UnWheel

Discuss the mod server here.
Post Reply
User avatar
Ollievrthecool
Member
Posts: 363
Joined: Wed 08 May , 2013 5:14 pm
Location: England
Contact:

Re: UnWheel

Post by Ollievrthecool » Mon 11 Nov , 2013 10:36 pm

Outside the car glitch. Don't know how I did it but I made the most of it.

Me and my Car:
Image

Me on giZmo's car:
Image

User avatar
Definitelynotjay
Member
Posts: 233
Joined: Wed 18 Sep , 2013 7:07 pm
Contact:

Re: UnWheel

Post by Definitelynotjay » Mon 11 Nov , 2013 10:38 pm

HAX! omg ;'D'D
You see a mouse trap, I see free cheese and a fucking challenge.
They will try to kill you. Kill them back.

iZumo
Disappeared Administrator
Posts: 4196
Joined: Fri 19 Mar , 2010 1:21 am
Location: Earth
Contact:

Re: UnWheel

Post by iZumo » Tue 12 Nov , 2013 12:33 am

I'll make them prison cars in 3rd draft.

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: UnWheel

Post by Azarael » Tue 12 Nov , 2013 2:56 am

  • More maps converted
  • Per-map lap modifiers are working
  • Some more game sounds
  • Repair unavailable notification
  • Option to specify a forced vehicle (should work around Anti TCC problem if necessary)
  • The human driver is spawned a way above the car to prevent the spawn problem

iZumo
Disappeared Administrator
Posts: 4196
Joined: Fri 19 Mar , 2010 1:21 am
Location: Earth
Contact:

Re: UnWheel

Post by iZumo » Tue 12 Nov , 2013 11:09 am

Live
  • Vehicles are prison
  • Gears are no longer limited to 4
  • Added back AirControl
  • Added "Scorpion Style Jump"
  • Removed old KCar based UWCar and adapted rest of the classes to the UWSCar (! no longer ONSWheeledCraft !), there are several fixme's
  • Improved stunt point calculation
  • Small physics tweaks (2nd draft had it already pretty good)
  • If a gear changes up, it will not change back down in the next second
I haven't tested new netcode, so these will come tomorrow. Pretty much changes are everywhere. Also note that the current Flair is more of a "reference vehicle", so once that's settled it may get changed. But testing it offline seemed pretty good to me in terms of physics. Also I realized there are map dependencies on UnWheel package, so screw renaming it.

User avatar
iRobot
Junk Administrator
Posts: 3909
Joined: Fri 06 Jan , 2012 10:37 am
Contact:

Re: UnWheel

Post by iRobot » Tue 12 Nov , 2013 11:35 am

Izumo_CZ wrote:
  • Added back AirControl
  • Added "Scorpion Style Jump"
LOL

I joked with Aza that you would add both of these

You never disappoint

;B

User avatar
iRobot
Junk Administrator
Posts: 3909
Joined: Fri 06 Jan , 2012 10:37 am
Contact:

Re: UnWheel

Post by iRobot » Tue 12 Nov , 2013 12:10 pm

OK thought about it more. Please don't add jumping cars. It'll open up a lot of shortcuts and glitches as the fencing on some maps is low.

Air Control will make the game too easy also. You should be punished for not taking the correct line - being able to correct any mistakes midair is unfavorable.

I'm thoroughly against both.

iZumo
Disappeared Administrator
Posts: 4196
Joined: Fri 19 Mar , 2010 1:21 am
Location: Earth
Contact:

Re: UnWheel

Post by iZumo » Tue 12 Nov , 2013 12:11 pm

Both of these can be tuned on/off per car / gametype basis or globally, I just copied these from NV physics.

User avatar
darkelf
Disappeared Administrator
Posts: 949
Joined: Sun 15 Jan , 2012 12:34 pm
Contact:

Re: UnWheel

Post by darkelf » Tue 12 Nov , 2013 12:22 pm

iRobot wrote:OK thought about it more. Please don't add jumping cars. It'll open up a lot of shortcuts and glitches as the fencing on some maps is low.

Air Control will make the game too easy also. You should be punished for not taking the correct line - being able to correct any mistakes midair is unfavorable.

I'm thoroughly against both.
I'm also in favor of not giving the vehicles jump ability.

The mod was to be a kinda realalistic(ish) racing mod. So giving vehicles scorpion dodge jump just doesn't feel right.

Additional thoughts:
1. Short cuts are everywhere in these maps. This is to be expected as the mod just didn't take off very well when it was released so there was no push for the original creators to find ways to prevent exploiting.

I wouldn't mind fixing these issues. Along with other map issues.
a. Add volumes in grass areas to slow cars down. Or to prevent short cuts just add more checkpoints to prevent the use of game breaking shortcuts. I think the checkpoint would be a better way of fixing this problem then using volumes.
b. Fix the collision on some of the rail static mesh(and other objects) so it doesn't cause vehicles to randomly hit miles away from the mesh.
c. Clean up some of the terrain that is bleeding into track.
d. Some of the track is extremely narrow. Might want to widen it out in portions as it's nearly impossible to pass in some maps.

2. I like the idea of having multiple vehicles with different character traits. But I would like to see 2 separate map list. One for different vehicles with there own disadvantages and advantages then have one with 1 vehicle with exactly the same settings that all players will use. Some people find the idea of having to choose a vehicle out of a list of 40+ cars overwhelming(or just take 5 hours trying to choose holding up the progress to start the race).
Image
Modified Skins links: Yoda team colors viewtopic.php?f=8&t=2134&p=19097#p19097 Man assassin viewtopic.php?f=8&t=1468&p=10763#p10763 Women Assassin viewtopic.php?f=8&t=1999&p=16615&hilit=skin#p16615
> WebAdmin [dark_elfy]: who is this pepsiman.. he seems really talkative and pissed off
> Earl_Vencar.:LLS:.: i told him i liked coca cola

iZumo
Disappeared Administrator
Posts: 4196
Joined: Fri 19 Mar , 2010 1:21 am
Location: Earth
Contact:

Re: UnWheel

Post by iZumo » Tue 12 Nov , 2013 12:39 pm

By "Added" I just meant "Added support for", they are not enabled for Flair.

Post Reply

Who is online

Users browsing this forum: No registered users and 46 guests