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Old 11-19-2004, 04:29 PM   #1
Uncommon
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BR4 1.0b2: Bombing Run x 4 [updated]

Name: BR4
Version: 1.0b2
Compatibility: UT2004, CTF4 required
Description: Bombing Run with more teams and more balls
Comments: This is a beta release. It's very nearly done, but we really need more maps. Please report bugs at http://www.apartment167.com/mantis/
Screenshot:

Credits: Thanks to Overload for doing the 4-team code
Homepage: http://uncommonplace.com/games/br4.html
Download: http://uncommonplace.com/games/br4-10b2.zip

We need maps! Mapping instructions are on the Unreal Wiki.

This is really more like 4-team Bombing Spree, because you can have up to 8 balls, as determined by the map. I don't know if any mappers will actually put that many in, but I wanted to be prepared

As with Bombing Spree, there are Team Balls, but since there are 4 teams we now have 2 kinds of Team Balls:
- Team Pickup balls can only be picked up by players on the matching team.
- Team Scoring balls can only scored against the matching team.
In either case, you can shoot at balls that you can't pick up, causing them to detonate and reset.

You can also use the same 4-team scoring options as in CTF4 (and now TDM4):
- Distribution: You must score a certain number of points against each enemy team
- Designation: You always have a designated team that you must attack
- Subtraction: Scoring against a team reduces their score as well as increasing your own
- Elimination: If your score goes too far negative, your team is eliminated and you can no longer score.

Version 1.0b2 has lots of fixes, including various HUD and scoring issues. The most noticeable change is that the HUD now shows what team is carrying each ball.
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Last edited by Uncommon; 11-29-2004 at 05:56 PM.
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Old 11-19-2004, 04:58 PM   #2
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awesome. downloading right now
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Old 11-19-2004, 05:07 PM   #3
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Great stuff. I'm working on a BR4 map, I've just been quite busy lately.
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Old 11-19-2004, 05:37 PM   #4
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*****s pants*

Downloading of course!

EDIT: GRAH! needs ctf4! Nothing wrong with that, ill just have to wait...


and wait...


and wait...


and wait...wait...

...

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Seven hundred and sixty one armless and legless corpses float inconspicuously around the inside of hangar ninety six. I say that they are inconspicuous because it is their arms and legs which demand my attention. I did this, or I could have stopped it. Which is it? It doesn't matter now. I did this and could have stopped it, but nothing in nature ever follows a gaussian curve. Sure, they'll tell you that it does. They say that every five minutes someone dies in a car accident, but how often are there seven hundred and sixty one armless and legless corpses in one hangar?
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Old 11-19-2004, 05:44 PM   #5
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Nifty. I'll have to download this and CTF4 at the weekend. Downloading ABu 1.5 currently. (Air Buccaneers)
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Old 11-19-2004, 07:05 PM   #6
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I've figured out that BR x 4 is 8, since usual BR has 2 teams, BR4 will have 8 teams, am i right?
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Seven hundred and sixty one armless and legless corpses float inconspicuously around the inside of hangar ninety six. I say that they are inconspicuous because it is their arms and legs which demand my attention. I did this, or I could have stopped it. Which is it? It doesn't matter now. I did this and could have stopped it, but nothing in nature ever follows a gaussian curve. Sure, they'll tell you that it does. They say that every five minutes someone dies in a car accident, but how often are there seven hundred and sixty one armless and legless corpses in one hangar?
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Old 11-19-2004, 07:44 PM   #7
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Quote:
Originally posted by Daspadger
I've figured out that BR x 4 is 8, since usual BR has 2 teams, BR4 will have 8 teams, am i right?
lol no just 4 teams i would think. but i cant find a download link to CTF4 so i can play this sucker. i downloaded the ctf4 patch, but not the whole thing :/
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Old 11-19-2004, 07:49 PM   #8
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It's just taking them a while to upload the 1.0.2 version. The patch was just for people that had already downloaded 1.0.1.
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Old 11-19-2004, 09:29 PM   #9
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Bug database

Overload's bug database is at http://www.apartment167.com/mantis, and now that the projects have been made public I think you just need to create yourself an account and start reporting bugs, for both CTF4 and BR4.

I've just completed converting CTF4-Chrome to BR4-Chrome, and it went pretty well. Maybe I'll post a link to it on the bug database news page, to encourage people to log in there
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Old 11-19-2004, 10:55 PM   #10
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hey i havent tryd this out yet since im still dling ctf4 but il see if i can also convert Face3 from whitch was going to come with ctf4 but i got busy....so im still working on it and mabey my more complex version of a joust level Tech Joust. still looks good
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Old 11-20-2004, 03:33 AM   #11
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And before someone else starts, I'm also going to do Skyline. I'm modifying the center tower a bit from the CTF4 version for better 4-way symmetry.
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Old 11-20-2004, 04:18 AM   #12
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sick

yo bombing run is my addiction, and now that br4 is out i can't even sleep. thanks for coming out with this, but i need new maps! do you have any links to beginner mapping sites, because I want to learn so I can make some more br4 maps and contribute to the community.
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Old 11-20-2004, 08:23 AM   #13
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im DLing!

hav fun, da_spadger ^^
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Old 11-20-2004, 09:20 AM   #14
Da Spadger
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Quote:
Originally posted by *gR*
im DLing!

hav fun, da_spadger ^^
This needs more maps.

EDIT:

Quote:
Originally posted by Uncommon
Overload's bug database is at http://www.apartment167.com/mantis, and now that the projects have been made public I think you just need to create yourself an account and start reporting bugs, for both CTF4 and BR4.

I've just completed converting CTF4-Chrome to BR4-Chrome, and it went pretty well. Maybe I'll post a link to it on the bug database news page, to encourage people to log in there
Registrered, a bug is reported!

EDIT2: sticky plz
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Seven hundred and sixty one armless and legless corpses float inconspicuously around the inside of hangar ninety six. I say that they are inconspicuous because it is their arms and legs which demand my attention. I did this, or I could have stopped it. Which is it? It doesn't matter now. I did this and could have stopped it, but nothing in nature ever follows a gaussian curve. Sure, they'll tell you that it does. They say that every five minutes someone dies in a car accident, but how often are there seven hundred and sixty one armless and legless corpses in one hangar?
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Old 11-20-2004, 12:52 PM   #15
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Quote:
Originally posted by Daspadger
Registrered, a bug is reported!
You reported a bug? I don't see anything...
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Old 11-20-2004, 03:51 PM   #16
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Re: sick

Quote:
Originally posted by goten1
do you have any links to beginner mapping sites, because I want to learn so I can make some more br4 maps and contribute to the community.
Shure here you go!

Angle Mapers Tuts
Leveldesinger.com
UnrealWiki.com


Have fun mapping!
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Old 11-20-2004, 07:53 PM   #17
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Quote:
Originally posted by Uncommon
You reported a bug? I don't see anything...
Here: http://www.apartment167.com/mantis/b...bug_id=0000261
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Seven hundred and sixty one armless and legless corpses float inconspicuously around the inside of hangar ninety six. I say that they are inconspicuous because it is their arms and legs which demand my attention. I did this, or I could have stopped it. Which is it? It doesn't matter now. I did this and could have stopped it, but nothing in nature ever follows a gaussian curve. Sure, they'll tell you that it does. They say that every five minutes someone dies in a car accident, but how often are there seven hundred and sixty one armless and legless corpses in one hangar?
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Old 11-20-2004, 07:58 PM   #18
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Quote:
Originally posted by Daspadger
Here: http://www.apartment167.com/mantis/b...bug_id=0000261
Ah well... that's not a BR4 bug
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Old 11-20-2004, 08:01 PM   #19
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Quote:
Originally posted by Uncommon
Ah well... that's not a BR4 bug
Well, you need CTF4 to install BR4 so it's related to BR4.
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Seven hundred and sixty one armless and legless corpses float inconspicuously around the inside of hangar ninety six. I say that they are inconspicuous because it is their arms and legs which demand my attention. I did this, or I could have stopped it. Which is it? It doesn't matter now. I did this and could have stopped it, but nothing in nature ever follows a gaussian curve. Sure, they'll tell you that it does. They say that every five minutes someone dies in a car accident, but how often are there seven hundred and sixty one armless and legless corpses in one hangar?
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Old 11-21-2004, 12:39 AM   #20
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Hey do you think anyone could release a mod pack that lets you utilize the green and gold teams outside of four-team play? For example instead of basic team death match or 2 team bombing run being basic blue vs red all the time, you could do green vs red, or blue vs gold, or green vs gold. It would be a pretty sweet addition.
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Old 11-22-2004, 01:19 AM   #21
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It's probably possible, but I think it would be a lot of work for a relatively minor change to the game.
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Old 11-23-2004, 05:14 PM   #22
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I apologize profusely for cross-posting, but the original really belonged here...

Been working with BR4, and we experince the same issue with the server rebooting between maps. No server logs ATM.

I've converted all the CTF4 maps to BR4, except Joust -- which would be kinda stupid due to its crampiness.

A few questions...:

1. Is it smarter to put 1, 2 or 4 balls in the game?

[edit] Found answer on website [/edit] However...

2. When placing multiple balls in the game, should a team number be associated with them? 0=Red, 1=Blue, etc...

3. What resets the rounds? We've noticed that this seems kinda random. Scoring against all other team's goals doesn't do it...

A bug in the CTF4-Skyline -- the physics volumes around the green and gold bases, especially the chimneys are not the same as the red and blue bases. I suspect this is because the green and gold bases were added to the regular BR-Skyline map.
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Old 11-23-2004, 07:23 PM   #23
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Quote:
Originally posted by PapaBear
I've converted all the CTF4 maps to BR4, except Joust -- which would be kinda stupid due to its crampiness.
I'm curious how that turned out.. I wasn't sure some of the maps were suited to conversion.

Quote:
2. When placing multiple balls in the game, should a team number be associated with them? 0=Red, 1=Blue, etc...
That's up to you. Leaving the team number at 255 will make the ball neutral even with team balls turned on. In BR4-Chrome, with team balls turned on, there are 6 balls: 4 team balls and 2 neutral.

Quote:
3. What resets the rounds? We've noticed that this seems kinda random. Scoring against all other team's goals doesn't do it...
Team Pickup balls: when any team can no longer score, because their team balls are used up and no neutral balls are left
Team Scoring balls: similarly, when any team can no longer be scored against, because their scoring balls and all neutral balls are used up.

Quote:
A bug in the CTF4-Skyline -- the physics volumes around the green and gold bases, especially the chimneys are not the same as the red and blue bases. I suspect this is because the green and gold bases were added to the regular BR-Skyline map.
File a bug I'll make sure this is fixed in the BR4 version.
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Old 11-24-2004, 07:59 AM   #24
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Here's a thought about the team colored balls...

Is it easily do-able to make the Team Balls settings dependent on the map, and not (necessarily) the server side setting?

In other words, a mapmaker could force either Pickup or Score within the map, which would then override the server side setting. Sort of like that Skyline is low-grav regardless of the server's settings about low-grav. It Team Balls is set to None in the map, then the server’s setting would take over…

(FYI, the server settings for low-grav, if turned on do, indeed, effect the "heavyness" of the gravity in maps that have low-gravity physics volumes. This is especially noticeable in BR-Skyline.)

As for playability, so far so good. We have what is probably North America's most popular (non-IG) BR server. We've been testing out BR4 since last Saturday, when I finished my version of the maps.

(As an aside, my map conversions are most likely no good for most people as one of the first things I do is strip out all the bot pathing, assault paths, jumpspots, AI scripts and the like. I do this because I will not have bots on the BR server. So, by removing these items, it makes the map physically smaller and faster to rebuild in Uedit.)

We really enjoy Skyline, Romra and Chrome. What we are finding is that you really need a lot of people (12-16) if you really want to get it going well -- at least with 4 non-team colored balls.

So, I’m still working to make this 4 team idea work with fewer people – and Team Balls seems to be the way to go – hence my suggestion that this particular option have the ability to be included into a map, thereby overriding the server setting.
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Old 11-24-2004, 01:08 PM   #25
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Quote:
Originally posted by PapaBear
Is it easily do-able to make the Team Balls settings dependent on the map, and not (necessarily) the server side setting?
Yes, I can define an actor that you place in the map, containing the desired Team Balls setting(s).

Edit: Or, the game can look an the appearance settings of all the balls in the map. If, for example, they're all Pickup, then that will force the Team Balls setting to Pickup. This really makes sense, since otherwise you could end up playing with no balls.

Quote:
(As an aside, my map conversions are most likely no good for most people as one of the first things I do is strip out all the bot pathing, assault paths, jumpspots, AI scripts and the like. I do this because I will not have bots on the BR server. So, by removing these items, it makes the map physically smaller and faster to rebuild in Uedit.)
One thing to be aware of is that the path whisps that show you the way to the team bases will not work without bot paths.
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Old 11-24-2004, 04:03 PM   #26
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Quote:
Originally posted by Uncommon
One thing to be aware of is that the path whisps that show you the way to the team bases will not work without bot paths.
This, I did not know. Probably because I don't use that "feature". The RADAR in BR really servers the same purpose, while not showing the actual path to the goal, it works fine for me and most everyone else, simply showing direction.

Luckily, I've never had anyone mention that they've missed this feature.

As for Team Balls, I have (will will have, hopefully once I get home this afternoon to test it) a decent compromise. I'd still like to see a setting (actor) within UEdit where a ball can be forced into a Pickup, Score or None mode. These setting should be irrespective of team color so as to allow for the server side settings to be in effect if the Team mode on the ball was set to None.

Anyway, I've put 5 balls in most maps, 4 with the team colors, and one with 255. That way, if Team Ball mode is activated, there will be, at most, 2 balls a team can pickup. When it isn't activated, there'll be one.
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Old 11-24-2004, 05:17 PM   #27
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I've decided what I'm going to do is go by the AppearForTeamOption settings. If, for example, all balls are set to only appear for the Scoring option, then the game will be forced to Scoring. Otherwise, you'd end up with no balls
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Old 11-24-2004, 05:47 PM   #28
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Well, I can certainly say this gametype has a lot of balls. *s*******

Let the bad puns ensue.
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Old 11-25-2004, 02:05 AM   #29
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I was thinking... What are the four keys for the whisps. I know that, by default N and M are ble and red... But what are the ones for gold and green?

Also, are their command lines, like you'd use for mutators or options to force a BR4 game-type, like Team Ball: Pickup or none? I'd want to use these in the UT2004.INI file for MapVote.

GameConfig=(GameClass="BR4.BR4Game",Prefix="BR4",Acronym="BR4",GameName="4-Way Bombing Run",Mutators=,Options=)

My newest BR4 maps all have support for Team balls and None, or neutral balls. To integrate this in with MapVote would be killer.
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Old 11-25-2004, 01:43 PM   #30
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Quote:
Originally posted by PapaBear
I was thinking... What are the four keys for the whisps. I know that, by default N and M are ble and red... But what are the ones for gold and green?
It's different now. M shows the path to your own base, and N shows the way to all the others, or at least those that you can still score against. If you're carrying a scoring ball, it shows the way to the matching goal.

Quote:
Also, are their command lines, like you'd use for mutators or options to force a BR4 game-type, like Team Ball: Pickup or none? I'd want to use these in the UT2004.INI file for MapVote.
It should work if you set TeamBallsNum to 0, 1 or 2:
0: None
1: Pickup
2: Scoring
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