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Re: UnWheel

Posted: Tue 19 Nov , 2013 12:12 am
by iZumo
No, just add it to AS / RACE as custom gametype.

Re: UnWheel

Posted: Tue 19 Nov , 2013 12:17 am
by Azarael
I meant offline, when you're testing UnWheel.

Re: UnWheel

Posted: Tue 19 Nov , 2013 1:51 am
by iRobot
Unwheel made server 1 go from empty to almost full in 15 minutes, and this was past 'peak hours'

It seems well received, need those other vehicles now

:)

Re: UnWheel

Posted: Tue 19 Nov , 2013 2:34 am
by iZumo
Azarael wrote:I meant offline, when you're testing UnWheel.
Oh, nope. I added it to ut2004 as a normal mod.

Re: UnWheel

Posted: Tue 19 Nov , 2013 3:31 am
by Charybdis
Hi all,

I've been playing on the assault server for a little while now, and I've been having a great time. Today, an UnWheel map was being played, and I was excited to see this revived online. I had never before played with other live people, only offline.

Anyway, awesome work on getting this going. I used to write UT mods for the Rosebum invasion server and participated in the Make Something Unreal contest (and won something!). I contacted Azarael via PM to see if I could possibly help with something during my (little) spare time.

When I first joined, I also got the mismatch errors, probably because I had installed the mod before (but not the TC). Obviously I knew what was causing the issue, but I'm worried other players might not know how to work around this. One possible solution would be to compile into something with a slightly different .u name so there's no conflict.

The other issue, which Azareal helped me fix was the white screen on boost problem. He showed me where to fix this, but if it could be fixed by default it'd help new players (is this an issue only on installs using OpenGL? I'm on OSX at the moment).

Anyway, I'm excited about the potential for this.

Re: UnWheel

Posted: Tue 19 Nov , 2013 3:38 am
by Azarael
The package names were kept because of the low likelihood of players having UnWheel pathed into their main UT2004 installation and because the maps depend upon the package.

At the moment the main problem is setting up the parameters for the remaining vehicles, but thinking upon it, I doubt it's anything anyone else can help with (beyond explaining how specific vehicles should handle) because some packages kept serverside are required to run the LDG version of UnWheel.

Re: UnWheel

Posted: Tue 19 Nov , 2013 3:49 am
by iZumo
The packages can be renamed, but since there is a map dependency, maps would have to be updated too, which is quite an annoyance.

Re: UnWheel

Posted: Tue 19 Nov , 2013 4:09 am
by iZumo
btw. what about using stunt points for giving fast jump / air control as a bonus (like KS on BW), with either limited amount of jumps or timer on air control?

Re: UnWheel

Posted: Tue 19 Nov , 2013 4:19 am
by Azarael
Main problem is that SPs are an analogue of the Daredevil achievement. There's no real skill.

Re: UnWheel

Posted: Tue 19 Nov , 2013 4:22 am
by iZumo
Not entirely, a badly taken jump (where it's optional) will slow you down. The problem would more likely be once you'd get air control, this wouldn't happen anymore, because every taken jump would be a good one.

Oh, and I meant just for jumping, not any kind of spinning etc. (farming aircontrol).