Announcement

Collapse
No announcement yet.

UT2004 Movement Mutator [7/11/18]

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    I bet Snake could help here better than me...

    My suggestion would be trying Dedicated Server option in Editor:
    Click image for larger version

Name:	ue4_ded.png
Views:	113
Size:	82.9 KB
ID:	391105

    with this you'll get two windows - one for Server, and other for client. That way you should be able to reproduce that bug (and other sync-related ones as well).

    Leave a comment:


  • replied
    Originally posted by exo7341 View Post
    I'm not sure about warping - this might be due to how you modded movement in particular, in conjunction with client-server sync (something in Tick, etc?)...
    Originally posted by RattleSN4K3 View Post
    My guess. Movement values aren't replicated and you are only setting these server-sided and thus the client "syncs" the player back... and with the next server update, the position goes "back".
    Of course. Do either of you know how to set it to replicate through blueprint? I believe they used C++ for the player. Here's how I have the mutator set up:
     
    Spoiler

    I checked the Replicates, Replicate Movement, and Net Load on Client checkboxes for the mutator class, but it still doesn't work.

    I'll have to look into those values, especially eye height. I still have a lot of work to do to make it 1:1.

    Leave a comment:


  • replied
    Originally posted by Calypto View Post
    Does anyone know why the mutator causes warping online? I don't want to make another thread just for this.
     
    Spoiler
    My guess. Movement values aren't replicated and you are only setting these server-sided and thus the client "syncs" the player back... and with the next server update, the position goes "back".

    Leave a comment:


  • replied
    I'm not sure about warping - this might be due to how you modded movement in particular, in conjunction with client-server sync (something in Tick, etc?)...

    ...I made some measurements on jumping for '99 '04 and current game - maybe it might be useful somehow:
    game air time jump height in abs. units (and measured max speed relation) percieved heigh increase @ apex (i.e. eye height change)
    '99 .755 59.16 @ 400 = 14.8% 1.84
    '04 .720 60.65 @ 440 = 13.8% 1.69
    UE4 .677 125.4 @ 940 = 13.3% 1.65

    Leave a comment:


  • replied
    Does anyone know why the mutator causes warping online? I don't want to make another thread just for this.

    Leave a comment:


  • replied
    • Recooked for latest build (0.1.12.1)
    • Changed the gravity to UT2004 gravity, added UT4 gravity as a mutator option

    July 14
    • Added a "Shield Gun" when you spawn

    Last edited by Calypto; 07-14-2017, 09:00 AM.

    Leave a comment:


  • replied
    Updated to fix impulse values when multijumping/wall dodging, also fixed dodge landing to allow you to turn directions quickly like in UT2004

    July 8: Fixed air control, dodge height, step height, landing "inertia"
    July 10: Resized the character from 1.84m to 1.76m to match UT2004 scale, this also fixes any "headbutting" in UT4-scaled maps
    To do: UT2004 gravity with UT2004 exact values, UT4 gravity as an option
    Last edited by Calypto; 07-12-2017, 04:27 AM.

    Leave a comment:


  • replied
    Originally posted by FrostbyteGR View Post
    What's the map showcased on the video? It feels very similar to Roughinery
    I'm working on converting Backspace, the one Scinbed did used the castle theme which I didn't like.

    Leave a comment:


  • replied
    What's the map showcased on the video? It feels very similar to Roughinery

    Leave a comment:


  • replied
    Thank you for the kind words. That's a great suggestion but I unfortunately don't know how to make a configurable mutator, especially with multiple variables. I'll have to take a look at the instagib mutator and see how to make check boxes, as configurable Multidodge/quad jump/sliding would be amazing to have.
    Unfortunately the maps as of right now are tiny, and it's impossible to edit cooked maps (great way to kill a game). My ideal goal with this mutator would be to find the perfect movement/character scale values and find the right scaling factor to be able to convert UT2004 trials maps nearly flawlessly.

    Leave a comment:


  • replied
    nice work calypto. Personally i like the multiwalldodge abilty. I dislike the slide. My dream-movement is between. Both are not an option in a 100% ut2004 jump mutator.
    One thing is a nice UT2004 movement mutator like yours, which people will use.
    Another thing is a nice Movement Mutator with UI, where u can easily change maxmultijumps or Slide on/off etc in the mutator UI ingame. This way you can make sure, everyone can have their option of jumps they wanna use. (quad jumps, no double jump, etc) - Keep up the nice work!

    Leave a comment:


  • replied
    Thanks for your help, I didn't realize there was a limiter. That explained why the momentum of side dodges didn't help. It feels much better now.

    Updated the download.
    Last edited by Calypto; 07-02-2017, 10:59 PM.

    Leave a comment:


  • replied
    That isn't related to it being a side dodge, a running start with a forward or backward dodge will get you the exact same distance as it just conserves your running momentum.
    It still works the same way in UT4, I suspect you've increased the dodge speed and are hitting the max dodge speed which 2k4 doesn't have. Increasing it should solve it.

    The angle thing is the same issue, to get maximum speed you have to dodge in the same direction off the wall as you do on the ground.

    Leave a comment:


  • replied
    Originally posted by Stolid View Post
    The headbutting seems real, at least in that map.

    #2 is not a thing in any UT including UT4. Running has one max speed regardless of direction.
    #4 is also not a thing, assuming "straight dodge" means forward or backward. Dodge speed and distance is the same left, right, forwards or backwards in every UT.
    #5 I'm not quite sure what you meant, but walldodging should work pretty much the same way as 2k4. UT4 does have a separate walldodge speed, but that is unrelated to any angles.
    The headbutting exists in the original. Side dodging achieves greater distance because you have a running start at a better angle. Try doing a running forward dodge.
    #5: https://youtu.be/4Qc8O896goo

    Leave a comment:


  • replied
    Epic make this offical^^

    Leave a comment:

Working...
X