Forum

ASSIST, AMERICA'S ARMY COMMUNITY - RELIVE THE GLORY DAYS OF AMERICA'S ARMY 2.5

Author Topic: Karma (Physics) Mod  (Read 7999 times)

0 Members and 1 Guest are viewing this topic.

Jonnym

  • Guest
Re: Karma (Physics) Mod
« Reply #30 on: Wednesday, January 18, 2012, 02:30:13 AM »
have you tried looking in the code from the killing floor mod from ut2004 to see how they did it?

Offline Spanky

  • <?php echo $opinion .' is better.'; ?>
  • Administrator
  • Posts like a Spanky!
  • *
  • Posts: 10,893
    • View Profile
    • NatesComp.com
  • AA: tigobitties
Re: Karma (Physics) Mod
« Reply #31 on: Wednesday, January 18, 2012, 02:37:50 AM »
The Killing Floor code is based on GoodKarma and I've e-mailed the developer of GoodKarma a few times but he's largely unable to help with a busy life. GoodKarma fails to compile in AA due to a LOT of missing resources and code that UT2004 has but AA doesn't. I don't know enough to find valid replacements for the missing code. The version I have compiled is the very root of Karma. This clan called LawDogs created it and that's what GoodKarma is based on. Maybe I'm just in a bad/tired mood now and I'll give replication another shot another time.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline Spanky

  • <?php echo $opinion .' is better.'; ?>
  • Administrator
  • Posts like a Spanky!
  • *
  • Posts: 10,893
    • View Profile
    • NatesComp.com
  • AA: tigobitties
Re: Karma (Physics) Mod
« Reply #32 on: Wednesday, January 18, 2012, 16:16:07 PM »
Tried compiling a severely stripped down version of GoodKarma. It works but has the same problem of respawning like LawDogs. Seems everything respawns on the server but doesn't get replicated to the client.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline BlueBlaster

  • Epic Poster
  • ******
  • Posts: 2,428
    • View Profile
Re: Karma (Physics) Mod
« Reply #33 on: Wednesday, January 18, 2012, 16:48:32 PM »
Take a break from it for a while. This is aggravating stuff because uscript doesn't control that much.



Jonnym

  • Guest
Re: Karma (Physics) Mod
« Reply #34 on: Wednesday, January 18, 2012, 16:57:06 PM »
I though uscript controlled everything, i though the whole game was built on it, I'm wrong?

Spanky can you do it by loading a client side mod?

Offline Spanky

  • <?php echo $opinion .' is better.'; ?>
  • Administrator
  • Posts like a Spanky!
  • *
  • Posts: 10,893
    • View Profile
    • NatesComp.com
  • AA: tigobitties
Re: Karma (Physics) Mod
« Reply #35 on: Wednesday, January 18, 2012, 17:02:17 PM »
I though uscript controlled everything, i though the whole game was built on it, I'm wrong?

Spanky can you do it by loading a client side mod?

I don't know how much UScript controls, I know the engine is a clusterfuck of C++ and UScript. If I'm thinking right, this isn't really a mod, it's more of a map-loaded feature. It's placed in the map and thus required by both the server and client and it's loaded when you load the map.

I started a thread not long ago on the Epic Games forum, here's a link:
http://forums.epicgames.com/threads/877555-Resetting-KActor-Location
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline BlueBlaster

  • Epic Poster
  • ******
  • Posts: 2,428
    • View Profile
Re: Karma (Physics) Mod
« Reply #36 on: Wednesday, January 18, 2012, 19:18:37 PM »
I though uscript controlled everything, i though the whole game was built on it, I'm wrong?

It really doesn't control everything. If the game was buiilt on uscript, everything would run incredibly slow. The game is built on C++ while uscript is an addition for extending the engine without touching the C++ code (which Unreal doesn't give the source of unless you buy the engine). Epic made unreal engine this way because games like quake had to be recompiled over and over everytime you changed something since they ran on dll's.



Offline Spanky

  • <?php echo $opinion .' is better.'; ?>
  • Administrator
  • Posts like a Spanky!
  • *
  • Posts: 10,893
    • View Profile
    • NatesComp.com
  • AA: tigobitties
Re: Karma (Physics) Mod
« Reply #37 on: Wednesday, January 18, 2012, 20:48:10 PM »
I'm working with the GoodKarma dev now and his suggestions have helped. Now all the KActors respawn properly but there's fighting, like the server wants to keep the objects stationary while the client says "hey, this stack of barrels should fall over".

On the positive side, Blue's suggestion for barrel collision works. They roll nicely.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline BlueBlaster

  • Epic Poster
  • ******
  • Posts: 2,428
    • View Profile
Re: Karma (Physics) Mod
« Reply #38 on: Wednesday, January 18, 2012, 21:52:46 PM »
I've never heard of a more epic battle of software.



Offline Spanky

  • <?php echo $opinion .' is better.'; ?>
  • Administrator
  • Posts like a Spanky!
  • *
  • Posts: 10,893
    • View Profile
    • NatesComp.com
  • AA: tigobitties
Re: Karma (Physics) Mod
« Reply #39 on: Wednesday, January 18, 2012, 23:07:06 PM »
Watch the epic battle, keep an eye on the right side of the video in-between rounds:
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline BlueBlaster

  • Epic Poster
  • ******
  • Posts: 2,428
    • View Profile
Re: Karma (Physics) Mod
« Reply #40 on: Thursday, January 19, 2012, 00:32:16 AM »
I couldn't help but lol at that. Speechless.



Offline Koden

  • Cogito Ergo Khodohn
  • Global Moderator
  • Epic Poster
  • *
  • Posts: 2,333
  • Hmmm rainbows.
    • View Profile
Re: Karma (Physics) Mod
« Reply #41 on: Thursday, January 19, 2012, 04:08:42 AM »
Lol, they truly have a life on their own. You gave it that spark ;D reminds me of some Fallout objects behavior.

Offline Spanky

  • <?php echo $opinion .' is better.'; ?>
  • Administrator
  • Posts like a Spanky!
  • *
  • Posts: 10,893
    • View Profile
    • NatesComp.com
  • AA: tigobitties
Re: Karma (Physics) Mod
« Reply #42 on: Saturday, January 21, 2012, 16:50:17 PM »
This guy on the EpicGames forums is going to help out with this mod:
http://forums.epicgames.com/members/1423669-VendorX

I got him setup with compiling and sent him various versions of the scripts. I told him too that I'd buy him a beer over Paypal for helping out.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline BlueBlaster

  • Epic Poster
  • ******
  • Posts: 2,428
    • View Profile
Re: Karma (Physics) Mod
« Reply #43 on: Saturday, January 21, 2012, 18:02:44 PM »
Well damn, I'm surprised you've found someone. My face is just :O



Offline Spanky

  • <?php echo $opinion .' is better.'; ?>
  • Administrator
  • Posts like a Spanky!
  • *
  • Posts: 10,893
    • View Profile
    • NatesComp.com
  • AA: tigobitties
Re: Karma (Physics) Mod
« Reply #44 on: Saturday, January 21, 2012, 19:35:39 PM »
Yea, he actually mentioned too that he could write a C# class exporter so we could have the AA 2.5 source:

Quote
I can write AA class exporter in C#, but this will take some time...
Quote
I tell you about class exporter, because if you have your own server with independent AA version, than you can modify whole gameplay. To make restart NetKActor right we need add call to Reset() in GameInfo...
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

 

Download Assist

×

Download Game Client

Important: Battletracker no longer exists. However, old Battletracker accounts may still work. You can create a new 25Assist account here

Download Server Manager