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#31 |
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ragnar0k is my name
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Yay time for me to butt in!!!
How bout you actually get to ride in a roo? Would be a tight squeeze ![]()
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I H8 IT WHEN PPL CALL ME p0lyg0d!!! PLZ CALL ME ragnar0k!!!
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#32 |
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UP Regular
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cant believe i missed this thread.
uh the riding on them was suggested back on page 1, I think..lol I want a roo too. Of course in texas you would be laughed out of the state if you owned one or had a roo farm or something. I saw one box once on tv and the roo did pretty good but i think it was like wrestling and the whole fight was fixed. I mean the guy didnt try very hard and just let the roo kick and box him to a pulp. Roos dont need a weapon if they can box and kick. As long as they have a high health they would be pretty badazz. All the roo ideas were pretty good. This roo thing could catch on and then you would be up to your ears in roo projects. Roohoo!
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"Somethings got to happen in a quarter of a mile" |
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#33 |
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ragnar0k is my name
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I h8 it when I mis-read posts...
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I H8 IT WHEN PPL CALL ME p0lyg0d!!! PLZ CALL ME ragnar0k!!!
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#34 | |||
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Registered Monkey
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Quote:
It sounds like (and please anyone else can jump in on this) the code is still actually working and the Roo is still waiting to be startled, changing location and rotating. It sounds like the animation commands aren't replicating properly. It sounds like that's all that needs fixin'. I will take a quick look at this and post some report later today. Quote:
![]() I will check out your server too. Cheers, Xanton! ![]() Quote:
I also think it could catch on and be fun. I will make some time for this in the coming year. I will most likely want to pace myself... ![]()
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#35 |
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UP Regular
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Realy great roos mate, cant wait for the wombats. emus and dingos.
hmmmmmmmm a flying Kookaburra would be nice. Or maybe some magpies that swoop down and try to peck ya.....
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________Signature_____________ On a hot sumers night would you offer your throat to the wolf with the red roses ____________________________ |
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#36 |
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Registered Monkey
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Testing Replication for proper online play.
dm-roorep_b1 *was* available. Currently testing Animation. Later, to test: Sound, Health/Death, Trigger, Touch, etc. Thanks to VejOut for testing help.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
Last edited by SuperApe; 08-11-2005 at 08:52 PM. Reason: *was* |
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#37 | |
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UP Regular
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Quote:
Do you need people to test this on single player????
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"Somethings got to happen in a quarter of a mile" |
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#38 | |
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Registered Monkey
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Quote:
![]() The Roos are going to be used on a DM map that needs Replication support, meaning online support. As it is right now, Animation information isn't replicated (copied) from the Server to the Client. So, the Roos slide around, but don't graze or hop. I need to test that, plus other online replication issues. This is something I've been unable to do without someone to host the test maps holding the Roos in progress. Thanks to VejOut who's mapping the DM map and who has access to a server, this can now be done. Woot!
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#39 | |
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|HERO|Duo Maxwell
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Quote:
Ive doen that to test if custom pickups show up online or not..so it hsould owrk.
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-|HERO|Duo Maxwell!!! |HERO| CLAN Email Me -The Hangout VCTF/TDM SERVER UT2004://205.234.167.180:7777 |
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#40 |
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beep...beep....beep...
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Yeah, i remember Blitz telling me something along those lines.
Doesn't matter if no one can join the server either, it mimics online conditions and will tell you if there's errors.
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#41 | |
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Registered Monkey
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Quote:
using as many different ways as I could think of at the time. It took a couple tries and a "*doink*, oh yeah!" to get it. The trick was using my machine's full name. Let's be specific: - Start a Dedicated Server so it's running in the background on your machine. - Find your machine's Full Computer Name under System Properties -> Computer Name. - Start UT2k4. - Pull down the console and enter, "map <your machine's Full Computer Name>". Woot! Thanks a lot, HERO! ![]() You have no idea how many times I've needed this and have been frustrated by it. ![]() Now, I can work on the Replication issues for the Roo and my UAV with no delay! (well, except for all the other work I have to do) ![]()
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#42 |
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Registered User
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You're still welcome to use my server to test them out SuperApe.
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#43 |
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Registered Monkey
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Thanks, Vej.
I've been working on this myself.Oh man, I wish I was aware of this before.The Roos would've been so much better during online games. (Sorry, Spargo.) I've been working on all Replication issues. So far, sounds works fine, Trigger and Touch seem okay. The problems are blood/gib spawning and getting the animation to play *through* AnimEnd. (despite my code, the clients seem to ignore any further call for PlayAnim until the animation sequence changes) Anyway, I've got a couple more leads to follow. The result will be glorious Roo action online, plus a new function to handle Roo gibs so they actually *splat*. ![]() When the code looks like it works on my end, I'll upload the new test map and send it to VejOut for testing. ![]()
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#44 |
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Registered Monkey
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Okay, this is tough stuff, to be sure.
![]() I have the Roos animating properly, although I cheated. PlayAnim() functions aren't replicated, but LoopAnim()s don't need to be, so the Roo loops all the time. That doesn't make it look different, except to me because I can see the tiny (1 frame) hiccup as it hops around. I may have to re-import the animation from Maya if I leave it like this. The alternative is to actually figure out a good way to signal a PlayAnim() function *with the same sequence* to the clients. That's the part that farks up ATM. I play the Hop animation each hop instead of looping so that AnimEnd has a chance to decide if the Roo should stop and graze. It seems like it would be good to know, but if it works by looping every sequence then I may leave it the way it is. The really frustrating one now is the function I call to spawn gibs and blood. These do not replicate by default. Although, I have set this Splat() function to be a Reliable replicated function, and it is a simulated function, it just isn't happening. On the upside, this Splat() function works great and looks awesome offline. I also tweaked some of the collision settings on this Mesh, so now when you aim for a Roo, you kinda have to hit the head or body. Before it was a HUGE collision cylinder that didn't make sense and didn't care if you hit the Roo or five feet above the Roo, now it's pretty accuarate. Unfortunately, a new problem cropped up. I'm sure it won't be hard to track down, but the Roos tend to make each other bleed whenever they Touch. Funny.I've poured through a lot of Replication docs on the wiki and some of it even made sense. I've spent more time on this today than I anticipated and I'll have to pick this up again tomorrow.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
Last edited by SuperApe; 08-16-2005 at 02:31 PM. Reason: Spelling correctly is fun! |
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#45 | |
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Registered Monkey
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Man, this stuff is really convuluted.
This from the wiki: Quote:
I began to think of way to use replicated variables (like bSplat) to signal to a simulated Tick() function (moved from a server-side Grazing state) to go ahead and run Splat() client-side using other replicated properties as it's arguments. And yet after another couple hours of working on it. I'm still no closer. More later. PS - At least I fixed the profusely bleeding Roos. It makes sense with the new Collision boxes I set up on the Roo Meshes that it would hurt more often than Collision Cylinders. Anyway, I just made it so they don't bleed unless they're hurt more than 5 points worth.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
Last edited by SuperApe; 08-12-2005 at 06:24 PM. |
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