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Re: UnWheel

Posted: Sat 09 Nov , 2013 4:24 pm
by Azarael
One sec.

Try now.

Re: UnWheel

Posted: Sat 09 Nov , 2013 9:53 pm
by Earl_Vencar.:LLS:.
All the files seem to be working fine now, thanks. Just need a few more players now

Re: UnWheel

Posted: Sun 10 Nov , 2013 4:56 am
by iZumo
Azarael wrote:1) Accepted, prepared to wait. If necessary the entire vehicle list can be eliminated and we can add back vehicles one at a time - the vehicle balance is so poor that nothing is lost by simply readying one vehicle of each type.
Yeah I was also thinking limiting the vehicles to low number (even just one, might be for the best for the beginning). On the other hand, the NV physics is completely customizable, so we can make changes like lowering the acceleration / require you to break before steering. Technically it's more feasible to patch & fix UWSCar.
Azarael wrote:2) Any more details on this? Is it something occurring because of improper Static Mesh collision models? Speed combined with low Tickrate causing the vehicle to intersect the mesh? Just guessing here.
This is a problem with the karma collision model for vehicles like F1, Quad etc.
Azarael wrote:3) What fixes are required?
Last time I saw it, key bindings were hardcoded, nitro toggling was buggy. I believe also those who didn't download the mod couldn't select their car in the dialog (because they were read from cache file, instead of server sending it). Vehicle disabling was also haxxorable (muh CheatF1Interaction) and then sorting the AntiTCC issue. I also recall players joining midgame would not be able to race until the race finishes.
Azarael wrote:4) is easily solved by eliminating large vehicles and adjusting the playerstarts for normal car sizes. Already been doing this and the only maps available during the brief #1 test were 24 player versions. This can be considered dealt with.
Ok.
Azarael wrote:5) is unnecessary. Even UTComp for Chaos Duel or Unreal Open would have more use - unless I'm missing a technical reason why UTComp would be of any use whatsoever.
Yes, that can happen later (pretty much is just colored nicknames / chat + Jukebox). Actually given there is no music redirection.
Azarael wrote:6) Sure, but a) it only matters if it makes them ragequit b) there's still mapvoting c) Race server. The average UnWheel map lasts 8 minutes.
Correct, although on loop maps there could be some pickups added later.
Azarael wrote:7) Do you remember anything more about this?
In some maps (I think the Mars one) you would respawn under the terrain when you fly off the map.
Azarael wrote:8) More details? I adjusted the repair feature to use half a bar to repair 1/3 of the damage.
I think this had a problem of lacking maximum of the damage dealt.

Re: UnWheel

Posted: Sun 10 Nov , 2013 5:04 am
by Azarael
Thanks.

I dealt with all problems you listed under #3 before the LDG #1 test except proscribed vehicles (no validation serverside). Issues yet to fix include vehicle orientation after full recover and over damaging vehicles beyond repair.

Re: UnWheel

Posted: Sun 10 Nov , 2013 9:29 am
by iZumo
Oh, I see. If you up me sources, I can port NV physics to UnWheel to unstall you.

Re: UnWheel

Posted: Sun 10 Nov , 2013 11:42 am
by taries
mmm pickups, Bio bomb from CarBall might be nice pickup, might cost like 40% nitro :)

Re: UnWheel

Posted: Sun 10 Nov , 2013 5:34 pm
by Azarael
Fixing a couple of issues, will then upload.
  • Repair uses GiveHealth and not TakeDamage with a negative Damage
  • UWRaceCheckpoints have an edfindable Actor property. The Actor's rotation is used for the rotation of any car resetting here.

Re: UnWheel

Posted: Sun 10 Nov , 2013 7:42 pm
by Azarael
Upped.

Re: UnWheel

Posted: Mon 11 Nov , 2013 4:34 am
by iZumo
2nd draft of physics is up (source uploaded).

Changes
- friction tweaked - wheels should be much harder to slip
- unset air control (not tuned now)
- "engine braking" reworked back to NV style, so deceleration should be proper

Re: UnWheel

Posted: Mon 11 Nov , 2013 7:10 am
by Calypto
Is it me or is there only one vehicle available?