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Psychomorph
Joined: 21 Jan 2008 Posts: 392 Location: Europe
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Posted: 2008-08-03 12:38:20 Post subject: Server Requests |
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I thought a request thread would be useful to suggest mutators to be installed on the servers.
••• M16A2Improved_BetaRelease_010.7z - allows to adjust the M16A2 aimview
••• MonsterRework_BetaRelease085.zip - needs to be tested so Snakeye can proceed with developement, no need to say we need this mutator
Snakeye says that MoreMonsters is incompatible with this mutator, so we might take the sacrifice of less monsters on #1 in order to test it (who plays on #1 anyway, except me).
Last edited by Psychomorph on 2008-08-06 21:06:50; edited 4 times in total |
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Psychomorph
Joined: 21 Jan 2008 Posts: 392 Location: Europe
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Psychomorph
Joined: 21 Jan 2008 Posts: 392 Location: Europe
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Posted: 2008-08-06 13:57:34 Post subject: |
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••• Yurch's new40mm - This mutator changes grenade dynamics in general, along with adding new ammo types for both launchers.
40mm grenades have an improved flight model, and the hk69 ladder sight has been calibrated to reflect this.
- M433 HEDP (High Explosive Dual Purpose)
- M397 HE (High Explosive airburst)
- M576 MP (MultiPurpose) Buckshot round.
Description: |
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new40mms-r1.zip |
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116.26 KB |
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2423 Time(s) |
Last edited by Psychomorph on 2008-08-06 21:07:46; edited 1 time in total |
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Carpetsmoker
Joined: 22 Jan 2008 Posts: 381 Location: Eindhoven, Netherlands
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Posted: 2008-08-06 14:55:35 Post subject: |
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M16A2 mutator and new40mm will conflict.
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Snakeye
Joined: 22 Jan 2008 Posts: 461 Location: Graz, Styria, Austria
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Posted: 2008-08-06 15:05:47 Post subject: |
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Carpetsmoker wrote: | M16A2 mutator and new40mm will conflict. |
Why would they? Right now all the M16A2 mutie does is to check if it's a M16A2 and if yes reassign the default AimView variables. Doesn't change classes or so and as far as I saw the newM16M203 in new40mm is a derivative of the M16A2 class.. _________________ "Anything you do can get you killed, including doing nothing."
"This is a quasi-pleasant day. Almost not bad. Almost not bad at all..." Jon, 04.03.2009
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Carpetsmoker
Joined: 22 Jan 2008 Posts: 381 Location: Eindhoven, Netherlands
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Posted: 2008-08-06 15:08:45 Post subject: |
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The M16A2 mutator doesn't subclass the M16A2 class? Ok, I guess it would work then ...
btw. Are you sure the M16A2 mutator works online? (I didn't look at it).
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Snakeye
Joined: 22 Jan 2008 Posts: 461 Location: Graz, Styria, Austria
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Posted: 2008-08-06 16:07:40 Post subject: |
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Carpetsmoker wrote: | The M16A2 mutator doesn't subclass the M16A2 class? Ok, I guess it would work then ...
btw. Are you sure the M16A2 mutator works online? (I didn't look at it). |
Well, Psy wanted a quick solution that changes AimView. Making a Subclass that has only AimView modified and then write a Mutator that replaces M16s seemed a bit much work, when a simple CheckReplacement Mutator that fucks up the defaultproperties can do the same with less lines of code and less chance for FUBARs.
Am I sure it works online? Nope, but Psy claimed it would actually even work when used once offline and then joining a server - an effect I can partly confirm since the AimView change remains active offline even after the mutator was taken out of the list; it's in the known bugs section of the readme, although I'm not sure what exactly causes it - you might have been right that defaultproperties are evil.. _________________ "Anything you do can get you killed, including doing nothing."
"This is a quasi-pleasant day. Almost not bad. Almost not bad at all..." Jon, 04.03.2009
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Psychomorph
Joined: 21 Jan 2008 Posts: 392 Location: Europe
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Posted: 2008-08-06 16:31:16 Post subject: |
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I enjoyed my custom M16A2 aim position the past two days, by using this glitch (starting offline game, than joining online), thanks Snakeye. But of course it is better if the mutator is installed on the server.
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Psychomorph
Joined: 21 Jan 2008 Posts: 392 Location: Europe
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Posted: 2008-08-06 21:04:13 Post subject: |
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••• Mapvote - XploD says it runs fine.
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Snakeye
Joined: 22 Jan 2008 Posts: 461 Location: Graz, Styria, Austria
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Posted: 2008-08-19 06:43:41 Post subject: |
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••• AKS74U mutator - Seemed to run fine on XploDs server. _________________ "Anything you do can get you killed, including doing nothing."
"This is a quasi-pleasant day. Almost not bad. Almost not bad at all..." Jon, 04.03.2009
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Leo(T.C.K.)
Joined: 12 Mar 2008 Posts: 34
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Posted: 2008-08-21 13:06:33 Post subject: |
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I would be glad if the servers ran the dzmapm http://hypernl.thenerdnetwork.net/dl/DZMapMv2-2.7z and cmmapfix http://www.unrealdestination.com/clients/hyper/phpBB2/viewtopic.php?t=876 mutators, maybe together with that rtnpmfix i made before for stinkmarder, now there is the lsmapfix mutator i uploaded recently.
Changelog by newest Zombie's mutator version includes:
Code: | Changelog:
--------------------------------------------------------------------------------
07/2/08 Version 2.2 - Fixes to mutator, RTNP, and more levels.
* Fixed a bug that could cause player inventory replication failures on some server setups.
* Fixed creaturecarcass safety handler bug that caused replacements by a mutator to be destroyed.
* Fixed 'bPreventLevelBlocks' option not staying disabled when configured to be.
* Fixed an RTNP CrashSite2 client crash near a forcefield as well as other possibilities in maps.
* Added to PawnReplacer a 'bUseCreatureFactory' setting to use an entry for changing the pawns that will spawn by a creaturefactory actor in a map.
* Added another map fix for Passage.
* Added another lamer map fix for SkyBase.
* Changed RTNP and "The Gateway" teleporter fixes to a better method.
* Improved MapSequence feature so that the current map and its URL can be specified in the 'OriginalNext' setting separated by a colon. This optional format can allow the function of multiple identical OriginalNext URLs in the list. |
I don't know if antyhing was done about this since I last posted this suggestion, also i noticed nobody plays much nowadays anymore.
Also: http://infiltration.forum.cerberon.net/viewtopic.php?p=802&highlight=#802
Dunno if the other serevrs noticed, they don't seem to run these, at least not inf43city, i was in there and there is normal one which is stuck because inf deletes all inventory and you need to normally grab that "keycard", at the fixed version for inf is readded the trigger.
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XploD
Joined: 28 Apr 2008 Posts: 49 Location: Paderborn - Germany
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Posted: 2008-08-21 20:29:14 Post subject: |
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Sorry, Leo, but I don't see what these mutators are used for.
Can you explain that to me?
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Leo(T.C.K.)
Joined: 12 Mar 2008 Posts: 34
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Posted: 2008-08-22 13:54:49 Post subject: |
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They fix map bugs, these things that make map stuck etc and cannot be completed and such things. It features many things to configure, not only that.
But I ran earlier versions at my UT serevr before and they worked just fine, it isn't limited to original Unreal.
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Psychomorph
Joined: 21 Jan 2008 Posts: 392 Location: Europe
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Snakeye
Joined: 22 Jan 2008 Posts: 461 Location: Graz, Styria, Austria
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Posted: 2009-01-09 05:50:52 Post subject: |
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Don't.
The 1.00 causes pretty ugly join/spawn lag if new40mm isn't present due to the optional integration of the package (it may also cause lag if new40mm is present, but that's untested so far) plus it had HUD issues on XploD. I have a fix for the lag with new40mm not present and might have a fix for the HUD, but due to the low interest and ammount of free time I have at the moment I'm not considering a new release in the foreseeable future. Use the 0.99 if you wan't a RO979, it seemed to run rather stable on XploD. _________________ "Anything you do can get you killed, including doing nothing."
"This is a quasi-pleasant day. Almost not bad. Almost not bad at all..." Jon, 04.03.2009
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