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PLeasure over the mod and ideas
Posted: Fri Nov 07, 2003 6:21 pm
by Melekai
ok ok, spo i havent played yet. but... guys.... sweet, are you really making melee combat? where you can block? and attack differently?
i mean really? did i understand it right?
if so you have just been working on a mini dream of mine

do you have any ideas what this kinda mod could end up becoming? i loved rune when i played it.. and this seems similar.. though it serisouly woulda been fun to have more than 1 on 1.

.. stage some mini clan wars with melee, and to have a range of weapons taht players picked from in the beginning, allowing them to pick different weapons types.. like carrying 1 knife one swird one axe one spear and one bow/xbow.
and building in a levelup system. err ok.. i might just go isntall ut iso i can try this baby out.
Posted: Fri Nov 07, 2003 6:33 pm
by jb
/jb checks game plan...re-reads StarGazer79 post...rechecks game plan
yupp thats the game plan
Sorry its Friday so I have to have a lill fun. But yes thats the idea for melee. The first PR will be a trail run with the basics. Then based off feedback we can try to make it better and add in more features. For now we have to limit Melee to ChaosGames do to some techicnal issues. Note since KoTH is a ChaosGames you can do more than one-on-one melee in KoTH

Posted: Fri Nov 07, 2003 8:52 pm
by Shadowstar
KoTH can also be played as a team-game right? So there you have your clan melee wars... And what better gametype to have a clan war than KoTH?
Heh, of course we are working on Deathmatch, CTF, etc. as well. But these may not make it into PR2.
Posted: Fri Nov 07, 2003 9:42 pm
by NeoNight
as for the lvl up thing you can download and install ut2k3rpg (which adds a persistance lvl up system and a crap load of other stuff to ut2k3) If am correct chaos ut2's melee weapons should or may be affected by this thing in ut2k3rpg called magical weapons. Which is basically a suffix/preffix system (and the whole stat thing with your character doing more damage and resisting damage blah blah ).
So you may be able to use a suffix/preffix system for the melee weapons in chaos ut2. Like for example you can get a chaos sword of poison or a sturdy chaos sword or a chaos sword +1 ..ect
btw rpg already works with the current version of chaos
Posted: Fri Nov 07, 2003 9:59 pm
by Shadowstar
I keep hearing about that RPG thing and it's starting to sound better and better. I'm tempted to try it out with the latest IR...
And what better way to test mod compatibility than to play the IR's with a mod that modifies just about everything about the game?
Could be fun...
Posted: Fri Nov 07, 2003 10:16 pm
by NeoNight
oh please do!
here is a link to the latest version
http://www.ina-community.com/forums/sho ... genumber=5
then again I think the magical weapons thing only works with weapons that are picked up from bases or weapons that are droped

Posted: Fri Nov 07, 2003 10:43 pm
by jeditobe1
btw... firing rate, adrenaline and ammo account dont work on melee. For that matter, firing rate hurts you since it cuts of your swings if i remember.
Posted: Sat Nov 08, 2003 1:21 am
by R.Flagg
And what better way to test mod compatibility than to play the IR's with a mod that modifies just about everything about the game?
The problem with that is you create the potential of clogging up and slowing down our mod's developement, in order to accomplish this. I think it would be damaging to start mixing results of combinations with other mods and muts in our feedback/bug reports on IRs.
Also, it is my opinion that we do not need Jb spending entire evenings trying to figure out why this thing is 'level-upping' right (or whatever) and that thing isn't.
Now, I realize Jb himself would probably have said, or will say, something entirely different. He may actually want to sit down and take the time to make our stuff work with that mutator, and of course he's writing the code in question, so it's his call.
But for me, I like us being compatible with other mods and muts, just not at the cost of our own. So IMO, even if Jb means well, I personally prefer that we finish making our mod first, and then maybe worry about compatibility later on down the road. His time is too important to us.
Posted: Sat Nov 08, 2003 1:48 am
by NeoNight
there shouldn't be any problems with compatability, I mean the mod works with the current version of CUT2. Hell, if am not mistaken the author of the mod himself went through the trouble of making the mod as compatible with other mods as possible. Not to mention I Believe he has more direct access to ut2k3's engine since he is (or was) working for epic (I think he was working on the A.I. not sure) . In any case it is best to wait and see I guess.
Posted: Sat Nov 08, 2003 2:28 am
by Shadowstar
I probably should have been clearer, I didn't mean that all of my testing would involve other mutators. Whenever I am testing in earnest, I only use the ChaosUT mutator. I consider incompatibility reports to be something very different from a bug report. Incompatibility is not a bug, it's similar, but it's not really a bug. Mod compatibility is something that should be addressed after everything else is already working. And mod compatibility is a two-sided issue. The other mod has to do its part too, and if they don't, we shouldn't waste our time trying to be compatible.
That's my official stance, just so you know.
Posted: Sat Nov 08, 2003 2:39 am
by R.Flagg
Posted: Sat Nov 08, 2003 4:23 pm
by Melekai
so you guys seriously are going to make this project larger?.. where was this list of plans?..
would defiantly be a porject i wanna support

Posted: Sat Nov 08, 2003 4:53 pm
by Zachariah
Well , speaking of compatibility , it seems that NO other Weapon mutes work with Duel... no matter what I try , I cant get anything to work. some compatibilty work needs to go into duel IMO , cuz you all know that people are gonna wanna duel with other weapons muts.
Posted: Sat Nov 08, 2003 6:45 pm
by jb
StarGazer79 wrote:so you guys seriously are going to make this project larger?.. where was this list of plans?..
would defiantly be a porject i wanna support

The duel and melee combat are large enough project they can take on a life of their own. Again the first goal is to build a stable system which I think we have now. Then add on other features and grow it to be even more using feedback as a part of that project.
We dont have support with throwable weapons now but it is something we can add for the next version (as it been brought up a few times before) and I also think it woul be neat to do a game winning dagger toss
As for other mod compatibility we dont have time right now to work on that. We are very very close to having this version done. So we will try to get this out ASAP and then work on other mod compatibility. If we had an army of coders we could try but we dont..so...have to do with the resources we have atm....
Posted: Sat Nov 08, 2003 9:43 pm
by Shadowstar
I agree JB, that sounds like the best approach.
BTW, I visited the UT2003RPG forums and made a suggestion to Mysterial (the coder) about implementing a feature in his mod that will either allow someone to select a magical weapon attribute before they spawn, or assign a random attribute, either of which would then be given to all thier starting weapons. This could then work in Duel after we implement mod compatibility for it (PR3 I would imagine)... Anyway, he seems receptive to the idea, so maybe after PR2 is released, he'll download it and then we can work with him when we begin implementing mod compatibility.
Hows this sound?