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Old 07-01-2004, 09:33 PM   #1
Grzech
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InstaGib 4Ever (version 1.05)

Name: InstaGib 4Ever
Version: 1.05
Compatibility: Unreal Tournament 2004

Description:
Fully configurable InstaGib mutator that works with all gametypes and lets you choose one from three Instagib rifles.

Comments:
InstaGib4Ever allows you to choose type of Instagib gun: "Classic Super Shock Rifle", "Zoom Super Shock Rifle" or brand new model: "Charge Super Shock Rifle". The last one's secondary fire launches super shock projectile, although does not deal as outstanding damage as primary beam fire, it has ability of healing friendly nodes vehicles and even teammates. The secondary fire has been made in the same manner as primary Instagib fire - there are two colors of super shock projectile depending on team color. It is possible to perform Super Shock Combo by shooting super shock core with weapon's primary beam fire. There are total 4 types of super shock combo's visual effects depending on color of super shock core (projectile) and color of super shock beam that hits the core initiating a combo. Mutator allows to define weapon's destructive power against nodes and vehicles as well as healing power of secondary fire in case of "Charge Super Shock Rifle". New rifle has full AI support, so bots are proficient with it.

Screenshots:

Onslaught


Onslaught Domination


The power of Super Shock Combo

More screenshots:
Weapon class, Mutator configuration 1, Mutator configuration 2

Red Shock Ball, Red Shock Combo 1, Red Shock Combo 2, Red Shock Combo 3, Red Shock Combo 4
Super Shock Combo in action, Super Shock Combo multikill, One more combo..., Another one

Onslaught 1, Onslaught 2, Onslaught 3, Onslaught 4, Onslaught 5, Onslaught 6, Onslaught Domination
Node Charging, Node Charging (FPP) , Node Charging (FPP) 2
Super Shock Combo (Onslaught), Raw Power of Super Shock Combo (Onslaught), Bye Bye Raptor

3rd person perspective rifles:
UT2004 style rifle, UT2003 style rifle, UT2004 style rifle, UT2003 style rifle


Credits: Digital Extremes, Epic, Atari, Me

Homepage: http://www.4neurons.com/ut2004/

Downloads:

umod file: InstaGib4Ever-1-05_ut4mod.zip
zip file: Instagib4ever-1-05.zip
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Last edited by Grzech; 09-08-2005 at 08:59 PM.
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Old 07-01-2004, 09:54 PM   #2
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Sounds complicated, but hell of fun at the same time, Down loading now to try out .
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Old 07-01-2004, 09:57 PM   #3
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gotta have this!

Nice work!
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Old 07-01-2004, 10:28 PM   #4
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Could you make a mutator where you can get the Super Shock Combo but not insta primary?
I don't think I would use the shock seed to combo if I could kill someone with the beam.


EDIT: What about Translocator use?
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Old 07-01-2004, 11:19 PM   #5
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Quote:
Originally posted by The5thviruz
Could you make a mutator where you can get the Super Shock Combo but not insta primary?
I don't think I would use the shock seed to combo if I could kill someone with the beam.
You are right about that. Secondary fire has been added for healing purposes. At the beggining I wanted to allow combos only when hitting enemy's shock core (finally I allowed to choose whether self combos are allowed or not in mutator's config) . You won't have much use for combo having powerful brimary beam but it would have sense when shooting enemys shock ball - super shock explosion will not heal and because instigator is enemy team player it will deal damage to anything near it. However Super Shock Combos might be usefull against vehicles if vehicle damage multiplier is low or in close combat so mutator allows it by default. (Besides red super shock combo looks really awesome - it is when using "Charge Super Shock Rifle" I got my first "Combo Wh0re" announcement. )

Yes teoretically I could make easily version of mutator that has weak primary fire but powerful combo but I think such mutators for combo-maniacs already has been made. (I saw here on this forum (dunno if in full releases or beta) mutator that allows multicombos: first shot standard shock combo explosion, second shot - small Ion Cannon Blast, third - large Ion cannon/plasma tank blast...)

Quote:
Originally posted by The5thviruz
EDIT: What about Translocator use?
Well I made this mutator with vehicle gametypes in mind - damage to "non-wheeled" players is always the same (1000 as in default InstaGib). You can scale only damage to vehicles/destroyable objective so I think for normal (classic) gametypes default Instagib mutators are sufficient. In vehicle gametypes translocators are not used (at least I never met such examples ) so I don't allow usage of translocator with my mutator.
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Old 07-02-2004, 03:58 AM   #6
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Well I like both the old IonIG and the new one.

I like the choice to have the old gun mesh but there is no zoom IG with the old mesh? I would like to see that.

Now I am talking VCTF here not ONS. I think these work good for VCTF which is what I play and run a server for.

I Think that using IG in ONS is not such a good idea but thats what IG is, instant Gib or instant death!

That means to me if there is a pawn in the level like a player or a vehicle then its 1 shot death. Thats why I think think its good for IG VCTF.

I dont think power cores and power nodes figure into the equasion as far as being pawns in the level. Maybe later I will try it in ONS but to me ONS and IG just dont mix.

But for VCTF this is just what I been looking for!
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Old 07-02-2004, 04:20 AM   #7
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I also see this in my server console on start up so I dont think this should be there.

MenuText: No description configured for property 'weaponmod'
MenuText: No description configured for property 'vehicle_damage_multiplier'
MenuText: No description configured for property 'node_charge_multiplier'
MenuText: No description configured for property 'force_old_mesh'
MenuText: No description configured for property 'cross_combo_only'


The mutator still works but those lines are showing while the server loads up!

And The package will up to the client and work regardless of if its in the serverpackages or not. I tried it both ways. new patch I think..
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Old 07-02-2004, 06:20 AM   #8
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Bug Found

I found a very weird bug with your mutator. Aparently it conflics with Auto taunt and won't allow it enabled. as soon as i removed your mutator i could use Auto taunt again.
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Old 07-02-2004, 07:13 AM   #9
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Heres more server console stuff to fix!

Warning: ChargeRedProjectile VCTF-FortLaunch.ChargeRedProjectile (Function Instagib4ever.ChargeRedProjectile.SuperExplosion:004A) Accessed None 'PlayerReplicationInfo'
Warning: ChargeRedProjectile VCTF-FortLaunch.ChargeRedProjectile (Function Instagib4ever.ChargeRedProjectile.SuperExplosion:00C2) Accessed None 'PlayerReplicationInfo'
Warning: TrueSuperShockBeamFire VCTF-FortLaunch.MySuperShockRifle.TrueSuperShockBeamFire43 (Function Instagib4ever.TrueSuperShockBeamFire.SpawnBeamEffect:004F) Accessed None 'PlayerReplicationInfo'
Warning: TrueSuperShockBeamFire VCTF-FortLaunch.MySuperShockRifle.TrueSuperShockBeamFire43 (Function Instagib4ever.TrueSuperShockBeamFire.SpawnBeamEffect:00B2) Accessed None 'Weapon'
Warning: TrueSuperShockBeamFire VCTF-FortLaunch.MySuperShockRifle.TrueSuperShockBeamFire43 (Function Instagib4ever.TrueSuperShockBeamFire.SpawnBeamEffect:00EA) Accessed None 'Beam'
Warning: ChargeBlueProjectile VCTF-FortLaunch.ChargeBlueProjectile (Function Instagib4ever.ChargeRedProjectile.ProcessTouch:0261) Accessed None 'PlayerReplicationInfo'
Warning: ChargeBlueProjectile VCTF-FortLaunch.ChargeBlueProjectile (Function Instagib4ever.ChargeRedProjectile.ProcessTouch:0269) Accessed None
Warning: ChargeRedProjectile VCTF-FortLaunch.ChargeRedProjectile (Function Instagib4ever.ChargeRedProjectile.SuperExplosion:004A) Accessed None 'PlayerReplicationInfo'
Warning: ChargeRedProjectile VCTF-FortLaunch.ChargeRedProjectile (Function Instagib4ever.ChargeRedProjectile.SuperExplosion:00C2) Accessed None 'PlayerReplicationInfo'
Warning: TrueSuperShockBeamFire VCTF-FortLaunch.MySuperShockRifle.TrueSuperShockBeamFire55 (Function Instagib4ever.TrueSuperShockBeamFire.SpawnBeamEffect:004F) Accessed None 'PlayerReplicationInfo'
Warning: TrueSuperShockBeamFire VCTF-FortLaunch.MySuperShockRifle.TrueSuperShockBeamFire55 (Function Instagib4ever.TrueSuperShockBeamFire.SpawnBeamEffect:00B2) Accessed None 'Weapon'
Warning: TrueSuperShockBeamFire VCTF-FortLaunch.MySuperShockRifle.TrueSuperShockBeamFire55 (Function Instagib4ever.TrueSuperShockBeamFire.SpawnBeamEffect:00EA) Accessed None 'Beam'
Warning: ChargeRedProjectile VCTF-FortLaunch.ChargeRedProjectile (Function Instagib4ever.ChargeRedProjectile.SuperExplosion:004A) Accessed None 'PlayerReplicationInfo'
Warning: ChargeRedProjectile VCTF-FortLaunch.ChargeRedProjectile (Function Instagib4ever.ChargeRedProjectile.SuperExplosion:00C2) Accessed None 'PlayerReplicationInfo'
Warning: TrueSuperShockBeamFire VCTF-FortLaunch.MySuperShockRifle.TrueSuperShockBeamFire57 (Function Instagib4ever.TrueSuperShockBeamFire.SpawnBeamEffect:004F) Accessed None 'PlayerReplicationInfo'
Warning: TrueSuperShockBeamFire VCTF-FortLaunch.MySuperShockRifle.TrueSuperShockBeamFire57 (Function Instagib4ever.TrueSuperShockBeamFire.SpawnBeamEffect:00B2) Accessed None 'Weapon'
Warning: TrueSuperShockBeamFire VCTF-FortLaunch.MySuperShockRifle.TrueSuperShockBeamFire57 (Function Instagib4ever.TrueSuperShockBeamFire.SpawnBeamEffect:00EA) Accessed None 'Beam'
Warning: ChargeRedProjectile VCTF-FortLaunch.ChargeRedProjectile (Function Instagib4ever.ChargeRedProjectile.SuperExplosion:004A) Accessed None 'PlayerReplicationInfo'
Warning: ChargeRedProjectile VCTF-FortLaunch.ChargeRedProjectile (Function Instagib4ever.ChargeRedProjectile.SuperExplosion:00C2) Accessed None 'PlayerReplicationInfo'
Warning: TrueSuperShockBeamFire VCTF-FortLaunch.MySuperShockRifle.TrueSuperShockBeamFire58 (Function Instagib4ever.TrueSuperShockBeamFire.SpawnBeamEffect:004F) Accessed None 'PlayerReplicationInfo'
Warning: TrueSuperShockBeamFire VCTF-FortLaunch.MySuperShockRifle.TrueSuperShockBeamFire58 (Function Instagib4ever.TrueSuperShockBeamFire.SpawnBeamEffect:00B2) Accessed None 'Weapon'
Warning: TrueSuperShockBeamFire VCTF-FortLaunch.MySuperShockRifle.TrueSuperShockBeamFire58 (Function Instagib4ever.TrueSuperShockBeamFire.SpawnBeamEffect:00EA) Accessed None 'Beam'


Server log warning spam is not cool!!
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Old 07-02-2004, 08:45 AM   #10
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Circus:
For using "old mesh" with other types - you can still do it by modifying your user.ini (this allow to change mesh clientside)
You need section like:

[Instagib4ever.MySuperShockRifle]
bUseOldWeaponMesh=True
ExchangeFireModes=0
Priority=21
CustomCrosshair=7
CustomCrossHairColor=(B=255,G=255,R=255,A=200)
CustomCrossHairScale=1.500000
CustomCrossHairTextureName=Crosshairs.HUD.Crosshair_Cross1


There are no description for those menu choices 'cause I didnt made them (these are only text description that shows up when you move cursor over it).
me<--------lazy (I'll add some - perhaps empty ones (still lazy ) to get rid of those log messages)

All my mutators auto add themself to server packages so manual modifying of server.ini is not needed.

However those "Accessed Nones" will have to be fixed! I will have to add some condition checking (or maybe I shouldn't assume lazy condition evaluating?)
Replication is not perfect and when you run simulated function some properties from server are not set on the client from beggining. :sulk: And of course server log spamming is not cool.


NeoPhoenix:
This is actually not a bug. I disabled autotaunts on purpose (though I'm aware it's not an elegant solution). I did it because that was kind of annoying when your teammate autotaunt: "Same Team Idiot" when you try to heal him/her....
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Last edited by Grzech; 07-02-2004 at 09:32 AM.
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Old 07-02-2004, 01:52 PM   #11
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I had written a long post earlier but I deleted it.

I think you might want to check this thing out because I dont believe the package will transfer from server to client and allow the client to use the zoom. If the client does not have this package installed then the zoom does not work for him but instead is a old mesh shock rifle that shoots blank shock balls as its secondary fire. The file will up to the client but will not work right for him if he does not have it installed client side! After I installed the file clientside then the zoom worked and was the new mesh but clients are going to get this from the server upload to them probably more so than them having it installed client side.

I think the package has problems and needs to be tested and checked much more.

And I dont think that having to make changes to my user.ini is a good idea and makes for troubles. The user.ini is a data storage area for things that are configured normally from the GUI so if I got to go in there and mess with stuff its no good.
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Old 07-02-2004, 02:51 PM   #12
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That makes sense. will it only happen with ur mutat on, or will it affect a game even when it's off?

Edit: Are you going to be making any updates to this? If you are is there a way you can remove the push force to the shock ball? Right now it knocks the Mantas and Raptors around like crazy when healing them. I would imagin the same would be true for a human. I can see it now: two players on the Torlan tower. "Here let me heal you" [shock ball fired, player falls to his death] "oops sorry" lol
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Old 07-02-2004, 03:40 PM   #13
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Circus:
I'll check it out later (server/clients probs you talking about). Is this happening when Instagib4ever is added to server packages also?

As for user.ini file - its a standard way for configuring weapons clientside. all your weapons has been configured in user.ini in the same manner (Check it out and search for sections like [XWeapons.AssaultRifle], [XWeapons.ShockRifle], etc. )

NeoPhoenix:
Autotaunts are disabled only when my mutator is running (I simply set bAutoTaunt to false every time player respawn). When my mutator is not used autoaunt setting go back to it's former value.
As for the push force: yes I found that annoying with manta for others vehicles it's rather ok. (I like if there is a little impact - that explains a big punch of healing energy). Same as for healing humans. (Actually I made one version that do not "punch" humans - this also solved "Same Team!" taunt problem, but eventually I gave it up 'cause I really liked that punch effect.)
As for manta - with default settings (200 damage to vehicles) it is one shoot vehicle anyway, raptors fortunatelly are not "punched away" too far, so I decided to left it this way...


As for updates I just fixed all that "Accessed Nones" warnings by adding bondary condition checks (shame I didn't checked that before) and I'll upload fixed version soon.

EDIT: I'm downloading ut2004 dedicated server right now to check out some server/client issues (I should finish download in approximately 3.5 hours :sulk: ).
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Old 07-02-2004, 04:21 PM   #14
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Yes it happens when the package is added and vice versa.

And as far as that being a standard practice it is not and never has been since I been playing Unreal since 1998.

The configs are there only because those choices are selectable from the GUI weapons menu area and only because its UT2004 does it allow you to go back to what they consider a classic mesh UT2003.

In UT2003 you dont have a mesh switching option. It does not allow me to go back to a UT weapon mesh.

All that is present in both user.ini for UT2004 and UT2003 can be configured from the GUI weapons area so theres no need to go into your user.ini to do any configuring so it is not standard but rather very uncommon if have to do it.

IG is not loaded in the weapons data base like the shockrifle is so there is no GUI weapons config for it there. But if you choose to use the "classic Model" for your shock rifle then it will work for the IG! But I still dont have to go into my user.ini to switch it.

I very rarely if ever go into my user.ini but only to delete leftover trash from testing mutators.

Now im not sure but I dont see any data created in the user.ini from the loading of your weapons mutator so there really isnt anything in there for me to configure anyway. Unless the data that you have provided in the earlier thread is what is needed and if that is the case then you might want to include that in the readme. But as a client I should not have to literally place data in my user.ini and that should be created upon load up and use of mutator from the GUI. But I really dont think that is needed for the mute to work properly.

I should not have to do anything client side or even have this mutator installed client side for it to work. As long as the server sends me the files and its configured how the server wants it to be configured then it should work. And like I said the zoom and mesh does not appear to be working under those circumstances.
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Old 07-02-2004, 04:43 PM   #15
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All I meant (saying standard way) was storing weapon default options in user.ini, not editing it of course . (Such parameters like cursor type,... etc are needed only clientside)
Some weapons don't have entries in GUI so you cannot modify their options in GUI. The only way is by editing user.ini
These weapons include Ball Launcher and original Super Shock Rifles (I made "MySuperShockRifle" same way because I don't want to be possible using it in Arena mutator. (First version had such possibility: check here.) Right now the only way to change it is by editing user.ini, sry. (I guess for more advanced users it won't be serious problem, many things can be done only this way, like alternate vehicle horn or advanced keybinds...)
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Old 07-02-2004, 05:36 PM   #16
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Well the ball launcher isnt really a weapon or at least I have not killed any with it yet.

Im trying to get someone to make the ballLauncher a skaarj pawn projectile shooter. You shoot out your skaarj killer to fight/attack for you and thats the only weapon you got.

The supershockrifle and zoomsupershockrifle mesh will change as long as you change its parent shockrifle to classic style from the GUI. And I am pretty sure the swap fire mode and custom crosshairs will work also for your superweapons/IG as long as the parent weapon or shockrifle is configured that way from the GUI.

The InstaIon mutator I dont think is a supershockrifle but just a modified shockrifle. As far as I know the shock beam projectile does not project team color like the supershockrifle or zoomsupershockrifle.

The horn I just use the input/ controls and set a key for it there.
If theres more to the horn than that I dont care.

I think that if the mutator requires the client to be an advanced file alterer then you got a bad package.

Anyway I am using the charged rifle now on my server and it works fine. Maybe if you seperate the 3 guns into 3 different packages all of thier own it might be the solution I dont know but there are some things that need to be ironed out in the package that exists now.

Until you put out another version Ill just use the charged rifle!

And dont feel so bad because the fancy Zoominstagibextra2004z_mzx weapon mutes shock beam shoots right through the vehicles producing no damage to them!
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Old 07-02-2004, 06:26 PM   #17
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Quote:
Originally posted by Circus
The supershockrifle and zoomsupershockrifle mesh will change as long as you change its parent shockrifle to classic style from the GUI. And I am pretty sure the swap fire mode and custom crosshairs will work also for your superweapons/IG as long as the parent weapon or shockrifle is configured that way from the GUI.
Indeed that's true. If one don't want to modify user.ini to configure these guns independently - he can make changes to shock rifle and they will work all subclasses. (For me this don't work cause I added sections [XWeapons.SuperShockRifle], [XWeapons.ZoomSuperShockRifle] to modify them independently (My InstaIon Rifle as well as "MySuperShockRifle" subclasses XWeapons.SuperShockRifle). I also added [XWeapons.BallLauncher] section to modify default crosshair of balllauncher )

Quote:
I think that if the mutator requires the client to be an advanced file alterer then you got a bad package.
Actually my mut don't require that. It's only an option epic made (using old meshes custom, crosshairs etc) and I made my mutator combatible with it.
You noticed I made an option in the mutator "use ut2k3 style mesh for charge instagib". However, saying honestly (as a programer) I believe it was not the best idea, because this way (if option enabled) I force a client to use that particular mesh overriding his/her custom setting (but hell I like that mesh so I did it ).

Quote:
Anyway I am using the charged rifle now on my server and it works fine. Maybe if you seperate the 3 guns into 3 different packages all of thier own it might be the solution I dont know but there are some things that need to be ironed out in the package that exists now.
I try to fix the client/server problems with zoom and classic version you mentioned. (I actually made one weapon class (not three) and differences between types are just dynamically applied changes. Hopes that is not a problem I would hate do redesign code again - I already had to do it once for projectile class (red and blue) because of server/client "desynchronization". );

PS: You should try the alternate horn. It's really fun! (Try to type in console: "set input h playvehiclehorn 1" to use "h" keyboard button to play alternate horn (or use different key if that's one already used). )
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Old 07-02-2004, 09:33 PM   #18
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w00t, been waiting for this.

Will try it out soon.
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Old 07-03-2004, 03:46 PM   #19
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Ok I recompiled and uploaded new version 1.01.

I fixed all Accesed Nones warnings, I set an empty description for all menu properties (to remove those menu text console messages) and I solved the client/server desynchronization problems (thanks Mysterial) so now all Instagib types will work correctly on-line (thanx Circus for pinpointing these bugs).

If someone downloaded version 1.0 it is strongly recomended that he or she upgraded to version 1.01 (the old version will not work correctly online and will do some uncool log spamming).

Phew!

There should be no more bugs now, but if you see somethink suspicious about this mutator let me know.
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Old 07-04-2004, 04:05 AM   #20
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Seems to be working good now! Just the MenuText stuff in the console comes up when starting the server.

MenuText: No description configured for property 'weaponmod'
MenuText: No description configured for property 'vehicle_damage_multiplier'
MenuText: No description configured for property 'node_charge_multiplier'
MenuText: No description configured for property 'force_old_mesh'
MenuText: No description configured for property 'cross_combo_only'


But other that that it appears to be functioning properly.

I was even able to cashe both versions clientside with the exact same package name. Must be because there registered package ID numbers's are different. Very slight diff in package.u file size from the older version but If you make another version of this then please rename the package to something different because its just a better practice to use. Like Instagib4ever1.1.u ect ect.

I hope no one has the old version on a public redirect because they wont usually overwrite files with the same name.

Anyway good work!
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Old 07-04-2004, 11:07 AM   #21
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Hmm... I never got that "MenuText messages in console" so I couldn't be sure if it fixed (Seems like epty descriptions are still treated as no description, lol).

As for package name - same name with different version will cause trouble only if someone has manually installed different version clientside (server won't allow to connect and display something like "version package mismath: packagename"). In that case incompatible version need to be uninstalled or new version installed in order to connect to server (this means deleting or replacing with new version Instagib4ever.u and Instagib4ever.u from system folder - uninstalling/installing using umod version does it automatically).

If someone has old version in cache - not a probem - new version will be downloaded from server (even though packages have the same name they have different checksums)
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Old 07-06-2004, 07:48 PM   #22
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I just uploaded version 1.02.

I modified healing behaviour so now healing power for healable objects (destroyable objectives and vehicles) is always exactly as specified (before only 35% healing power was applied to ONS vehicles and only 15% to AS vehicles).

Also bot AI for performing supershock combos was improved. (I forgot before to adjust bots' aim to aim at super shock ball when performing combo, thus while doing combo bots did often miss...). Now it works fine - you can check this yourself (I recommend using bots on Adept or higher skill level for that).

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Old 07-06-2004, 11:53 PM   #23
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Your going to kill this mute if you dont rename the package to something else.

I think you got 3 versions now out on the web with the same name .u package file but different file size.

I realize that I can up the same named file to a client that has the same in his cashe but if they have and older version installed then its no good. Its just common knowledge that when you upgrade your mutator that you upgrade the package file name too. If clients try to enter my server now and they have the older versions installed its mismatch and I would like to avoid just having 1 client mismatch.

Any servers that use public redirect cannot upload the same named files to thier redirect for 1 thing plus with 3 different versions of the same name file floating around many are not going to have the same and eventually your mute will die.

Am I missing something here or is it too hard for you to name the new version Instagib4everV1.u or Instagib4everV2.u ect ect.

Believe me it would be a heck of a lot simpler for servers and clients all around!

I have to take this off of my server now!
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Old 07-07-2004, 12:04 PM   #24
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Idea of giving different name has both it's advantages as disadvantages. I personally hate having installed few versions of same mutator. The real problem as I see is only public redirection. Public redirection server can host only 1 version of file in this case (and there might game servers running different versions :sulk: ). However I don't think that during this few days this mut become so popular to be put on public redirection servers... so I was thinking I would rename package only if I do some major upgrade... (I still believe there is only one version on the web )
Anyway you perhaps right about this I should modify package name with every public release... (me lazy).
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Old 07-07-2004, 01:40 PM   #25
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Let me know when the renamed version is ready and I will try to make it popular.

The whole Idea is to get it to me and then I can use it and hopefully I can make it popular for you by using it on my server.

If you look at any of the popular mutators and how they make thier progress you will see that the package name changes each time a new version is released. Mods,TC's and patches are different because thier usually on a much larger scale.

Take it from me im not trying to make it difficult for you I just know because I been running servers and using mutes and helping mute makers test thier mutes since Unreal came out several years ago.

I want to use this mutator and I think it is worth the time. I also think that other servers will use this and I just want to avoid any version conflicts even if it is just 1 unhappy new UT player that for some reason still has that first older version of the same name installed.

Take this last version in your ED now or as soon as you can and remake/rename it to Instagib4ever??.u and make the internal name changes and recompile then as soon as its ready repost it and we will be back on track!
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Old 07-07-2004, 05:17 PM   #26
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Is it possible to make super shock combo radius configurable? I expect a near-redeemer-like explosion when I perform a super shock combo!!!11!!
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Old 07-07-2004, 06:20 PM   #27
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Quote:
Originally posted by ElementFire
Is it possible to make super shock combo radius configurable? I expect a near-redeemer-like explosion when I perform a super shock combo!!!11!!
loool . Actualy I could modify easily damage radius but visual effect of super shock combo is based on regular shock combo, so increasing it to much would give some weird effect (I made damage radius same as in shock combo, though it's power is litle greater). I made secondary fire to have healing capabilities and that's what explain it's existance (not the power, cause you have it enough in primary fire). Besides if I did make redimer-like combo explosion it would be hard to perform it without killing yourself.

Cicus:
I will try to recompile this tomorrow to Instagib4ever102.u (I forgot to make one damage class abstract, so I'll fix it by the way - though it's not really a bug)
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Old 07-09-2004, 11:50 PM   #28
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Is this error your mute or something else?

"Assertion failed: inst->KPhysRootIndex != INDEX_NONE && inst->KPhysLastIndex != INDEX_NONE [File:.\KSkeletal.cpp] [Line: 590]

History: KInitSkeletonKarma <- KInitActorKarma <- AActor::setPhysics <- UObject::ProcessEvent <- (TrueSuperShockBeamFire ONS-Eire.MySuperShockRifle.TrueSuperShockBeamFire47, Function Engine.WeaponFire.ModeDoFire) <- UWeaponFire::ModeTick <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Eire <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 676F4C57 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free"
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Old 07-10-2004, 04:57 AM   #29
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Looks ugly. I didn't overloaded not ModeDoFire so it crashed in Engine.WeaponFire. It hard to tell if it has something with my rifle or not. How did you get that? It would be needed to check for that with different weapons (supershockrifle or shockrifle)
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Old 07-10-2004, 11:06 AM   #30
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Saturday morning here on the west coast USA and still waiting for the new version?

Soon as the new renamed version is ready let me know so I can run it on the server and tell my other server friends!!
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