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Ideas & Suggestions
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-01-21 23:40:49    Post subject: Ideas & Suggestions Reply with quote

If you have ideas and suggestions how to improve Infiltration co-op, new mutators to use, or similar, than post here.
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-01-22 07:05:42    Post subject: Reply with quote

I mentioned this shortly before the great BuF crash, so I'll try again. The Diemaco C7 mutator used to be on COOP1 and 2 when they were Unreal and Return to NaPali; now that they are both on COOP1 the C7 mutator isn't on anymore. Would it be possible to add it or will it cause lag?
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Alo_08[JgKdo]
INFanterist


Joined: 22 Jan 2008
Posts: 58
Location: Coop

PostPosted: 2008-01-24 18:18:52    Post subject: Reply with quote

@ Stinkmader

Ob du uns wohl vielleicht einen "Benutzertitel" in des Profil einfügen könntest?
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-01-24 19:58:13    Post subject: Reply with quote

hmm, guess I already made everyones ignore list..

C7? Pleeeeease?
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-01-24 22:25:23    Post subject: Reply with quote

@Alo:

If you have forum technical related questions please use the Forum optimization suggestions thread.
Just for the record, so that threads remain clear and on-topic (if possible).

Wenn du forumtechnisch spezifische Fragen hast, bitte im Forum optimization suggestions thread posten.
Nur so zur Info, so dass die Threads hier sauber und on-topic bleiben (falls nicht anders moeglich).

Smile
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Alo_08[JgKdo]
INFanterist


Joined: 22 Jan 2008
Posts: 58
Location: Coop

PostPosted: 2008-01-25 11:26:02    Post subject: Reply with quote

Psychomorph wrote:
@Alo:

If you have forum technical related questions please use the Forum optimization suggestions thread.
Just for the record, so that threads remain clear and on-topic (if possible).

Wenn du forumtechnisch spezifische Fragen hast, bitte im Forum optimization suggestions thread posten.
Nur so zur Info, so dass die Threads hier sauber und on-topic bleiben (falls nicht anders moeglich).

Smile


np, dachte irrtümlich hier wäre ich richtig....
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-01-25 13:50:53    Post subject: Reply with quote

This one is more for game related suggestions.


@Stinkmarder:

You want to improve the HK69, right? Using all presented grenade types and beeing able to aim the (existing) ironsights are the key points, no?

Starting with positions: Since the weapon is old I assume you have a switch-to-aim animation, that's why I think you just need to move the whole weapon more backward, that is where it will look better in both hipped and aimed, I think.
I made a lil screenhsot with the hipped position as an example.

To get the ironsights aimed: I think the easiest solution could be to hold down the aim-key when hipped, that would move the whole model by code (no animation) to the centered (aimed) position (I hope you can realisze that). Sure the arm position wont look right, but there is nothing we can do about it.
Clicking the aim-key will play the standart "activate ladder sight and aim" animation.

That could be a solution for right now.


Last edited by Psychomorph on 2008-01-26 12:35:33; edited 1 time in total
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-01-25 23:53:31    Post subject: Reply with quote

@Stinkmarder:

Please, install the IWE_G36D3DFix (works online only).

What Unreal Patch do you use? I installed the UnrealPatch227a, before that my unreal was a bit screwed, now it works fine.
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Stinkmarder
[JgKdo]


Joined: 21 Jan 2008
Posts: 226
Location: Germany

PostPosted: 2008-01-26 21:52:28    Post subject: Reply with quote

Psychomorph wrote:
@Stinkmarder:

You want to improve the HK69, right? Using all presented grenade types and beeing able to aim the (existing) ironsights are the key points, no?

Yes. Someday. But haven't looked into it yet. Will come back to your suggestions when it's time.

Quote:
Please, install the IWE_G36D3DFix (works online only).

Does it work without running IWE (which I don't want)?
Why do you use D3D?

Quote:
What Unreal Patch do you use?

The latest official one.
http://inf.cerberon.net/unreal/unrealpatch226final.exe
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-01-26 22:53:21    Post subject: Reply with quote

Stinkmarder wrote:
Psychomorph wrote:
Please, install the IWE_G36D3DFix (works online only).

Does it work without running IWE (which I don't want)?
Why do you use D3D?

I think it does not need IWE. [edit]Ok, it does need IWE.[/edit]

It was originally made to solve the G36K clipping bug in D3D by having a more distant reflex sight position to the view. I use OGL, but the reflex sight is much more comfortable to use with this mutator.

Though, my binocular reflex aim system is much better, of course

Stinkmarder wrote:
The latest official one.
http://inf.cerberon.net/unreal/unrealpatch226final.exe

It runs better, has some nice visual improvements (so I was told) and has nice impact textures (rockets leave a huge burned an melted spot, etc.).
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-01-28 20:11:50    Post subject: Reply with quote

Thanks for adding the C7 to COOP1.

You may want to edit the server config post though, since right now it says the C7 is on both COOPs..

Alternatively you might try to add it to COOP2 too Mr. Green

A man can dream though..
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Funkster



Joined: 22 Jan 2008
Posts: 15

PostPosted: 2008-02-01 17:53:26    Post subject: Suggestion: SortMyMags mutator Reply with quote

Idea: A little mutator that will allow Mr. INF_Soldier to go through his litte arsenal we usually carry in coop and refill his half emptied magazines..

Time needed would be dependent on the actual workload (How many magazines, how many bullets? How long does it take to empty and fill them, with modifiers per magazine type?).
UI and basic principles could be closely adopted from the bandage mutator.

Who? I'm more than willing to code this, however i don't use Windows.

Question: Can someone provide me with any of the following:

UScript for the original bandage mutator.
UScript for the original InfMagCheck (sp?) mutator.
Some kind of API documentation or similiar on how to interact with the current loadout.

I'd then go and prepare everything to the best of my abilities. Eventually, if development proves to be more tricky than i thought and / or i find noone to work together with for quick test cycles, i'd have to install Windows.. This might take a while for me to get around to doing.

Thank you for your cooperation =3
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-02-01 18:46:51    Post subject: Reply with quote

@Funkster:

Finally a coder willing to code, I wish you success.

On your mag filling idea, defenitely good one. I had a suggestion of a similar direction in the old forum.

Idea was that you have two magazine counts in the "drop item" menue. In standart white typo you can see magazines that are fresh or up to 80% full and in red typo magazines that are used up below 80%. That way you do not only know how many magazines are left, but also how many of them are full and of course you can drop the used magazines separately then, too.

The "mag refill" feature would fit very well there.


Maybe you can ask Beppo for further information regarding the "bandage mutator" and Olethros regarding the "InfMagCheck mutator".
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Stinkmarder
[JgKdo]


Joined: 21 Jan 2008
Posts: 226
Location: Germany

PostPosted: 2008-02-01 22:45:41    Post subject: Re: Suggestion: SortMyMags mutator Reply with quote

Funkster wrote:
Idea: A little mutator that will allow Mr. INF_Soldier to go through his litte arsenal we usually carry in coop and refill his half emptied magazines..

Good idea. But IMHO a working version of MagCheck should be made first.

Quote:
UI and basic principles could be closely adopted from the bandage mutator.

You mean the countdown timer?

Quote:
Who? I'm more than willing to code this

Best news for a long time!

Quote:
however i don't use Windows.

Not a problem at all. If you need help compiling UScript under a unixoid OS, feel free to ask me.

Quote:
Question: Can someone provide me with any of the following:

UScript for the original bandage mutator.
UScript for the original InfMagCheck (sp?) mutator.
Some kind of API documentation or similiar on how to interact with the current loadout.

You should be able to get all these yourself.
I suggest you to:
a) go to http://wiki.beyondunreal.com/wiki/ and read
b) extract all UT and INF classes - you'll need them as reference.

Quote:
I'd then go and prepare everything to the best of my abilities. Eventually, if development proves to be more tricky than i thought and / or i find noone to work together with for quick test cycles, i'd have to install Windows.. This might take a while for me to get around to doing.

You won't need Windows for UScript development or testing.


A gotcha: Testing stuff in single player or on a listen server is wasted time unless you are developing very simple, serverside-only mutators. You need to set up a dedicated server! It can be on localhost, of course.
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Funkster



Joined: 22 Jan 2008
Posts: 15

PostPosted: 2008-02-02 11:50:49    Post subject: Re: Suggestion: SortMyMags mutator Reply with quote

> Good idea. But IMHO a working version of MagCheck should be made first.

I'll look at it. In fact, it's looking back at me right now.
I don't know how to decompile it tho.

> You mean the countdown timer?

Yea, that stuff.

> Not a problem at all. If you need help compiling UScript under a unixoid OS, feel free to ask me.
> b) extract all UT and INF classes - you'll need them as reference.
> You won't need Windows for UScript development or testing.

Please?
Do you suggest ucc and UnrealEd over wine? Or something completely different?

> a) go to http://wiki.beyondunreal.com/wiki/ and read

Done, got feeling came 10 years to late - but whatever!

> A gotcha: Testing stuff in single player or on a listen server is wasted time unless you are developing very simple, serverside-only mutators.

Got ya.

PS: Thanks, Wink
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