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19th November, 2005, 10:58 PM
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Holy Shit!!
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Join Date: Jun 2004
Location: Bergen - Norway
Posts: 2,389
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Quote:
Originally Posted by sephir69
RGR ill give it a shot... problem wasn't with webadmin btw just in game admin
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Ah yea.. I can do in game map switches without problems.
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20th November, 2005, 08:44 PM
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Killing Spree
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Join Date: Nov 2005
Location: Thetford, England
Posts: 15
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Cant wait till the update
love everything about it except having to reconnect 7 or 8 times because of Mouse minY problem, What about making a way to disable this if still causing problems
Last edited by WaggieBM : 20th November, 2005 at 10:18 PM.
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20th November, 2005, 10:51 PM
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UTPure Admin
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Join Date: Aug 2003
Posts: 457
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Set MinY to 0.000000
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20th November, 2005, 11:21 PM
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Holy Shit!!
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Join Date: Apr 2004
Location: Houston, TX
Posts: 1,566
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Quote:
Originally Posted by Just_Me
Set MinY to 0.000000
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That will stop the error for the time being?
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20th November, 2005, 11:41 PM
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Killing Spree
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Join Date: Nov 2005
Location: Thetford, England
Posts: 15
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Quote:
Originally Posted by Just_Me
Set MinY to 0.000000
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it is and still getting same error
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21st November, 2005, 06:42 AM
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UTPure Admin
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Join Date: Aug 2003
Posts: 457
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Quote:
Originally Posted by Just_Me
I'll have an update out this weekend sometime.
Current Changes/Fixes:
Added a setting to EUTServer.ini for LogFolder, to specify a specific folder.
Only cheat returns will be sent to this folder, and a file will not be created unless there is a cheat.
New HudSettings window. Fixes everthing disappearing, accuracy selection being reset. Added a scope preview, dot color preview, and dot positioning, everything can be seen here http://members.cox.net/justme4897/HudSettings.JPG
Typo's in F1, in EndSpree when client kills himself.
Flag cap sounds stopping after a lead is greater than 4. This is now unlimited.
False DoubleKills.
MinY returns.(this needs one last test on a server that is afflicted.)
Slow disconnect.(this needs one last test on a server that is afflicted.)
Changing teams during 1v1.
Fix for the Rush cheat........errr I mean tweak.
New serverside package to log UTStats related info to eliminate the need for two accuracy package. This is purely optional and can be turned off via webadmin also (bStatLink).
Adjusted Aerial kills for LowG.
Recoded method for MVReporters to recognize gametypes. This is so I don't
have to rebuild each of them for each EUT release.
I still need to look at warmup mode, flag attached in BehiendView 1(?), and I'm sure I missed something.
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Added:
bAlwaysRecordTourney - If true will always start a serverside demo.
bKickMinY - If true will kick for MinY settings. This is just in case the new method for MinY fails.
bNoOverTime - If True will not allow overtime and will end the game based on TimeLimit. For CTF EndCams will be a random base, for TDM will be either Player with highest score or random team, for DM will be player with highest score, and if a tie will be Player with fewer deaths.
Fixed Access nones for CalculateDamage due to fast weapon switching.
I just need to finalize a few things and test parse stat logging to make sure all is compatible with UTStats.
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21st November, 2005, 10:12 PM
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Holy Shit!!
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Join Date: Apr 2005
Location: Hajdúszoboszló, Hungary
Posts: 823
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i tried to make a custom announcer pack and use it and noticed the following:
i followed the name convention in wiki. If a sound has the same name in the EUT voicepack as in the original UT announcer (these are the following ones: headshot,dominating,rampage,unstoppable,godlike,mu ltikill,megakill and ultrakill) then it can't be replaced with the new sounds.
If it has different names (like all other sound which were not listed above) then no problem.
I don't know if it's clear so here is an example:
doublekill sound:
for EUTIV.Double_Kill should stand: MyAnnouncePackage.Double_Kill in my voicepack (so Package: MyAnnouncePackage Group:- Name: Double_Kill in sound-browser) - that works fine
rampage sound:
for EUTIV.rampage should stand MyAnnouncePackage.rampage in my voicepack (so Package:MyAnnouncePackage Group:- Name:rampage in sound-browser)- that won't work cos UnrealEd can't handle it. if u import the rampage voice, it uses the original UT Announcer.rampage.
i hope u understand it
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21st November, 2005, 11:43 PM
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Holy Shit!!
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Join Date: Jun 2004
Location: Bergen - Norway
Posts: 2,389
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Make sure that you please the goblin by not using weird or long names, and put the wave files in the sounds folder before you import them.
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21st November, 2005, 11:44 PM
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UTPure Admin
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Join Date: Aug 2003
Posts: 457
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hmmm.....I'll put in a fix for that.
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21st November, 2005, 11:55 PM
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Holy Shit!!
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Join Date: Apr 2005
Location: Hajdúszoboszló, Hungary
Posts: 823
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no use, try the following:
launch UnrealEd, open sound browser/ import
import a wav for headshot. Looking at the name convention i should import as: Package: PackageName, Group: -, Name: headshot. It adds fine,but if u play back, it stays the original
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22nd November, 2005, 12:04 AM
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Holy Shit!!
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Join Date: Jun 2004
Location: Bergen - Norway
Posts: 2,389
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Quote:
Originally Posted by [BSC]MasterJohnny
It adds fine,but if u play back, it stays the original
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Ehm.. even if you just play the sound in ued?
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22nd November, 2005, 12:12 AM
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UTPure Admin
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Join Date: Aug 2003
Posts: 457
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Quote:
Originally Posted by [BSC]MasterJohnny
no use, try the following:
launch UnrealEd, open sound browser/ import
import a wav for headshot. Looking at the name convention i should import as: Package: PackageName, Group: -, Name: headshot. It adds fine,but if u play back, it stays the original
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I put in an update for next version. Use this convention and you'll be ok.
<YourPackage>.Alt_Denied
<YourPackage>.Alt_HeadHunter
<YourPackage>.Alt_HeadHunter
<YourPackage>.Alt_ComboWhore
<YourPackage>.Alt_Killing_Spree
<YourPackage>.Alt_rampage
<YourPackage>.Alt_dominating
<YourPackage>.Alt_unstoppable
<YourPackage>.Alt_godlike
<YourPackage>.Alt_WhickedSick
<YourPackage>.Alt_red_team_is_the_winner
<YourPackage>.Alt_Flawless_victory
<YourPackage>.Alt_blue_team_is_the_winner
<YourPackage>.Alt_Last_Second_Save
<YourPackage>.Alt_Red_Team_Scores
<YourPackage>.Alt_Red_Team_takes_lead
<YourPackage>.Alt_Red_Team_increases_their_lead
<YourPackage>.Alt_red_team_dominating
<YourPackage>.Alt_Blue_Team_Scores
<YourPackage>.Alt_Blue_Team_takes_the_lead
<YourPackage>.Alt_Blue_Team_increases_their_lead
<YourPackage>.Alt_blue_team_dominating
<YourPackage>.Alt_HatTrick
<YourPackage>.Alt_HitSound
<YourPackage>.Alt_HitSound_F
<YourPackage>.Alt_Double_Kill
<YourPackage>.Alt_MultiKill
<YourPackage>.Alt_MegaKill
<YourPackage>.Alt_UltraKill
<YourPackage>.Alt_MonsterKill_F
<YourPackage>.Alt_LudicrousKill
<YourPackage>.Alt_HolyShit_F
<YourPackage>.Alt_Ownage
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22nd November, 2005, 09:13 AM
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Holy Shit!!
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Join Date: Apr 2005
Location: Hajdúszoboszló, Hungary
Posts: 823
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thx
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22nd November, 2005, 09:13 AM
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Holy Shit!!
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Join Date: Apr 2005
Location: Hajdúszoboszló, Hungary
Posts: 823
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yes
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22nd November, 2005, 10:00 AM
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Holy Shit!!
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Join Date: Apr 2004
Location: Houston, TX
Posts: 1,566
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Justy, I am having problems with 2 mutators ever since I put on EUT, they have been acting up.
One of them is called Telebonusv11. you can find the mod here:
http://69.56.133.239/UT%20Downloads/...lebonusv11.zip
It refuses to work no matter where in the list I put it.
TeamBalancer is the other. Its acting weird....Some maps not working, other it seems to work (with messages), but nothing actually happens.
Any ideas or suggestions?
Last edited by Baiter : 22nd November, 2005 at 12:14 PM.
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22nd November, 2005, 11:30 AM
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Holy Shit!!
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Join Date: Jun 2004
Location: Bergen - Norway
Posts: 2,389
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Nice link Julio
Actually teambalancer works for me, havent noticed any situations where it doesnt work. I use version 1.0, as 2.0 did some weird stuff by itself when I tested it.
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22nd November, 2005, 12:16 PM
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Holy Shit!!
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Join Date: Apr 2004
Location: Houston, TX
Posts: 1,566
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ROFL at the link.
Here is the good one:
http://69.56.133.239/UT%20Downloads/...lebonusv11.zip
Thats what I get for being awake at 5 in the morning
Team Balancer...I have 1.0, and it works, it just acts HELLA FUNKY.
Hope to get some more info on the TeleBonus Mod
Thanks guys...
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23rd November, 2005, 12:45 AM
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UTPure Admin
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Join Date: Aug 2003
Posts: 457
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I only looked real quick. This should do it for the Tele Baiter.
Code:
function ReceiveLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )
{
local string zzString;
local int zzIndex;
local PlayerPawn PP;
local Pawn P;
if( Message.IsA('DeathMessagePlus'))
{
switch(Switch)
{
case 8:
if (Mut.bRewardKiller)
{
if (PlayerPawn(RelatedPRI_1.Owner) != None)
{
zzIndex = InStr(Mut.RewardMessage,"%p");
if (zzIndex != -1)
zzString = Left(Mut.RewardMessage,zzIndex)$Mut.RewardPoints$Mid(Mut.RewardMessage,zzIndex+2);
else
zzString = Mut.RewardMessage;
PlayerPawn(RelatedPRI_1.Owner).ClientMessage(zzString);
}
RelatedPRI_1.Score += Mut.RewardPoints;
}
if (Mut.bPunishVictim)
{
if (PlayerPawn(RelatedPRI_2.Owner) != None)
{
zzIndex = InStr(Mut.PunishMessage,"%p");
if (zzIndex != -1)
zzString = Left(Mut.PunishMessage,zzIndex)$Mut.PunishPoints$Mid(Mut.PunishMessage,zzIndex+2);
else
zzString = Mut.PunishMessage;
PlayerPawn(RelatedPRI_2.Owner).ClientMessage(zzString);
}
RelatedPRI_2.Score -= Mut.PunishPoints;
}
if (Mut.bBroadcastMessage)
{
zzString = Mut.BroadCastMessage;
zzIndex = InStr(zzString,"%k");
if (zzIndex != -1)
zzString = Left(zzString,zzIndex)$RelatedPRI_1.PlayerName$Mid(zzString,zzIndex+2);
zzIndex = InStr(zzString,"%v");
if (zzIndex != -1)
zzString = Left(zzString,zzIndex)$RelatedPRI_2.PlayerName$Mid(zzString,zzIndex+2);
if (Mut.BroadCastMessageType == 1)
Level.Game.BroadcastMessage(zzString);
else
{
for (P = Level.PawnList; P != None; P = P.NextPawn)
{
if(P.IsA('PlayerPawn')
&&(P.IsA('TournamentPlayer'))
PlayerPawn(P).ClientMessage(zzString,'CriticalEvent');
}
}
}
if (Mut.bBroadcastSound)
{
if (Mut.bs == None)
return;
for (P = Level.PawnList; P != None; P = P.NextPawn)
{
if(P.IsA('PlayerPawn')
&&(P.IsA('TournamentPlayer'))
PlayerPawn(P).ClientPlaySound(Mut.bs);
}
}
}
break;
}
}
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23rd November, 2005, 12:57 AM
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Holy Shit!!
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Join Date: Apr 2004
Location: Houston, TX
Posts: 1,566
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Sry for my ignorance in scripting, but does that mean
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23rd November, 2005, 04:07 AM
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Killing Spree
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Join Date: Jul 2005
Posts: 36
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Quote:
Originally Posted by Baiter
Sry for my ignorance in scripting, but does that mean
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The function was changed to be compatible with EUT.
The original function read
Code:
function ReceiveLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )
{
local string zzString;
local int zzIndex;
local PlayerPawn PP;
switch(Message)
{
case Level.Game.DeathMessageClass:
if (Switch == 8)
{
if (Mut.bRewardKiller)
{
if (PlayerPawn(RelatedPRI_1.Owner) != None)
{
zzIndex = InStr(Mut.RewardMessage,"%p");
if (zzIndex != -1)
{
zzString = Left(Mut.RewardMessage,zzIndex)$Mut.RewardPoints$Mid(Mut.RewardMessage,zzIndex+2);
}
else
{
zzString = Mut.RewardMessage;
}
PlayerPawn(RelatedPRI_1.Owner).ClientMessage(zzString);
}
RelatedPRI_1.Score += Mut.RewardPoints;
}
if (Mut.bPunishVictim)
{
if (PlayerPawn(RelatedPRI_2.Owner) != None)
{
zzIndex = InStr(Mut.PunishMessage,"%p");
if (zzIndex != -1)
{
zzString = Left(Mut.PunishMessage,zzIndex)$Mut.PunishPoints$Mid(Mut.PunishMessage,zzIndex+2);
}
else
{
zzString = Mut.PunishMessage;
}
PlayerPawn(RelatedPRI_2.Owner).ClientMessage(zzString);
}
RelatedPRI_2.Score -= Mut.PunishPoints;
}
if (Mut.bBroadcastMessage)
{
zzString = Mut.BroadCastMessage;
zzIndex = InStr(zzString,"%k");
if (zzIndex != -1)
{
zzString = Left(zzString,zzIndex)$RelatedPRI_1.PlayerName$Mid(zzString,zzIndex+2);
}
zzIndex = InStr(zzString,"%v");
if (zzIndex != -1)
{
zzString = Left(zzString,zzIndex)$RelatedPRI_2.PlayerName$Mid(zzString,zzIndex+2);
}
if (Mut.BroadCastMessageType == 1)
{
Level.Game.BroadcastMessage(zzString);
}
else
{
foreach Level.AllActors(class'PlayerPawn',PP)
{
PP.ClientMessage(zzString,'CriticalEvent');
}
}
}
if (Mut.bBroadcastSound)
{
if (Mut.bs == None)
return;
foreach Level.AllActors(class'PlayerPawn',PP)
{
PP.ClientPlaySound(Mut.bs);
}
}
}
break;
}
}
You should be able to replace that with what Just Me wrote and it should work just fine.
The only part I can see changed is (I didnt mind reading the whole script)
Code:
switch(Message)
{
case Level.Game.DeathMessageClass:
if (Switch == 8)
{
if (Mut.bRewardKiller)
{
What tells me there was a problem with the way the mutator handled Level.Game.DeathMessageClass. Now I might be completely wrong, however I know one thing. Shouldn't be too hard to recompile it with the new function and it should work.
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