspension of dis-belief.
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jeditobe1
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Post by jeditobe1 »

Actually, with some practice in it, the grapple can benefit quite a lot in low gravity if you are using it to swing or sling yourself places instead of just winding up :)

It can benefit even more from correct timing of grav belt activation in normal gravity 8)
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formatter
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Post by formatter »

I thoght that it wold be nice if the regular sniper bullets will recochet agin.
And the RPB would hit instantly and do more damage.
Another hiny is that the hooks chain would unweel alil slower.
It's anyway Unreal.
DJPaul2

Post by DJPaul2 »

romanmir wrote:...I think that would break (or seriously bend,) the already great suspension of dis-belief.
Suspension, hahaha :)
bitterman
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Post by bitterman »

hey heres an idea why not have it so when your agains the wall with the grapple you can kick off to make swinging faster so your not so much of a sitting duck trying to swing
jeditobe1
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Post by jeditobe1 »

Hmm dont quote me but walldodge might still work when you are grappling
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jb
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Post by jb »

When the ERDW rotates with the sniper rifle, shouldn't the ammo match the weapon ?
A few of our mappers asked use to make the spawning random. So we did. Thats why the ammo and weapons dont match.
I thoght that it wold be nice if the regular sniper bullets will recochet agin.
We can talk about it as it seems a lot of people want them back.
And the RPB would hit instantly and do more damage.
I am leary of instant hit weapons that do large damage. They tend to be Aim bot Friendly. The RPB does more damage than normal sniper. As well as it can shoot through more than one target (no it can not shoot through walls/meshs but line up two people and you could get a double kill).
Jb
Pio2001
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Post by Pio2001 »

jeditobe1 wrote:Actually, with some practice in it, the grapple can benefit quite a lot in low gravity if you are using it to swing or sling yourself places instead of just winding up :)

It can benefit even more from correct timing of grav belt activation in normal gravity 8)
Thanks, I'll try the grav belt (there are no walls here).
jeditobe1
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Post by jeditobe1 »

Ok, but dont say i didnt warn you when you go places map authors didnt want you to =)
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Shadowstar
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Post by Shadowstar »

I thought it was the RPB's that richocheted?

Well, whatever... I liked the richochet anyway, whichever bullet it was...

And I'm against making the sniper instant hit. However, it MAY be worth considering in the future to make the sniper bullets a little faster. Though I'm not quite sure about that, it's just that in some games I feel like they should move a little faster.

Also, the RPB bullet trail should last longer... Other projectile trails are really just simulated motion blur (right?). The RPB trail is actually smoke, so it should hang around for about 5 or so seconds... And possibly widen as it fades, sorta like the way jet contrails do...
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