ONS 2.0 Project (PC)(PS3)

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Sanch3z
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Description: bringing some of the features of the Unreal Tournament 2004 Onslaught gametype into UT3 as a new gametype. All current Warfare maps, stock and custom, will work with ONS 2.0. Hoverboard is still in, the orb is still in but can be removed from any map through this mutator.

vehicle changes:

 

* Manta:

*engine sounds and radius have been increased.

* improved manta teamskins. 

*you can ride on top and on the wings of the manta as you could in UT2k4.

*slightly reduced damage to pawns from manta fire.

------------------------------------------------------------------------------------------------------------

* Hellbender:

*Rear gunner seat with charge indicator just like 2k4.

*Sounds from 2k4  including the la cucaracha horn

*Improved team skins.

*Suspension has been tweaked for smoother, less bouncy driving.

*Shock Ball damage radius has been reduced to 3/4 of the stock setting.

* Scorpion:

* reduced self destruct impact radius.

* New projectile with delayed damage on mantas and vipers: On impact, the projectiles do just a little damage but the hover vehicle starts to spark and after a few seconds... kaboom! The more times it gets hit, the faster it will blow but the driver will always have a second or two to bail out before it explodes.

* Suspension has been tweaked for smoother, less bouncy driving.

---------------------------------------------------------------

* Raptor:

*lowered alt fire ROF.

*Increased handling maneuverability.

-----------------------------------------------------------------

* Added 3 new weapons to UT3:

Mine Layer Gun:

* gun that spawns every 60 seconds that allows you to shoot mines in any location you desire, max ammo of 8 spidermines.

* increased size of spidermines and gave them team colored skins that are bright enough to see in any environment:

Bio Grenade Launcher:

* since the bio rifle isnt used much in Warfare we found a use for it: the gun now shoots bio filled grenades that explode when pressing alt fire.

* grenades can be stuck to players and vehicles.

Lightning Gun:

* similar in feel and funtion to the 2k4 lightning gun.

* replaces all sniper rifles in maps.

-----------------------------------------------------------------------------------------------------------

Misc gameplay tweaks:

* increased rate of fire of Shock Rifle Primary.

* Link Gun alt fire can now link teamates.

* Dodge Jump

* Camera Control: using the mouse scroll wheel there are 4 different views you can use while in vehicles.

* Hand weapon knockback on vehicles.

* you can teleport from the node itself as well as the node teleporters. *Must use node teleporters to get to and from core(s) though.

UT2k4 stock map remakes:

by BigDog:

WAR-SnakeBite AKA ONS FrostBite

WAR-Sentinels AKA ONS Severence

WAR-Rivalen  AKA ONS Dria

WAR-ArchCliffs AKA ONS Red Planet

WAR-Xcavated AKA ONS Nevermore LE 

WAR-Cavern AKA Torlan (2k4 version)

WAR-ArtOfWar AKA Sun Tzu

by Sanch3z:

WAR-Terra Sirenum AKA ONS Ascendency

WAR-Alien Sands AKA ONS Crossfire SE 

WAR-Dawn Revisited SE

WAR-TOO DARK PARK SE AKA ONS-ArcticStronghold

by Nomadicus and Sanch3z:

WAR-Primeval SE: www.unrealmediaservices.net/ut3/maps/WAR-Primeval_SE.zip

 

Main creation of ONS 2.0 by:

PacerX: main coding mastermind

BigDog: mapping

Sanch3z: mapping, coding noob

 

 

DOWNLOAD ONS 2.0.zip(PC) 

 

 

DOWNLOAD ONS 2.0 FROM YOUR PS3 HERE

 

 

Your rating: None Average: 4.6 (10 votes)
PacerX
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fun!

Those mods sound like fun. Personally, I like many of the new things in UT3 like hoverboards, necris vehicles, and yes, even the orb. But I'm still down to give ONS 2.0 a try.

I can split out my link gun into a standalone mod or just provide the source code for a complete ONS mod. The latter may be best since there are some things (team healing, retained proximity linking) which you may not want.

Anyway, we'll talk later.

Sanch3z
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I like the hoverboards too.

I like the hoverboards too. They would stay and each map would have option of orb use. Necris vehicles would be at the discretion of the mapper... ;)

Sanch3z
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new nodes

for the nodes without stock node teleporters mod I have come up with this:

the circular platform under the node would be the teleporter which would work by standing anywhere on it. I dont think this would interfere with normal funtioning of the node. A custom material could be added to visually indicate that the teleporter is operational (when node is built) maybe some kind of lights or something. I'm not 100% set on using that particular mesh, input is welcome.

I think this shouldnt be too hard to write scripts for, its just a matter of removing all the scene capture instances from the stock node teleporter and changing the referenced mesh. The only thing is how to make this into a mutator which would put this in all maps? The way it is right now the only way I see to use this would be if a mapper put it in his/her map.

PacerX
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node teleporters

I forgot to update you via e-mail but yesterday I did finally get node teleporting to work by overriding UTPlayerReplicationInfo.

The problem now though is that I'm seeing some null reference errors in the game log when I attack the enemy core. That is a bug in Epic's code where they're not accounting for possible subclassing of UTPlayerReplicationInfo. I have not looked into a fix yet but it may not be a major problem anyway.

I have to admit, now that it works, I really like being able to teleport from the node rather and searching for the teleporter.

I think it would be best to stick with a solution that works with any warfare map so the pool of maps is larger. But we may want to consider doing a new game type rather than just a simple mutator... I'll look into that.

After I clean some things up, I'll e-mail you a download link for what I've got so you can try it out.

Sanch3z
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awesome news!

thank you PacerX, I cant wait to try it out.....

So, you guys will have to come up with a GOW logo for maps so I can fulfil my part of the deal :)

Sanch3z
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raptor

you have a valid point about the raptor maybe being too overpowered if it had a boost. I also think the secondary missles are a bit easy to dodge while in a manta.

 

PacerX
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re: raptor
Sanch3z wrote:

I also think the secondary missles are a bit easy to dodge while in a manta.

 

Yea... maybe Snarf will know if they can be modded but I don't think so... other than speed and acceleration... what I really want is turn radius or something like that.

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ONS 2.0 testing

For people who want to test what I've done so far, here is a download.

Put UTONS2.ini in your Config folder and but ONS2.u in your Published/CookedPC/Script folder.

So far I have:

  1. Onslaught 2.0 game type
  2. Direct linking link gun
  3. Teleport from nodes
  4. Agile Raptor w/ slower secondary rate of fire.
  5. Manta bounces back much more from weapons fire.
  6. Shock Primary does enough damage to kill with two shots
Sanch3z
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tried it out

wow, it is great being able to teleport from the node itself. Awesome work there. I tried to teleport while touching the core but that didnt work. I think only 2 hits with shock primary is a bit low. Right now with the poor netcode in UT3 where you have approx 40% miss rate it might be ok but I'm counting on improved netcode from either Epic or UTComp sometime in the future. I definetly think the shock primary should do more damage to vehicles, not sure if you changed that, than stock...

I'm very impressed with your work so far PacerX... you rock!

I'm doing tweaking to manta and hellbender and should have that ready soon...

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scorpion

I will work on this vehicle. I have come up with a pretty cool projectile to replace the stock "basketball" projectile.. I will also adjust the other parameters that I mentioned in the first post....

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re: tried it out
Sanch3z wrote:

wow, it is great being able to teleport from the node itself. Awesome work there. I tried to teleport while touching the core but that didnt work. I think only 2 hits with shock primary is a bit low. Right now with the poor netcode in UT3 where you have approx 40% miss rate it might be ok but I'm counting on improved netcode from either Epic or UTComp sometime in the future. I definetly think the shock primary should do more damage to vehicles, not sure if you changed that, than stock...

I'm very impressed with your work so far PacerX... you rock!

I'm doing tweaking to manta and hellbender and should have that ready soon...

Yea.. you can only teleport from the nodes... i figured i'd leave the normal teleporters in for the core and just cuz i see no reason to remove them. I could try doing the core too.

I just got done playing 5thSymphony on T5k... hell yea two shocks is too low... for him... he's a beast with that thing! But I thought one of you guys requested a two shot shock kill and you wanted to oblige. But yea, 45 damage might be the right amount.

It is a little tough to tweak the shock's vehicle damage multiplier because as soon as you subclass shock primary's damage type, shock combos don't work so I'd need to deal with that too.

cool.. let me know when you are ready with those vehicles. i'll work them in with replacement. i can also fold in any script components into the ons2 mod.

thanks for the kind words. we'll talk soon.

Sanch3z
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shock rifle

I ran into that problem also, when subclassing shock primary damage type losing shock combo. I did find a way to fix it but cant remember now. I had worked on that weapon months ago..... I still have the source and will look into it.

yes it was 5th that wanted 2 hit shock kill.

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Hellbender

here is the Hellbender for ONS 2.0:

http://www.mediafire.com/?0kzt5y0dz2j

it is a tweaked version of CaptainSnarfs hellbender deluxe.

tweaks:

*twin beam charge, fire, and charge loop sounds from UT2k4

*tweaked teamskins, red camoflage and blue camoflage per team

 

PacerX
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ons2 update

I updated it with the Hellbender Deluxe, more node damage for shock primary (I added the shock combo fix so you don't need to bother digging up that code for me... thanks though), and brought the shock primary damage back down to 45 (three shot kills). The shock primary also does a little bit more damage to vehicles than it does stock.

Get it here.

The zip archive now contains the Hellbender Deluxe assets and a folder structure so that you can extract it under "My Games/Unreal Tournament 3" and merge with the existing UTGame folder.

Sanch3z
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great news

CaptainSnarf wants to help out with this project. He is currently working on a mutator for someone but when thats done he will start cracking on ONS 2.0....

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terrific!
Sanch3z wrote:

CaptainSnarf wants to help out with this project. He is currently working on a mutator for someone but when thats done he will start cracking on ONS 2.0....

terrific!

Doz
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I hope when you get ONS 2.0

I hope when you get ONS 2.0 done to post it so I can make a ladder for it.

 I think with the group with Pacer, Sanchez, BigDog and Capt Snarf you will get her done.

To help support you I have made a section in the UGL Forum called ONS 2.0

http://www.unrealgamingleague.com/forum/showthread.php?p=529#post529

 Good luck and keep it Unreal

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thx Doz!

Thanks for the support Doz!

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ONS2 update

I just uploaded a new version which adds dodge jump.

Sanch3z
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been super busy

I said I would get you the modded manta this week but I just havent had time. I've been working late everyday. I wont be around this Sunday to play as I'm going to the Wisconsin Dells (PacerX should know where that is) for the wife and my 1 year anniversary..

I am still very interested in working on this. b1gd0g, the mapper, tried out the latest ONS 2.0 and loved it and is working on his maps for it...

PacerX, we will have to have a discussion at some point to avoid the mess that T5K created for me with Terra Sirenum....Not that I think we will have any problems regardling ONS 2.0. Dont believe what you read on their forums. They are selectively rearranging/removing parts of the conversation to make me look like the one at fault.

See you guys next week, have a great weekend....

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no problem

no problem. i gathered that you were busy. have fun at the dells... i'm sure you will (my kids are going there today in fact for a school event).

i read the stuff over on t5k and it was clear that i was not hearing both sides of the story. trust me, we've had our fair share of drama over here too. i'm not trippin'. but yea, it is best to talk about motives and expectations ahead of time. personally, i primarily see this mainly as a way to learn and establish connections with talented, creative people. i also want to play ONS 2.0... not convinced it will be better than warfare... but i'd like to find out. bringing people over from 2k4 would be nice too but it is not my primary concern.

my biggest "fix" for warfare in UT3 would be simply to spit these 24 and 32 man servers up into several 12-16 man servers. i just don't think any of the stock maps were made for that many players. you just can't have a single node path when there are that many players. that's not to say the stock maps are bad... they're just not made for more than 12 (all skilled) or 16 (mixed skill) players. so instead of there being one or two overcrowded servers, there should be 4 or more full servers with the right number of players in each.

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Aah the Dells

Haven't been there in like 15 years.  I used to live outside of Madison, growing up.  The Dells is a cool town,  Noah's Arc baby!!!!!!!! 

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Ok, now it makes sense...
GOW_KillinUGood wrote:

Haven't been there in like 15 years.  I used to live outside of Madison, growing up.  The Dells is a cool town,  Noah's Arc baby!!!!!!!! 

Ok, now it makes sense... I knew you were too cool to be from Texas ;-)

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Haha funny

Yeah, I think I am the only Wisconsi-Texan.  From one extreme to the other with WI winters and TX summers.  You should have been able to tell with my accent, saying:  aye, ya know, hOme, and OUt.  But I have also adopted y'all, idn't it, howdy, do-it to-it, and other texan slang. 

 

Also....congrats Sanchez on the year-versary. 

I got engaged earlier this year to my girl -been together 10 years now. yah I know.  Gonna get married in Bahamas in July. 

Back on track....Looks like you guys  y'all are making good progress on this ONS project.  I'm gonna dload and give it a go tonite.  Keep ups the good works

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Congrats Sanchez on the 1

Congrats Sanchez on the 1 year-versary

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Server testing ONS2

The GodsOfWarfare PC server is now running Onslaught 2.0 for testing and feedback. Enjoy!

The Demon Slick
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Good Morning Pacer!

What do I have to do to try? Is there installation instruction or do I just go to the server? I'll try joining....

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just try joining
The Demon Slick wrote:

What do I have to do to try? Is there installation instruction or do I just go to the server? I'll try joining....

Just try joining... it should just work.

The Demon Slick
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ONS

I finally figured out how to teleport from the node, that was kind of frustrating because I didn't understand, but mostly seems just like warfare. It was cool playing with you guys on PC. After we played a couple more maps, then smedley jetted, then I got that downloading VH_Stealthbender or something, so I left also. New maps were sweet, gotta get them. GG's!

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actually its like ONS

ah back from vacation, nothing like sitting outdoors in a hot tub when its 30 degees outside of the tub...

unfortuatly I just talked to Captain Snarf and he doesnt have time to help out on this project. I will keep plucking away at stuff.

Currently I am working on the manta and scorpion. I have no idea how to make people be able to ride on the wings or top of manta so a modded hoverboard might be a solution. Didnt you already make something like that PacerX?