PDA

View Full Version : OSMT Poll


SuperApe
08-31-2008, 08:48 PM
I've found it difficult to find free time since BabyApe entered the picture. As a result progress on OSMT has never been the same. OSMT v.1.5 has been in "beta" for several months. The "To Do" list is loaded with some of the best ideas I've had for the project, but the motivation to finish this milestone conflicts with basic needs like sleep. The fits and starts that have propelled the project since v.1.4 have come about largely because of Other's interest in the project.

So in an attempt to muster the necessary momentum, I'm considering breaking the normal development cycle, which has to do with private betas and discreet critiques, and open the current state of OSMT to the public while I push toward v.1.5.

Plenty of people have expressed interest in seeing OSMT evolve to UT3, but then we all lived with UT3 for a while and the consensus seems to be UT2k4 FTW. In light of that, let's see how much interest there would be in an open beta for OSMT v.1.5. And by interest, I mean you'd help out by playing with it and writing UP feedback that will add to the discussion. (read: Mappers wanted)

Thank you for your votes.

JoystickMonkey
09-01-2008, 12:11 AM
There's a thing I've been wanting to make using UT2004 and OSMT for a while now, so what better time to use the tools than to beta a new version!

Luctor
09-04-2008, 12:09 PM
I offered you to test the beta and I keep that offer. Ireally like OSMT and every time I get free time I try to continue building my map.

I would really like to see OSMT v1.5 out, but obviously there are more important things, so no rush!

SuperApe
09-04-2008, 05:34 PM
There's a thing I've been wanting to make using UT2004 and OSMT for a while now, so what better time to use the tools than to beta a new version!Yay! :w00t:
I offered you to test the beta and I keep that offer.Yes, I remember. Thank you. :claps:
I know I'll need a lot of testing and I'll need all the pairs of eyes I can get.

SuperApe
09-06-2008, 09:52 AM
Well, six is cool, but I hope more can join us. :cool:

I think I could post an edited development log for v1.5. That should help reveal what needs testing (save/load, flashlights, gore, combat ai, poison/antedotes and a few other things that didn't get thorough testing last round), etc. This is a list of those items either "completed" (-) or in testing (>).

UPDATE: For an up-to-date list of stuff in v1.5 beta, items to test, etc. see the included DevLog.txt file!ScritpedMonsters added:

> SmartPoisonFly : a fly that has a poisonous sting.
> SmartSkeleton : a skeletized ScriptedCharacter monster.

ScriptedActions added:

- ACTION_IfHasInventory : a conditional that is true if a named Pawn has a specific inventory item.
> ACTION_IfScoreReached : a conditional that is true if a any current player has reached a score value.

Mutators added:

> MutFlashlight : A map-embeded mutator that manages flashlights in game. Gives flashlights to each player upon spawn if no FlashlightPickup is in the map.

Pickups added:

> ShieldGunPickup : A ShieldGun Pickup class. (one time pickup, configurable)
> TranslocatorPickup : A Translocator Pickup class. (respawning pickup, configurable)
> FlashlightPickup : Allows flashlights to be picked up by players and bots.

Features added:

> Player Flashlight system available. (toggle with Use key, will not work around other Use triggers, vehicles, hintitems, etc, just add LevelGameRules actor set to OSMT.MutFlashlight and include a DarkVolume in the map. Add specific FlashlightPickups to disable automatic flashlight inventory.)
- ScriptedMonster gib behavior improved. (lighting, momentum, mass, etc)
> Following creatures automatically attack the killer of thier Leader.
> Simple flocking behavior added for fearful creatures.
- ScriptedCharacters handle miniguns better.
> HintItem able to trigger Event when inspected.
> OSM Adventure Save/Load feature added. (feature disabled in maps with cameraorientation subaction)
> OSM Adventure can retain achieved objective's additional equipment for duration of the map.
- OSM Adventure Comrades set with both full ammo and their favorite weapon are now also modified by gameplay mutators as if player.
> OSM Adventure player view can shake by both weapons and damage. Player configurable.

What works:

- Major review of combat behaviors: Charging, MeleeAttack, RangedAttack, Retreating, etc. Combat AI improved.
> AttitudeToPlayer ATTITUDE_Fear stabilized.
- Following creatures check potential enemies better. (assess threats to leader more often and can attack those who are targeting the leader)
> Extra gibs prevented in ScriptedMonsters.
> ScriptedCharacters more likely to properly loose their heads on headshot.
> Buoyancy properly set for all ScriptedMonster classes.
- OSM Adventure DeathScenes no longer play if max lives reached or unlimited lives set. (prevents frozen corpse)
- OSM Adventure EndGame time now 10 seconds.


As you can see, this will be a big update. Please join us if you haven't already. I can use the help in testing. Thank you.

outpt.co.uk
09-06-2008, 05:56 PM
I think a public beta might be one way forward - it would be a shame to let the work done for v1.5 get put to one side. There's some really cool stuff to play with in this sizely update - would recommend it to anyone dabbling around in OSMT or Singleplayer.

I've already given some comments, but if there is any further updates, I'll give it a whirl.

Lord_Simeon
09-06-2008, 07:52 PM
I'm about to start making another OSM map, had some great ideas last night while intoxicated :)

SuperApe
09-07-2008, 07:19 AM
Woot! :w00t:

I am so grateful for any support. Thank you!

Step #1 for anyone testing would be to replay a familiar map. :) Many of the changes are improvements over v.1.4, so it would be good to look at that now for comparison. Make note particularly of those things listed under "What works:" (and "Features Added:"), as those are primarily the improvements I've made so far in v.1.5. (Things like performance of following creatures, creatures in general combat, gib behavior, etc.)

I would like a chance to review the current state of v.1.5 and make sure it is safe for testing. Then I will provide a link. It won't be this weekend, but I'll get to that soon.

The more, the merrier! :love:

SuperApe
09-11-2008, 11:03 AM
I suppose at some point I should also disclose at least some of the features/changes for v1.5 that are only in the idea or working phases. Some are monumental tasks, so those may not be disclosed, but some are smaller tasks that I should be able to include. When I have my master ToDo list in front of me, I'll do a little parsing and post it. Things like:

Probably will do:
- Player config option to leave corpses instead of fading out dead creatures.

Probably will not do:
- "Warp Portal". ;)

If anyone has suggestions of their own, please post them on the OSMT Discussions & Ideas (http://www.unrealplayground.com/forums/showthread.php?t=40185) thread. Thank you.

SuperApe
09-19-2008, 10:48 AM
If anyone who voted to help test could just post a quick "Me too", or shoot me a quick PM to that effect, I'll know who to expect comments from. I'm planning on releasing OSMT v.1.5 beta publicly this weekend (maybe tonight, maybe tomorrow morning), along with some specific things that need the most testing.

If we get a pretty good roll call, and people give me an idea about how much time they can spend on testing, I can probably streamline this by delegating specific tasks to specific testers, rather than dump the whole thing on each tester and say, "Have at it!". While I'd like all testers to try everything, I realize that may be somewhat unrealistic, and I'd rather get the most out of the generous offers of time and effort.

So, please give me a indicator of who's testing and how much time you have to help test over the next month or so.

Thank you! :D

Tempus
09-19-2008, 07:42 PM
I would like to test that but i already have some work with 3 mod games that im into as well my personal maps but i can give it a shot but i never map with osmt but i must admit when i was making my duke nukem map remake to ut2004 i was wondering on testing to make a single player map instead a multi player map as all maps i ever done.

Anyway i would have not much time but you can count me in :w00t:

King Mango
09-19-2008, 09:04 PM
I have really been wanting to get to an OSM map. My current state prevents me from making any commitments in the near future though...
With luck, Galveston will open back up to residents next week, and I will be able to get back in there and get settled before the holidays.
I have been dreaming about a SP project for a while. I just got my document mess sorted and have been back to work the two weeks before Ike, but as a result of Ike, I have 3 paychecks lost lol... On the plus side it will be nice to get them all at the same time. But as soon as I get back to work and find my own place I am going to slowly but surely start piecing the mess in my head together. :beer:

Luctor
09-20-2008, 05:39 AM
I havenīt finished any OSM map yet, but I can help testing any basic aspect of the new version, replaying OSM maps, and including new features in my half-made maps and testing them.

I start my classes next week, but I hope I can get some time every afternoon for this.

SuperApe
09-21-2008, 08:12 AM
Well, if you haven't already (...ert, or if you have already), head on over to the OSMT Beta testing thread (http://unrealplayground.com/forums/showthread.php?p=574988#post574988). I've got a link to the beta download, which I just now had to update, due to utter stupidity. (the osmt package file was from five months ago :rolleyes:)

Everything needs testing, including backwards compatibility with our OSM Adventure map archive and your own OSMT map projects, but there's a list of new things that need to be tested on the osmt beta testing thread. Also, there's a short list of guidelines for testing in a way that will save time and effort. Remember to comment on the beta testing thread, not here. :)

:claps:YAY! Thank you for testing, everyone!:rockon:

SuperApe
09-27-2008, 07:33 PM
^ Bump ^ (http://unrealplayground.com/forums/showthread.php?p=574988#post574988)

SuperApe
10-03-2008, 06:54 AM
I can extend the testing period another week. I will be able to do some more testing on my own this weekend. If it will help get people going, I can forgo that and draw UP a proper testing plan, based on the features listed above. Is that something people would be interested in? (See previous posts)

Captain Xavious
10-07-2008, 10:46 AM
At the moment, I'm not seeing much things troublesome, but what specifically would you like me to test?

I'm trying to make a level and I'll be able to try out various things, but I'm not fully sure what I should be trying.

Er, I just read your post on what needs to be tested. My bad, shoulda seen it earlier. :P

But anyways, I played through a few maps, not noting any problems yet.

Tempus
10-07-2008, 10:55 AM
i know i told that i would test that by maping but im currentlly waiting for the shipment of the parts for my new rig.

SuperApe
02-09-2009, 09:00 AM
For all those who indicated they would be willing to help test an open beta of OSMT v1.5, here's a link to the download. (LINK (http://outpt.co.uk/superape/OSMT/osmt_v1.5_beta.zip)) Included is the DevLog.txt (development log), which indicates which new items are done (afaik) "-", in need of testing before I can call it done ">", WIP or just started working ")" and those that are in the idea phase "*".

Of the new things to check out:

OSM Populate : A fast-paced gameplay mutator, pitting players / bots against OSMT creatures, teams of creatures, etc. Similar to Invasion, but ... more, better, etc.

SmartWarlord : bTacticalTeleporting is ... tactical. Will use this ability to confuse and surprise players / bots. (shown in OSM Populate)

OSM Adventure features : Fun sparkley damage fx with no gore, full extra blood and guts with full gore, blood splatter on HUD with full gore, and damage shake (at 50% by default, but configurable) "Comrade" cheat with bFavWeapon and bFullAmmo now also converts comrade to a state where treated like a player by other creatures.

Plus a multitude of miscellaneous improvements to creature behaviors and system stability.

Q: What can I do to help?
A: If you're not a mapper, just download this, install (drop four files in your UT2004 directory) and play OSM Populate. This gameplay mutator is now the fastest (and most fun) way to test just about all creatures, and many of their special behaviors, including following, hold position, individual behaviors like Krall dice games, etc. Just try it solo in your DM maplist, or with bots in TDM. (or any gametype, different skill levels, etc) This is a fun way to experience what OSMT is all about and your comments can make it better, can help me finish quicker. Then head over to the Beta Testing thread (http://www.unrealplayground.com/forums/showthread.php?t=40183) and let me know your thoughts.

Cheers! :stout:

Luctor
02-12-2009, 01:42 PM
I found some time to test the OSmPopulate mutator, mostly in CTF maps. It found it real fun and I dind't notice any error or bug.

But I would like to comment that some times it doesn't make much sense that the map ends when all monsters are killed. I mean, I see monsters like another danger that both teams - if it is a team gamemode - have to face if thay want to win the match. But I think that, if every monster is killed, the game should continue, because sometimes ending a match suddenly can be really unfair.

So I think it would be nice to be able to activate/deactivate that ending condition.

I will be "free" in a couple days, so I hope to get to UT2004 again, and test as much as I can.

Edit: Posted in wrong thread. Too many tabs open at once... Please move it to beta testing if you can/want/consider it appropiate.

SuperApe
02-12-2009, 08:11 PM
Edit: Posted in wrong thread. Too many tabs open at once... Please move it to beta testing if you can/want/consider it appropiate.Done. ;)

EDIT: And fixed.