Off-Kilter's Funhouse

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KilterBR 1.0b5 Posted

by on Aug.31, 2009, under Bombing Run

Good changes. We’re almost ready for final release. Download it here!

Changes in 1.0b5

  • Rigid Body Physics! You can now turn RB physics on/off as an option (it currently defaults to on). The Mod Settings button has a checkbox for this. With RB, you’ll get a more realistic ball effect. We’re still tuning the ball mass, etc. but I wanted to get this out sooner rather than later. So the ball may behave a bit differently in the final release. If you use RB physics, you can have the ball react correctly to water volumes by setting the Rigid Body Damping to around 2. Should behave like it used to in 2k4 water volumes. You’ll also notice the ball rolling around a lot more now 🙂
  • Kimset support. We support events and a condition. See the mapping readme for more information.
  • Tweaked ball trail.
  • Reworked Adrenaline combo code.
  • Added rings around player when activating the Berzerk combo. They used to exist in 2k4, but not in ut3.
  • Moved Adrenaline display to default to right side in order to avoid the play clock. If you play VBR it will be over on the left.
  • Tweaked ball sound to have a better sound radius.
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KilterBR 1.0b4 Posted

by on Aug.08, 2009, under Bombing Run

An issue was reported having to do with the ball rings not showing up to remote players when using a listen server. Fixed and posted!.

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New KilterBR and Translocator Fix Mutator

by on Aug.01, 2009, under Bombing Run

We’ve release our latest KilterBR and Translocator fix mutator today. Here’s the important changes

KilterBR

  • Fixed issue which would cause us to rewrite the UTKilterBR.ini file with our old prefix.
  • Removed Multi-dodge and quad jump functionality and pushed it out to mutators, available on our site.
  • Consolidated options under a ‘bUse2k4Movement’ flag. This now does all it used to, plus corrects dodge speed, jump z, and multi-dodge boost. Also, air control is now set to 0.2 when this setting is used.
  • Added bUse2k4Gravity setting. This setting sets the gravity to approximate 2k4 gravity. If you use the standard UT3 low-grav mutator, we detect this and set it to approximate 2k4 low-gravity. This mean we don’t need a special mutator just to get 2k4 low-grav settings.
  • Removed the RespawnDelay setting and hard-coded it to be 1.0
  • Added settings scene to allow you to change our setting for instant action, etc.
  • Changed default settings to enable throw score, adrenaline, 2k4 movement and 2k4 gravity.
  • Added setting bTeammateBoost (enabled by default) to allow you to turn off team boosting.
  • Fixed issue where if you shot/dropped the ball with your back against a wall that was at the edge of the world, the ball would fall outside.

MutTranslocatorFix

Completely changed implementation strategy to reimplement the trans and not subclass from the orginal. One downside of this is that bots will no longer recognize trans discs to destroy them. I’m willing to live with this for a trans that behaves.

Get them both on our Goodies Page.

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Two New Mutators Posted

by on Jul.31, 2009, under Bombing Run

I just posted two new mutators on the Goodies page. There’s a multi-dodge and a quad jump mutator there now. Beta 3 of KilterBR won’t have that functionality baked into the core any longer, so I wanted to put these out there now. Beta 3 is pretty imminent at this point. I also have a new version of the translocator fix mutator on the way as well. Stay tuned!

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Translocator Fix Mutator

by on Jul.12, 2009, under Bombing Run

There is a serious bug with the translocator in UT3. If you are moving forward or dodging forward and shoot your trans, it can actually hit you in the back and bounce off. Yet other players on the server see the translocator move forward as expected. After multiple unanswered cries for help on the forums, I started tracking down this issue myself. The result is a new mutator. It’s small, simple, and effective. 3 lines of code to fix this issue :-/

We can finally play UT3 like we’re used to and no longer get tripped up thinking we’re going to translocate someplace that we’re not. Or the disc going the wrong way.

Seriously, Epic, please fix this. It’s frakking annoying, and if I wasn’t able to work around this, we’d likely just give up on UT3. Yes, it affects our gameplay that much.

You can get it on our Goodies page

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Kilter 1.0b2 Released!

by on Jul.11, 2009, under Bombing Run

I’m pleased to announce the release of version 1.0b2 of the KilterBR Bombing Run mod for UT3.

Changes in 1.0b2

  • Changed map prefixes to KBR and VKBR to avoid confusion with Warhead’s BR. If you already have downloaded maps for use with this mod from our site, you should re-download them to ensure their .ini files are correct.
  • Corrected some inaccuracies in docs.

Please note that if you have downloaded 1.0b1, you will need to redownload the maps as our map prefix has changed to avoid confusion with Warhead’s version of BR. Sorry for the inconvenience.

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KilterBR 1.0b1 Released!

by on Jun.29, 2009, under Bombing Run

Been working my ass off on this one, and so has my buddy Torch. Check out the details on our Bombing Run page. You can download it from our goodies page.

Bombing Run

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Bombing Run

by on Jun.13, 2009, under Bombing Run

We’ve been working on a new Bombing Run mod for UT3. Yes, one already exists, but we wanted something closer to 2k4 (both in looks and behaviors). Here’s a teaser video:

Look for download information soon! In the meantime, you can read this page

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Translocator Bug in UT3 2.0

by on Apr.26, 2009, under UT Bugs

Since upgrading to the 2.0 patch of UT3, we’ve noticed a nasty bug with the translocator. I’ve posted a movie to show the phenomenon.

UPDATE: this still happens in 2.1 🙁

Basically, if you try to shoot the trans while dodging forward, it can get messed up and the client sees the disc in one location while the server thinks it’s in another. This makes it frustrating to play as you can’t always tell where you are going to trans. It tends to happen most when you point the trans downward. It did not happen in 1.3.

If you watch closely, I’m forward dodging and shooting the trans right away. You’ll hear the disc shoot, but see NOTHING. But this can happen any time you are moving forward and shoot sort of downward. Often times you might have trans’d to someplace in midair and try to trans down to a particular point and this just makes it totally unpredictable as to where you’ll end up. In my view, this is a pretty nasty bug.

UPDATE: I’ve been playing with a translocator mut to help me diagnose what’s going on. So far it seems that all other players see your disc fly off, but locally, it bounces off the back of the player (HitWall is called) and drops to the side. It’s almost as if the disc is torn-off for the owner but replicated fine for everyone else. VERY annoying. I may try to create a new trans disc that’s not a projectile, as shooting the ball in my BR gametype does not have this issue.

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