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Old 10-01-2005, 12:07 PM   #151
SuperApe
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Exclamation Whoops!

A Red Flag just popped up and it's now fixed.

The ROOtator


( The ROOtator link has been updated to the final version )



There was a critical (to me) error where RooHunt Match conditions prevailed even if the selected gametype was not Deathmatch or TeamDeathmatch. If RooHunt Match (advanced option) is selected it should revert to only RooHunt scoring if any other gametype is selected. A simple line change fixes the match ending on RooHunt end and fixes bots forgetting the gametype objectives in favor of RooKills.

I've been concentrating hard on the details of RooHunt Match and didn't see this problem until just now. Oops.

Beta testers, please go grab the new version for the remainder of the testing.
Thank you.
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Last edited by SuperApe; 10-10-2005 at 02:34 PM. Reason: Updated link.
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Old 10-01-2005, 09:55 PM   #152
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( The ROOtator link has been updated to the latest version )



I know, I know. I shouldn't be changing the mutator around while were testing, but while testing, I ran into several little things (nothing critical) that I thought I should clean up. I'd recommend grabbing the latest version. My apologies to my infinitely patient beta testers. Don't worry too much if you've been testing with the previous version, these changes are relatively minor and rare.

Improvements include:
- When spectating a RooHunt Match with no bots set and a bot is added automatically for you, it's handled better. (no "RooHunt Ended" message, etc.)
- When spectating a RooHunt Match, you may now join, but only if the Max Lives is set to zero. Otherwise, you'll have to wait until next match.
- While spectating a RooHunt Match, a simple formating change to the RooHunt HUD has been made (just shifted a to the top, since there are no other HUD items in the way)
- Team RooHunt Match end game announcements are now made according to the conditions of RooHunt Match, not Team Deathmatch. (including alt end game announcements)
- Tie Team RooHunt Matches now always go to the top surviving ranked player's team.
- During a Team RooHunt Match, if by chance, the top RooHunt ranking player's team did not win, now the top ranking player on the winning team is shown to do their celebration.
- Invasion games (although technically team games) now do not show team RooHunt scoring, but show the normal ranking list.
- Invasion monster "MonsterControllers" are now prevented from getting on the RooHunt rankings list.

Plus probabbly a few other things I fixed that I can't remember atm.
So, to sum up the remainder of the work...

ROOtator:
- (Possibly find a reliable way to prevent a player dying twice from the same RooTNT (or Redeemer) explosion. Although, that's not really that important to me)
- Address any outstanding issues brought forth by beta testing.
- Clean up the remaining warnings.
- Clean out the Log jam.
- Remove any remaining obsolete code.

Whew. I'm glad I spent time on this today, before RealLife(tm) comes roaring back. Hopefully, Hawkwind will allow us to play some online RooHunt Matches for the final beta testing push.

I'm getting pretty excited that this is coming to an end and my wife will be glad when I'm done with this.
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Last edited by SuperApe; 10-01-2005 at 10:02 PM.
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Old 10-02-2005, 02:32 AM   #153
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( The ROOtator link has been updated to the latest version )



This update fixes a single bug that Hawkwind and I saw every once in a while in CTF maps. On rare occasions, one or both flags would be sent into an infinite "returned to base" loop at map start. It was pretty rare, except on tiny maps like CTF-1on1-Joust. It turns out ROOs were being placed too close to CTFBases. Although they are definately not valid Flag "touchers", they did cause flags to go into the infinite loop at map start. So, now CTFBases are not used as Nav "starting" Points for ROO spawning and a double-check is made that a ROO isn't about to be placed too close to a CTFBase, using the ROO's collision radius plus the CTFFlag collision radius. That seemed to fix the problem.

It was a relatively minor and quite rare bug, but terribly annoying when you hit it. A chime and message looped on and on. (a long series of errors logged as well)

Good catch, Hawkwind.
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Old 10-02-2005, 04:09 PM   #154
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I may have missed it, but is there a way to have the Roos (online version) respawn after they have been killed?
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Old 10-02-2005, 07:35 PM   #155
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Veg: We could probably make a custom actor for you that will do that to the ROOs, but I'm not keen on that being an option on standard ROOs. (In fact, a ScriptedTrigger might be able to SpawnActor = (a custom subclass ROO with a default Event name of your choosing) for you, just have it wait for that Event. Try it.)

( The ROOtator link has been updated to the latest version )



Improvements include:
- If a timelimit is set on RooHunt Matches, now it will actually play the game instead of ending the match at map start. If a LastMan condition is met, the same (per map size) timelimit settings will occur as long as it results in a smaller remaining time than is currently in play. This done through normal deathmatch timelimit and so it's displayed on the deathmatch scoreboard as per normal deathmatch games.
- If you die due to a running out of lives and you are spectating, the HUD display now updates to show the current player/bot you're focusing on (if any), instead of keeping your score up. (This makes it more consistent with normal spectating of matches)

Again, nothing really critical (except the timelimit setting thing), but it's a good thing I caught these. Gettin' close to the end of the road.
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Last edited by SuperApe; 10-02-2005 at 07:39 PM.
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Old 10-03-2005, 08:53 AM   #156
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Quote:
Originally Posted by SuperApe
Veg: We could probably make a custom actor for you that will do that to the ROOs, but I'm not keen on that being an option on standard ROOs. (In fact, a ScriptedTrigger might be able to SpawnActor = (a custom subclass ROO with a default Event name of your choosing) for you, just have it wait for that Event. Try it.)
Thanks! I'll look into that.
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Old 10-03-2005, 10:21 AM   #157
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I was playing with a much older version of the roos a while back, and I noticed that if they were frightened off of a cliff, they were able to jump through the air, and as they were moving, they fell very slowly. As they stopped jumping, their forward speed decreased allowing them to fall faster. I'm assuming that they have a max speed limit set somewhere, and having them try to move forward and fall at the same time maxes out the speed. Either way, it looks quite unnatural. If you've already taken care of this, I'm sorry for not scouring all 12 pages of this thread.
Hope that input helps,
-J
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Old 10-03-2005, 01:08 PM   #158
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JoystickMonkey: Yep, that was fixed a while ago. (You have a pretty old version there. I'd recommend an update.) Actually, it wasn't a maxspeed or aircontrol setting. There was a special set of velocity dampening "RooPhysics" that I used to make sure they moved naturally in most cases. Unfortunately, falling while hopping wasn't one of those cases. I fixed that by simply accumulating Z velocity. Thanks for bringing it up, though.

Okay, one more time...

( The ROOtator link has been updated to the latest version )



Improvements include:
- In the last version, if RooHunt Match players went OUT due to max number of lives reached, players were set to spectate to get the RooHunt HUD to show other players RooHunt stats, but that dropped players from the scoreboard list as they went out. That's fixed.
- If RooHunt wasn't enabled, neither was RooAdrenaline. Fixed.
- If the RooTNT was hidden, it actually ended up at world origin instead of on the ROO. bHidden attachments don't work well. Now, Hidden RooTNTs are simply set to a drawscale of 0. Fixed.
- Even if RooHunt wasn't enabled, RooHunt HUDs were still displayed and RooHunt conditions still tracked. Fixed.

I swear I tested everything as I created it, but when I was done creating everything and (supposedly) got them to all work, I went back and saw a problem with almost every piece of this complex puzzle. (Nearly every ROOtator setting, many gametypes, combonations of settings, etc.) Now that I've gone through everything again, it looks like it's all working. (/me fingers crossed)

RealLife(tm) is once again taking over. I will have to ask my beta testers (and anyone else who has time to spare, really) to please keep on trying this out and reporting any errors, comments, or confusing results they see. Thank you.
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Old 10-04-2005, 01:34 PM   #159
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Talking New ROOtator thread

I'm going ahead with the "Final" final beta testing. I've opened it up to all of UP and made a call out to help find any remaining problems. If no other issues pop up within a week, this will be the release thread. I'll just clean up the last of the logs functions, etc. and call it done.

Very special thanks to my beta testers: Hawkwind, Lord_Simeon, harryhash and King Mango.

Please check out the new thread and try out the ROOtator:
http://www.unrealplayground.com/foru...ad.php?t=36679
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Old 10-06-2005, 11:29 AM   #160
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I've been testing a lot as a dedicated server as as stand alone. I haven't found any problems. I'm borrowing a trick from Lord_Simeon to run the games "overnight" or unattended to see if crashes or problems arise. I'm adding to that test by putting on the GameSpeed mutator at it's highest setting. That seems to go through maps quickly.
Although I haven't really seen anyone try it out and comment aside from my beta testers, I'm feeling pretty confident this will be more or less the final version.
I have seen a few extra (looping) Warnings during replication, but that will be cleaned up with the others. The Logs will mostly go away. I'll take out the remaining obsolete code. I'll release the final versions of the ROOtator and RoosOnline on Sunday or Monday.
Comments welcome. Speak now or forever hold your peace. ( read: don't come cryin' to me if you find a problem after release. this is your chance to make it perfect. )
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Old 10-07-2005, 03:10 AM   #161
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are the roos supposed to spawn all over the map? or just at spawn points?
cuz i threw the mutator into a small testbed map (8192x8192) & i got 1 russian roo & nothing else. nice roo, but just 1 ...

has anyone mentioned the word RooFactory here yet?
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Old 10-07-2005, 11:50 AM   #162
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The ROOtator is meant to spawn based on "valid" navigation points like PathNodes, PlayerStarts, etc. with a random offset. That's how it determines the relative "size" of the map. This is a fairly reliable way to make sure they aren't embedded in a wall or smesh at start, etc. So testmaps aren't good for this Mutator, it's meant for "finished" maps.
RooFactory, meaning a spawner of ROOs? I never meant for them to be like vehicles, spawning in a particular spot over and over. I thought of it more like an infestation that must be endured.
But, on the previous page, someone mentions the desire to do that and I give a solution.
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Old 10-07-2005, 01:45 PM   #163
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Quote:
I thought of it more like an infestation that must be endured.
i'm sure thats how a lot of aussie's feel. sort of like deer in the northeast us, but smaller and more numerous

but this mutator is probably not good for every map anyway, just like low grav makes no sense on some small, tight levels.
open terrain or medium to large inside levels are the best for the Rootator.
small, space platform maps are not so much fun
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Old 10-07-2005, 02:21 PM   #164
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Quote:
Originally Posted by Hawkwind
i'm sure thats how a lot of aussie's feel. sort of like deer in the northeast us, but smaller and more numerous

but this mutator is probably not good for every map anyway, just like low grav makes no sense on some small, tight levels.
open terrain or medium to large inside levels are the best for the Rootator.
small, space platform maps are not so much fun
Very good point. Although some indoor maps are okay, even some smaller ones like DM-1on1-Serpentine can be fun, I plan on listing some "recommended" maps to play the ROOtator with. Maps like:
DM-DesertIsle, DM-1on1_Albatross, DM-Antalus, DM-DE-Osiris2, DM-TokaraForest, DOM-Renascent, DOM-SepukkuGorge, DOM-SunTemple, CTF-Colossus, CTF-Maul, BR-Canyon, BR-Serenity, AS-FallenCity, AS-Glacier, ONS-Dawn, ONS-Torlan, ONS-Adara, ONS-CBP-Valarna, ONS-Primeval, ONS-RedPlanet, ONS-Severance,
and of course,
ONS-IslandHop
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Old 10-07-2005, 02:31 PM   #165
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Who do we bribe to get custom maps added to that list.
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