Bug list

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captainsnarf
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Re: Bug list

Post by captainsnarf »

Download here CSVehiclePack_1.0.3.zip

Changes
- fix hurricane hangup on speed bumps

I drove it all around Nevermore with no problems, including everybody's favorite speed bump, that stupid curb lol:
Image

* only file changes are CSAdvancedArmor.u and CSVehiclePack.u
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pooty
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Re: Bug list

Post by pooty »

I also found on Minus-Pootylicious, that it replaced the classic Minotaur with the Omnitaur. Does it replace both? The super OP mino that's the Omnitaur, and the Minotaur is the old Classic one (basically the same except splash damage).
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Re: Bug list

Post by captainsnarf »

pooty wrote: Mon Sep 20, 2021 11:08 pm I also found on Minus-Pootylicious, that it replaced the classic Minotaur with the Omnitaur. Does it replace both? The super OP mino that's the Omnitaur, and the Minotaur is the old Classic one (basically the same except splash damage).
Yes, it replaces both.

'CSMinotaur' is based on the Minotaur.uc that was in the Loadout-V4 test map. I'm beginning to see that was the wrong map to get started with :D

That minotaur.uc uses Omnitaur_Tex and is "Min)o(taur" as name. Also has same 2000 damage radius.

So we have
1. classic minotaur. I'm guessing this is minotaur.uc but I don't have source for that one
2. loadout test minotaur. I used this one. Called minotaur.uc in the export. Has custom 'BigHorn2' as horn.
3. Omnitaur. Has dixie horn. Main difference between loadout minotaur is loadout minotuar maxgroundspeed=1050 vs omnitaur maxgroundspeed=1000. Loadout minotaur has more damage modifiers e.g. Wasp Flak and Aurora Laser.

Here is a new version that does not replace classic minotaur, only omnitaur. The only file changed is the CSVehiclePack.u. If you want I can also remake the minotaur from omnituar sources but I don't think you'll notice other than the horn.
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pooty
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Re: Bug list

Post by pooty »

Yes classic Minotaur is Minotaur.uc https://www.omnipotents.com/omni-ut2004 ... taur.u.uz2
Other is here: https://www.omnipotents.com/omni-ut2004 ... taur.u.uz2

I wasn't aware we had multiple versions of the Omnitaur... go figure. No wonder sometimes the Wasp would kick the shit out of the mino quickly, other times not so much... I guess it wasn't haxx! That's really the big part of this effort, was to make the vehicle consistent, seriously I suspect this is a source of complaints/haxx gripes...

I think we have to keep the BigHorn2! Not the Dixie horn.

I don't think ground speed matters, with a difference of 50 UU

I was going to rebuild the classic Mino and switch the gunner seats. In the Omnitaur, 2nd is mini, 3rd lasers, in Mino 2nd is lasers, 3rd is mini. I don't think the Classic Mino gets used enough to justify putting it in the Vehicle Pack, the couple of Maps I put it in I referenced the vehicle directly.

That being said, so for Minos:
1. Keep big horns
2. Make speed Consistent at 1000 UU
3. Damage Modifier:
a. Bio Goo x5
and ??? should we make it vulnerable to Flak/Wasp Flak? I vote no. Goo is fine, most maps have goo anyway, and wasp have a nice advantage of flying...fly in Alt-fire twice jump out an goo it = dead mino.
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captainsnarf
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Re: Bug list

Post by captainsnarf »

The current damage modifier for Wasp Flak and Aurora Laser is a nerf. It takes half damage from those two.

5x BioGoo? I don't have it in front of me, but I believe currently Omnitaur is:

3x biogoo
2x flak
2x shock
0.9x tank shell
0.5x manta
0.5x raptor

Minotaur is the same plus
0.5x wasp flak
0.5x aurora laser

I believe wasp flak and aurora laser were not included in omnitaur because that would have required linking against wasp and aurora packages, which is a more difficult mod to make if you don't know how. The 'CS' vehicles don't have the problem because I changed how the hit modification code works in all of the vehicles to not require referencing other packages.
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pooty
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Re: Bug list

Post by pooty »

3x is plenty.
I think keep it the same as the Omnitaur is now.
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pooty
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Re: Bug list

Post by pooty »

1.0.4 on server.
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captainsnarf
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Re: Bug list

Post by captainsnarf »

Oh hey, it 's 5x bio goo after all. Now that it's in front of me, here is the exact function:
function TakeDamage(int Damage, Pawn instigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> DamageType)
{

if (DamageType == class'DamTypeBioGlob')
Damage *= 5.0;

if (DamageType == class'DamTypeHoverBikePlasma')
Damage *= 0.70;

if (DamageType == class'DamTypeONSCicadaRocket')
Damage *= 0.70;

if (DamageType == class'DamTypeAttackCraftPlasma')
Damage *= 0.70;

//if (ClassIsChildOf(DamageType,class'DamTypeAirPower'))
if (DamageType.name == 'AuroraLaser' || DamageType.name == 'WaspFlak')
Damage *= 0.70;

//if (DamageType == class'FireKill')
if (DamageType.name == 'FireKill')
Damage *= 0.30;

//if (DamageType == class'AlligatorFlak')
if (DamageType.name == 'AlligatorFlak')
Damage *= 0.75;

if (DamageType == class'DamTypeShockBeam')
Damage *= 0.75;

//if (DamageType == class'TurtleDamTypeProximityExplosion')
if (DamageType.name == 'TurtleDamTypeProximityExplosion')
Damage *= 1.55;

if (DamageType == class'MinotaurTurretkill')
Damage *= 0.30;

if (DamageType == class'MinotaurSecondaryTurretKill')
Damage *= 0.30;

//if (DamageType == class'HeatRay')
if (DamageType.name == 'HeatRay')
Damage *= 0.30;

Momentum *= 0.00;

Super.TakeDamage(Damage, instigatedBy, Hitlocation, Momentum, damageType);
ReduceShake();
}
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Enyo
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Re: Bug list

Post by Enyo »

The gator has been goofed back up with the one that moves slower when it's damaged. Need to fix that back.
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captainsnarf
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Re: Bug list

Post by captainsnarf »

Enyo wrote: Tue Sep 21, 2021 11:23 pm The gator has been goofed back up with the one that moves slower when it's damaged. Need to fix that back.
Sure, np. New version CSVehiclePack_1.0.5.zip

*files changed - CSVehiclePack.u, CSAlligator.u

It was the Alligator from loadout-test map. I looked at the one from MTMU-kitchensink-v15 and it also had the code that slowed you down. I couldn't find one that didn't do that so I just removed that code.
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