Submitting ONS 2.0 to MSUC Phase 3 for exposure is a brilliant idea. When is the deadline?
Submitting ONS 2.0 to MSUC Phase 3 for exposure is a brilliant idea. When is the deadline?
April is the deadline for MSU phase 3 so we have plenty of time. Well 4 months isnt all that much time in my case since my warfare map submission is a monster
city maps are a B-I-T-C-H if you want a good result.
Doz: I will definetly post up some maps for UGL...
PacerX: awesome work on the minelayer, it needs some tweaks but its a great start. I tried like 20 times to get rid of all the bReturning references but never got it to work. I cant wait to add some custom assets to it, if thats ok? About the scorpion projectiles, are we sure they are on the redirect? I thought Doz said he was getting all the other packages with the exception of that one. I could see the projectiles and you could too so there must be an issue with people getting the package from the server.
list of minelayer projects that I can do:
*mines are too hard to see on same colored terrain/floors. Make new skin that is easier to see and team colored. I have the texture ready, just need to work on it in photoshop.
*new skin for weapon. I have the texture ready, just need to work on it in photoshop.
*mine layer weapon fire sound: sound from 2k4 ready
what do you guys think of this mine skin I came up with:

it is actually the stock skin but I overlayed the material(s) from the scavenger shield around them. The material is also animated like the scavenger shield. That should solve the problem of them being too hard to see. Opinions?
remember the La Cucaracha vehicle horn from UT2k4? It will make its way into UT3 also
The Hellbender will be a hoop dee once again!
looks sweet! nice work
They look UT3'ish. Nice. 
Those look good. I'm glad you're reskinning things... having the mine layer look exactly like the Avril is not ideal. I'll send you the latest source if you need it... otherwise just send me the upk(s).
re: scorpion projectiles... the upk is on the redirect. I was on with Doz and Tripl'X yesterday and they said they actually could see the new projectile but it didn't appear until it was a ways away from the turret. I suspect it is the same for the basketballs... probably has to do with ping times and projectile speeds... those are computationally intensive projectiles since they're homing and I think their initialization and updates are slower than most.
bah, the mine skins I made above dont look so good in game. When you get a distance away from them the material LOD's itself. I'll have to see what I can do with them or come up with another skin... I dont need the source just yet.
cool that the scorp projectiles are now working better.
for the mine layer gun, do you care if the gun mesh is swapped with a re-skinned BioRifle or translocator? I started tinkering with reskinning the avril gun and there is a visible loaded missle in the gun that would have to be re-skinned along with the rest of the gun for it to look decent. Thats not a big deal but it would be easier and make for a smaller package if we used the biorifle or trans instead. Unless maybe in game the avril rocket doesnt show in the gun since the projectile has been changed? Lemme know.
here is the reskinned avril and you can see the missle in the middle:

Of all the existing weapons, I think the Avril works the best in terms of code, modeling, and animation.
But maybe we can look into doing custom modeling and animation.
ok I'll see what I can do with the missle. For the actual mine reskin, I just found that there are actually team colored skins that are lighted in the stock packages already. We will just have to point the code to the right materials. Cool, less work 
how about this:

it was super easy to find a suitable material for the missile! and its even a stock material from the nemesis...
good to see you found something... but that looks like a jar of orange gas... seems like it should be a metallic capsule or something... anyway, I trust your judgment.
today i have been working on the shield gun. i have it sort of working but there's still lots of things to sort out. again, i may need your help creating a suitable version of the paladin or levi shield mesh & particle system.
let's talk tomorrow night.
I have everything moved over to 1 package. Theres still a few things I need to work on. When testing I noticed the mines that you throw out dont die when you die. Here is what I think is the code from 2k4 that would control that:
simulated function Destroyed()
{
if ( !bNoFX && EffectIsRelevant(Location,false) )
Spawn(class'ONSGrenadeExplosionEffect');
if (Role == ROLE_Authority && bScriptInitialized && ONSMineLayer(Owner) != None)
ONSMineLayer(Owner).CurrentMines--;
Super.Destroyed();
}
I dont know if that helps at all. One other thing I would have no idea on how to fix: throw some mines on the wings of a manta and then take the manta for a ride. The mines stay with the manta but float around rather oddly. In one of the patches Epic made it so you cant put deployables on top of vehicles. I will see if I can find that.
I like the shield gun, awesome work....
Are you sure you want the mines to blow when you die? If so, do you want to make it more of a "normal" weapon with ammo pickups and weapon-stay?
When we played brokeback last night with 10 people I NEVER got the mine layer and I kept looking... it was always claimed by someone else.
I think its best that the mines die when the player dies. Otherwise a player could continually throw mines, suicide, wait for weapon respawn and throw out more mines.
How about lowering the respawn time to maybe 60 seconds or less and have the mines die when the player dies? That way more people will get a chance to pick up the minelayer but there wont be an over abundance of mines laying around. I think its best to somewhat limit this weapon then people may like it better, unlike 2k4 where it was unlimited and most people hated it because of the spam.
I have added the shield gun to ONS2. Use the secondary fire of the Impact Hammer to spawn a shield that lasts up to 7 seconds. Once used up, the shield begins charging again after a couple seconds. You can also use the shield to protect yourself from long falls... just point it down as you impact the ground.
Enjoy!
CANT WAIT TO TRY HER OUT!
we tested it online and the shield does not actually protect you from weapon fire in online play. i'm looking into it.
I will get you the code I recently worked on sometime in the next couple days: spidermine gun reskin, all assets in 1 package, lowered manta engine loop radius.
see you guys on GSC tonight?
GSC... ill be on. Hey sanch3z can you do me favor tonight? I need Masterbath packaged into 1 just like you did deathdome. thanks buuuuuuddy
WAR-MasterBath_Beta1 is in the ftp
PacerX, ONS 2.0 update, check your email 
What do you think about increasing the manta jump height? It seems like something people want:
utforums.epicgames.com/showthread.php
I will do some 2k4>UT3 comparison and see if there is that much of a noticable difference.
looks like there are mixed reactions to boosting the manta jump. from my point of view, it seems fair to boost its jump ... so far we've only taken away from the manta with its louder engine noise and weapon knock back.
but my main problem with the manta jump is not so much its height, but its reluctance to jump sometimes... like when you're near one of the short walls in the downtown prime node areas.
Well it was to wish you an unreal happy new year and best wishes for 2009 to the GOW team / ONS 2.0 team ;)
The cook on the ONS 2.0 is smelling more and more good! :)
I quickly tested the last version of ONS 2.0, and i noticed that sometimes scorpion projectiles are invisibles, but the new scorpion is definitely awesome and really better than the stock one IMO ;)
You guys rock!
thanks Tenebre and Happy New Years to you :)
how about adding some of the 2k4 meshes like the 2k4 manta

or 2k4 hellbender

and for the nodes use the 2k4 node

and just modify it a bit for the ut3 feel the way it should of been lol
welcome to the forums unrealloco.... the issue with adding custom skeletal meshes to UT3 is that none of us know how to use any 3d apps to make the proper animations and all the other stuff that goes with it....
PacerX: just thought I'd share with you a few quotes from people on various forums about this project:
"Maybe I'll reinstall UT3 tonight"
"i've reinstalled ut3 in anticipation of ons2.0"
"If this goes anyway to balancing the feel between WAR and ONS then it's got to be good for player numbers."
![]()
I know 3 quotes isnt much but I think we are going to have a good turnout for our event...
good to see some positive feedback... now if i could only get that damn shield gun to work!
i'll integrate your changes tonight or tomorrow.
This is my version of the shieldgun for ut3 i got the original mesh in but the shield side not working yet but at least i manage to get the guage in there seems to work with left or right clicks goes up and down have u guys gotten the shield side to show up yet ????

Hey pacer it does seem to block offline and online but we should try it tomorrow to make sure btw heres what my mesh looks like on your gun

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