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Messages posted by: CaRnaGe  XML
Profile for CaRnaGe -> Messages posted by CaRnaGe [27] Go to Page: Previous  1, 2
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Someone made a better version to it...Its a more UT2k4 feel to it...

http://utforums.epicgames.com/showthread.php?t=590438

Still some bugs to it..When you click to download, go for the file with the 001 at the end of the name as that is the most recently updated one. Am ganna try it out in a moment...gotta finish homework

Well, thats pretty unusual...What operating system are you using, Pyr?

Its potentially possible that either the frames per second was too high, or maybe it was just a semi-corrupt installation..

My computer is below the min. specs. for the game, and it runs decent...Not as good as I wanted it to be, but still enjoyable except for some quirks (missing words and letters in descriptions).

AMD Athlon 64 Processor 3700+
2.55 GHz
1 gig RAM (using onboard VGA, so I really only get 768 MB of it for myself)
NVidia GeForce 6100 nForce 405

Also, what specific video card are you using?

If you ARE able to eventually get back in, there are some tweaks that can be done thats posted in the UT3 forums...

Try turning off abunch of graphics (like Fog, Blur, Decals, etc.) turn off Smooth Graphics, and somewhere there was something about using ATI graphic cards...Disable that, set true to Nvidia...

the games bland boring and too easy. 


Yeah...I REALLY excepted more from Epic on this project...The campaign left me hanging on what happens. Was so short of a campaign..Even shorter than UT2k4!
Fantastic find comrade!
You don't really need to implement the weapon packages into the RPG. True, some are going to want it, but what about those who don't? Adding a wide variatey of other weapons into the RPG will increase the size and download time.

At one point I had a lust for doing so, but in the end, it just made it too large and added to the amount to download.

Its actually fairly simple to add your own abilities like from the tutorial here on the site to create your own. So, personally, I think we should keep out of a mandatory 3rd party's weapon pack from the RPG and make it more of a "If you want it, this is what you put in the UT2004RPG.ini for it" type of thing.

Could use a method similar to the way to change the Loaded Weapons by placeing certain things into the .ini to be recognized.

In one instance there was a custom made weapon property called " of the Demon" which gave the user absurd properties:

Reflection
Null
Penetration
Vampirism
Energy
Force
Knockback
Quickfoot
more Damage

Needless to say, Adren Masters were plowing through the waves with relative ease. Then later, the guy made it so its kind of like this

The higher level you are, the less damage you deal with it, less 'juices' (adrenaline and health), and less experience from kills. I thought that was pretty ingenious design and method to use to control it. Of course, me and my fellow AMs began to loath the Demon, so we tryied to make another weapon, like a Reflecting.

Its possible you could use the same or similar design to create the new weapon properties, were if the configured player is at a certain level, a certain amount of deducted from the total properties the user would get vs one of a lower level. Kind of like history weapons

Fists < Clubs & rocks < Swords < Guns

ECHO wrote:
Hey I'm not complain'
I don't have it nearly as bad as you. The worst thing I have to deal with is the program not understanding that 1024x768 means 1024x768... not 640x480! (the resolution resets every time the program opens) 


Go to your C:\Documents and Settings\Owner\My Documents\My Games\ Unreal Tournament 3 Demo\UTGame\Config for your tweaks

The things used here are the default things I believe, and are used everytime upon start up....

After our done tweaking, or if you even did any, highlight the following 3 files:

UTEngine.ini
UTGame.ini
UTInput.ini

set them as "Read-Only". That prevents the game from overwritting what you have there. So, set the values and booleans to whatever you want them to be.
Well, it wasn't an intentional kill, but person B was freaked out by getting killed by an inanominte (bleh) object.
Well, similarly to that, I KINDA experimented with it a bit, and while Friendly Fire was on, if person A was underneath a thrown disk by person B, and person B had summoned a wall the wall fell like usual.

However, since person A was underneath the disk, the wall fell on them and killed em.

It does make sense that it would kill them because of the weight on top, but perhaps it could be a quick fix.

And if the sentinels were summoned ontop of vehicles, and Friendly Fire was on, the sentinel would probably die from getting pushed even though the sentinel would be in stationary position? Or would the vehicles run right through them like some maps?

Just assuming the link sentinel is set in, would it or not, when it links an engineer, increase the length of their alt-link beam?

I noticed that when an engineer is linked by someone, their once shortened beam either increases in length to the original link gun length, or is actually even longer.
Well, I know from experience that 'invisible' monsters that don't show up on the radar is due to either:

The files not being on the server
Pointing to a wrong version in satore
File was not uploaded to a redirect (if you are using one)

But I have HAD instances where a variation of a warlord, although supposed to have the metal skin texture on, it uses the default skin, the regular warlord's..

Same goes with the Elite Mercenary...Just to be sure, check the package from which the monsters' skins at being pointed to.
Just to let you know, you accidently used the same link for Warlords and Slith...
I am already fully aware of V0rtex's RPG, because me and my friends played it all the time on his server (before we had our own).

The Mosquito and Stone weapons and such, yeah, those combinations are from V0rtex. There is one combination, though, that we saw several times in special occasions, but I never got a chance to get the script...

Called Demon, which even I believe it was too powerful, but he managed to do something interesting to it...

Of course, Adren Masters would use as much adren as they could to make a Demon because, from what I remember, it had the properties of
-Quickfoot
-Vampirism
-Energy
-Reflection
-Null
-Infinity

I think there was 2 more, but am not sure.

Anyway, he made it so, when a certain leveled player (say 200) makes/gets a Demon weapon, it being obsurdly powerful, would be WAY weaker, and gain only 3/10 experience than what would have been given with other weapons.

Similarly, the same could be done to other possible weapon types, right?

And about the Vorpal. Yeah, its been noticed that Vorpal is VERY powerful when maxed, but you gotta remember this:

Out of the chance that you will instantly kill an enemy, you won't get as much experience from it (as mentioned earlier by someone else's reply)

I also agree with Flak Monkey. To further balance the weapons, the correct configuration of probability can put a significant balance to this.

Also, think about this. All the other classes have been modified one way or the other...

Adren Masters got MANY more artifacts..Medics will/have recieve(d) the healing blast as well as the healing sphere..And the Engineers, well, their getting new things constantly mainly because thats the class being developed...

The only class really that is left out of the loop is Weapons Masters...They got the hard time, sure they get special weapons no other class can get, but in the end, will that be enough to balance it with the others?

From what I can tell, Weapons Masters would benefit greatly should they get one of those other weapon types, like Rejuvenation.

Aside from this post, and I know its going off topic, but possibly something the Weapons Masters will become a tad more of a good choice is a system similar to the Adren Masters, but with a couple of changes...

1. Seeing as how Adren Masters use adren to power their artifacts, and they get ALOT of adren with the right weapons and abilities, the WM would use similar artifacts, but instead of using adren, they use their own Health...

Adren M- Adren Drip, Adren Surge, Energy weapon
WM- Regen, vampirism, vampiric weapon

Using their own Health instead of adren would make it seem a little more easier for them to survive...Don't get me wrong, am not saying we completely make it so WM only use their own Health, but for a couple of artifacts that only they can get..
1. Increases their speed in exchange for health
2. Makes them immovable in exchange for health
3. Stronger in exchange for health

etc. etc.

Maybe the ability would be called

"Fine Tuning" or something such as that..

Am fine with not being allowed to triple Piercing (goes through armor, so why make it stronger?), but by adding other weapon combinations, people will beable to decide which weapon types they like in their server, and either not put it in the config, or just make it really rare..

And yeah, as Grizzeled said, when someone does find a good combination, people are going to copy....

Thats how it was with the Adren Master.

With all those adren regen abilities, and if they get a energy weapon, they would practically be invincible.. Just march right into the fray and blast them to the moon.

Also, a quick question reguarding the Engineers. Is it planned that, in the final release with the Engineers, the only buildings they will beable to summon will be Blocks, or will they beable to summon other building types that are already made?

Such as in our server, the Engineers can summon Fences, Pillars, Collumns, Entrances. But the problem I was getting was, if I didn't have them extending the Block or something like that, then if couldn't kill them with the Kill All Buildings artifact...When I did extend to it, they all would fall through the floor 1/2 of the way, with only the other half showing...
That basically made the Fences useless because the monsters could just walk on the Fence's slope and go over the barrier...
Theres the following combinations that will be submitted later in a couple of days....

Iron: Sturdy + Protection
Propulsion: Knockback + Force
Rejuv: Vampirism + Energy
Mosquito: Vampirism + Quickfoot
Stone: Null + something else...dunno what.
Venom: stronger poison

Coming soon:

Flaming: victim looses health and is on fire

some other stuff.....alot more. Their already done, but am really busy right now...
 
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