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Thanks,
I want to make it a little more like mouse mod from combat PA.
Change active effect for all packs to boost and increase the boost speed.
Increase passive sheild strength to .80
Increase passive speed pack too a little faster than it is.
Decrease the radius of the burner and make it fire faster.
Increase the health kit so it increases your health more ( not sure how much more)
Make the blaster go through shields.
I don't want the jet pack to be infinite
This should be pretty simple looking at the source files and config files. I'm not really sure where compiling comes into play. I have alot to learn. I'm a psychologist not a programer.
The only other thing I would want to do is bring back the T2 vehicles or at least make the current vehicles require two people in to fire weapons and make the pods weapons have to recharge.
Drumstix42 11-27-2004, 09:06 PM I don't want to make a nuisance of myself, but I just wanted to point any modders, or anyone interested in modding over to my site. I, myself, do not know to much quite yet, but I'm slowly getting into the goove of "T:V coding", or should I say the Unreal engine.
Anyone's welcome to stop by, or sign-up, whatever.
Hope to see ya there:
http://www.advancedmod.com/forums/
Frozer!!! 11-28-2004, 12:25 AM Im having trouble playing this mod. I installed it and once i join or host a game and try to spawn the game crashes and i get this error
1.0.1(63446)
Crash Time: 11/27/04 23:23:44
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 2314 MHz with 511MB RAM
Video: SAPPHIRE RADEON 9600 ATLANTIS (6476)
TV Build Number: 63446
Access Violation caused General protection fault!
History: Process_Native_Func <- UObject::CallFunction [SCRIPT='TribesGui.HUDElem ent.Layout' OBJ='default_CharacterHUD '] <- UObject::CallFunction [SCRIPT='TribesGui.HUDElem ent.DoLayout' OBJ='default_CharacterHUD '] <- UObject::CallFunction [SCRIPT='TribesGui.TribesH UDScript.DoUpdate' OBJ='default_CharacterHUD '] <- UObject::CallFunction [SCRIPT='TribesGui.TribesH UD.DrawHUD' OBJ='TribesCharacterHUD0'] <- UObject::CallFunction [SCRIPT='Engine.HUD.PostRe nder' OBJ='TribesCharacterHUD0'] <- UObject::ProcessEvent [Function TribesGui.TribesHUD.PostR ender() on TribesCharacterHUD MP-Escalate.TribesCharacterH UD0] <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop
Anyone know what the prob is?
matrickx 11-28-2004, 02:32 AM Wow, I havn't seen anyon have problems like that yet. As far as the mod goes. It looks like it is related to your hud and gui settings. I use and nvidia card and have not had a problem. Looks like it is related to the radeon card you use. If anyone else has a problem like this using a radeon card versus an nvidia card let me know. I will look into the differences. I just put a new version of the mod up with alot more enhancements.
(big changes for the pod in this build)
Weapons:
Increased fire rates for the spinfusor, grenade launcher.
Changed the weapon on the pod to fire chaingun style. (makes for better dog fights)
Physics:
Increased the speed of all vehicles.
Deployables:
Changed the turrets to be able to be deployed onto walls.
When I am finished I will create a how to guide for coding Tribes Vengeance. There are many things that you have to do in order to get changes into the game and every and I do mean every file plays an important role.
MrMeikel 11-28-2004, 04:19 AM Frozer!!!:
you need to get the default hud up again. I have noticed that if you use a custom HUD (from www.grappleworks.com) then you HAVE TO get the default one if you wanna play any mods. atm, this is an annoyance, and I'm not sure how we can solve this
matrickx :
wow dude, that would be awesome if you could do that. atm, there arnt really any tutorials that take you the whole way from creating the files, to writing the scripts (or just copying them), and then compiling. maybe a vid tutorial would help?
Shad0w 11-28-2004, 05:30 AM just port your tribesHud.ini to the mods system folder..along with any .U files(for custom huds like zoom/flag/ping/ammo hud) and special ini files..it will work fine after that..at least it did for me.
matrickx 11-28-2004, 07:08 AM Thanks Shadow I will put that on my UltraVL site also.
I have an idea for some new turrets and deployables, and need some mappers who want to work on this project. If you are interested pm me or email me, and I will give you detailed instructions on what needs to be done. Since deployables (for now) are map based and I am working alone I would like to get a team together on this project to improve our options.
I may also be looking for people who are good at modeling and skinning for this project.
email: matrickx@gmail.com
http://ultravl.xgln.com
Matrickx.
It seems to be alot floatier is this something you did?
Frozer!!! 11-28-2004, 02:46 PM ok it works now, thnx Shadow. I also feel that the amount of ammo needs to be increased. Maybe like 30 shots for the spinfusor? But the mod is sweet i hope sometime we can get a bunch of ppl in a server playing it
matrickx 11-28-2004, 03:55 PM when you say floatier. I assume you mean the pod? Yes, I changed the mass of the pod from 100 to 75 to help with deceleration.
matrickx 11-28-2004, 03:57 PM ok it works now, thnx Shadow. I also feel that the amount of ammo needs to be increased. Maybe like 30 shots for the spinfusor? But the mod is sweet i hope sometime we can get a bunch of ppl in a server playing it
I was thinking around 50 shots for the spinfusor. However, I have not seen where to change those setting yet, but it will come. and I will increase the ammo for the chaingun also possibly speed it up.
Frozer!!! 11-28-2004, 04:35 PM Cool, i was originally thinking around 50 shots, but wasnt sure what you had in mind so i thought smaller.
Shad0w 11-28-2004, 04:35 PM EquipmentClasses.pkg
Open in TVED..ArmorDefault..under that theres the armor classes.right click an armor,goto default properties, Allowed weapon> quantity
No just the people when flying around and falling they seem to not have as much gravity.
matrickx 11-28-2004, 08:19 PM Very cool looks like a new version in a week lol. I am adding some of the turrets form t2 in this one. A disc launcher turret, laser turret, deployable missle turrets, etc... Like I said at least a week maybe a little longer. Sorry for all the updates, but I am testing different playable characteristics first then there will be a full release.
Thanks Shad0w :)
Frozer!!! 11-28-2004, 09:12 PM Aww man i remember all those turrets! I cant wait!
matrickx 11-29-2004, 07:06 AM One thing I have found though if you add 'new' equipment. You have to add them to both the code and compile then add them to the appropriate pkg. and to the player that can use them. This will create a new package for that change. This may end up making the mod a little bit bigger.
One question I have, does anyone know how to add new items to the inventory stations? and add new icons? If new items are added will the inventory station gui become scrollable or will it adjust to the number of objects there in some way?
MrMeikel 11-29-2004, 11:24 AM wel i dont know, but here is a link to the (only i think) T:V modding/scripting forum:
http://house-of-style.com/forums/viewforum.php?f=9
I would ask there. There arnt very many members atm, cos there isnt really a simple tutorial for making a whole mod yet - once that is done, more people will be interested in modding
matrickx 11-29-2004, 12:01 PM Yeah already a member, but thanks. :)
Just posted there, depending on what is the answer is or if I find one. That will depend on how I code the "new" weapons and packs and stuff ;).
Plasmatic 11-29-2004, 07:55 PM It will probably take a new inventory gui, preferably one that scales or has a slider.
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