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Go Back   The Unreal Admins Page > Forums > Front Page > Downloads > Unreal Tournament > Addons & Mutators

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  #201  
Unread 19th November, 2005, 10:58 PM
PizzaMan's Avatar
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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
Ah yea.. I can do in game map switches without problems.
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  #202  
Unread 20th November, 2005, 08:44 PM
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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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  #203  
Unread 20th November, 2005, 10:51 PM
Just_Me Just_Me is offline
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Set MinY to 0.000000
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  #204  
Unread 20th November, 2005, 11:21 PM
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Quote:
Originally Posted by Just_Me
Set MinY to 0.000000
That will stop the error for the time being?
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  #205  
Unread 20th November, 2005, 11:41 PM
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Quote:
Originally Posted by Just_Me
Set MinY to 0.000000
it is and still getting same error
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  #206  
Unread 21st November, 2005, 06:42 AM
Just_Me Just_Me is offline
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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.
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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  #207  
Unread 21st November, 2005, 10:12 PM
[BSC]MasterJohnny [BSC]MasterJohnny is offline
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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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  #208  
Unread 21st November, 2005, 11:43 PM
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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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  #209  
Unread 21st November, 2005, 11:44 PM
Just_Me Just_Me is offline
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hmmm.....I'll put in a fix for that.
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  #210  
Unread 21st November, 2005, 11:55 PM
[BSC]MasterJohnny [BSC]MasterJohnny is offline
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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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  #211  
Unread 22nd November, 2005, 12:04 AM
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Quote:
Originally Posted by [BSC]MasterJohnny
It adds fine,but if u play back, it stays the original
Ehm.. even if you just play the sound in ued?
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  #212  
Unread 22nd November, 2005, 12:12 AM
Just_Me Just_Me is offline
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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

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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  #213  
Unread 22nd November, 2005, 09:13 AM
[BSC]MasterJohnny [BSC]MasterJohnny is offline
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thx
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  #214  
Unread 22nd November, 2005, 09:13 AM
[BSC]MasterJohnny [BSC]MasterJohnny is offline
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yes
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  #215  
Unread 22nd November, 2005, 10:00 AM
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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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  #216  
Unread 22nd November, 2005, 11:30 AM
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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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  #217  
Unread 22nd November, 2005, 12:16 PM
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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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  #218  
Unread 23rd November, 2005, 12:45 AM
Just_Me Just_Me is offline
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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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  #219  
Unread 23rd November, 2005, 12:57 AM
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Sry for my ignorance in scripting, but does that mean
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  #220  
Unread 23rd November, 2005, 04:07 AM
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Quote:
Originally Posted by Baiter
Sry for my ignorance in scripting, but does that mean

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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