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  #41  
Unread 14th November, 2005, 12:38 AM
~V~ ~V~ is offline
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About this rocket texture tweak: changing textures for in game components has been around for ages and some cheat protections like Pure and LeagueAS won't let you do certain things like changing textures or turning off rocket smoke trails etc. But as for making you own texture (ie rocket2.u) and using that? Since when has that been allowed??
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Old skool sniping. Just you, your weapon, and gravity.
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  #42  
Unread 14th November, 2005, 01:12 AM
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Quote:
Originally Posted by ~V~
About this rocket texture tweak: changing textures for in game components has been around for ages and some cheat protections like Pure and LeagueAS won't let you do certain things like changing textures or turning off rocket smoke trails etc. But as for making you own texture (ie rocket2.u) and using that? Since when has that been allowed??
They won't let me do certain things, but as I said this tweak always let me play on all servers, of course pure blocked some/a lot of features, but the textures were untouched. And since when it wasn't allowed ?
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  #43  
Unread 13th November, 2005, 06:23 PM
~V~ ~V~ is offline
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So you weren't using custom textures? Sorry if I misread that but I looked in the zip you posted and that's how it looked

Ok just had another look and its the mesh that is changed to a custom
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Old skool sniping. Just you, your weapon, and gravity.
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  #44  
Unread 13th November, 2005, 06:44 PM
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Quote:
Originally Posted by ~V~
Ok just had another look and its the mesh that is changed to a custom
A mesh hmm, right, I'm not a mapper, I do not see a big difference.
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  #45  
Unread 13th November, 2005, 07:22 PM
~V~ ~V~ is offline
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There isn't so it shouldn't work in theory
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Old skool sniping. Just you, your weapon, and gravity.
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  #46  
Unread 13th November, 2005, 07:31 PM
Just_Me Just_Me is offline
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Quote:
Originally Posted by Rush
To JustMe: What changes were made to SuperWebAdmin and MvReporter2 code in order to make it work with EUT ? Since the code is obsfucated in EUT zip file I require either the whole source or the patches(diff-s).
Both SuperWebAdmin and MvReporters are not obfused. +ServerSideOnly clears source.

But to answer your question.

MvReporters
Code:
if (GRI.GameName == class'DeathMatchPlus'.Default.GameName)
  {
    if (Level.Game.MaxPlayers == 2)
      StatsClass = class'MvReporterStats_1on1';
    else
      StatsClass = class'MvReporterStats_DM';
  }
  else if (GRI.GameName == class'EUTDeathMatchPlus'.Default.GameName)
  {
    if (Level.Game.MaxPlayers == 2)
      StatsClass = class'MvReporterStats_1on1';
    else
      StatsClass = class'MvReporterStats_DM';
  }
  else if (GRI.GameName == class'TeamGamePlus'.Default.GameName)
      StatsClass = class'MvReporterStats_TDM';
  else if (GRI.GameName == class'EUTTeamGamePlus'.Default.GameName)
      StatsClass = class'MvReporterStats_TDM';
  else if (GRI.GameName == class'CTFGame'.Default.GameName)
      StatsClass = class'MvReporterStats_CTF';
  else if (GRI.GameName == class'SmartCTFGame'.Default.GameName)
      StatsClass = class'MvReporterStats_CTF';
  else if (GRI.GameName == class'Domination'.Default.GameName)
      StatsClass = class'MvReporterStats_DOM';
  else
      StatsClass = class'MvReporterStats_DM';
Although this would be much easier for updating now that I think about it.

Code:
// Init function
function Engage(MvReporter InController, MvReporterIRCLink InLink, MvReporterIRCLink2 InLink2)
{
     local Class<MvReporterStats> StatsClass;
     local MvReporterMutator_1on1 Mut1on1;
     local Actor OutActor;
     local Mutator M;
     local string GameClass;
     local bool bOneOnOne;

     bOneOnOne = false;

     Controller = InController;
     Link = InLink;
     Link2 = InLink2;

     // OK, now determine the gametype and spawn the specific Reporter Class, we are able to access from here!
     GameClass = caps(GetItemName(string(Level.Game.Class)));

     switch(GameClass)
     {
          case "DEATHMATCHPLUS":
          case "EUTDEATHMATCHPLUS":
               if (Level.Game.MaxPlayers == 2)
               {
                    StatsClass = class'MvReporterStats_1on1';
                    bOneOnOne = true;
               }
               else
                    StatsClass = class'MvReporterStats_DM';

               break;

          case "TEAMGAMEPLUS":
          case "EUTTEAMGAMEPLUS":
               StatsClass = class'MvReporterStats_TDM';
               break;

          case "CTFGAME":
          case "SMARTCTFGAME":
               StatsClass = class'MvReporterStats_CTF';
               break;

          default:
              StatsClass = class'MvReporterStats_DM';
              break;
     }
     if (Controller.conf.bExtra1on1Stats
     && (bOneOnOne))
     {
          Level.Game.BaseMutator.AddMutator(Level.Game.Spawn(class'MvReporterMutator_1on1'));
          M = Level.Game.BaseMutator;
          while (M.NextMutator != None)
          {
               if (InStr(string(M.Class),"MvReporterMutator_1on1") != -1)
                    break;
               else
                    M = M.NextMutator;
          }
          Mut1on1 = MvReporterMutator_1on1(M);
          Mut1on1.Link = Link;
          Mut1on1.conf = Controller.conf;
     }
     // Spawn Actor n0w
     Stats = Spawn(StatsClass);

     // Check wheter spawn was success
     if (Stats == none)
         Log("MvReporter2: Unable to spawn Stats Class!");

     else
     {
          Stats.Link = Link;
          Stats.Link2 = Link2;
          Link.Link2 = Link2;
          Link.Spec = self;

          if ( Mut1on1 != None )
 	           Mut1on1.Stats = MvReporterStats_1on1(Stats);
          if(Controller.conf.bSecondaryLink)
	           Link.AntiFloodDelay = Controller.conf.AntiFloodDelay/2;
          else
	           Link.AntiFloodDelay = Controller.conf.AntiFloodDelay;

          Stats.Spec = self;
          Stats.conf = Controller.conf;
          Stats.Level = Level;
          Stats.GRI = Level.Game.GameReplicationInfo;
          Stats.Initialize();
       }
}
SuperWebAdmin/UTServerAdmin in LoadGameTypes()
Code:
while (NextGame != "")
	{
		Pos = InStr(NextGame, ".");
		TempClass = class<GameInfo>(DynamicLoadObject(NextGame, class'Class'));

		TempItem = new(None) class'ListItem';
		TempItem.Tag = TempClass.Default.GameName;

		//After tag has been set then check if the Game Class is a
        //EUT Gametype.  if so change the tag.
        if( instr(string(TempClass),"SmartCTFGame") != -1)
           TempItem.Tag = "SmartCTF Game";
        if( instr(string(TempClass),"EUTTeamGamePlus") != -1)
           TempItem.Tag = "EUT TeamGame Plus";
        if( instr(string(TempClass),"EUTDeathMatchPlus") != -1)
           TempItem.Tag = "EUT DeathMatch Plus";
        //End Fix

        //log([email protected],'Herrrro');

		TempItem.Data = NextGame;

		if (GameTypeList == None)
			GameTypeList = TempItem;
		else
			GameTypeList.AddElement(TempItem);

		NextGame = Level.GetNextInt("TournamentGameInfo", ++i);
	}
}
IpServer GetInfo()
Code:
// Map name
	ResultSet = ResultSet$"\\mapname\\"$Left(string(Level), InStr(string(Level), "."));

    // The mod or game type
	if(GetItemName(string(Level.Game.Class)) ~= "SmartCTFGame")
	{
	   bRecieved = true;
	   ResultSet = ResultSet$"\\gametype\\"$"CTFGame";
    }
    if(GetItemName(string(Level.Game.Class)) ~= "EUTTeamGamePlus")
	{
	   bRecieved = true;
	   ResultSet = ResultSet$"\\gametype\\"$"TeamGamePlus";
    }
    if(GetItemName(string(Level.Game.Class)) ~= "EUTDeathMatchPlus")
	{
	   bRecieved = true;
	   ResultSet = ResultSet$"\\gametype\\"$"DeathMatchPlus";
    }
    //Gametype is not EUT gametype
    if(!bRecieved)
       ResultSet = ResultSet$"\\gametype\\"$GetItemName(string(Level.Game.Class));
Also if you want source for EUT to do updates for MVReporter just ask.

Last edited by Just_Me : 14th November, 2005 at 03:49 AM.
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  #47  
Unread 13th November, 2005, 07:42 PM
Just_Me Just_Me is offline
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Quote:
Originally Posted by Matthew
No, no it's not


EDIT:

Very strange. The actor was going, and the client side stuff was as well (HUD, etc). The thing is, once I do something in webadmin, it stays until a map switch. After that point, it is all lost.

So something is keeping it from pulling a SaveConfig(); perhaps?
what settings? This is the first I've heard of that happening.

Are you making your changes then clicking "Apply". Then also restarting the level?
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  #48  
Unread 13th November, 2005, 07:43 PM
Just_Me Just_Me is offline
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Quote:
Originally Posted by NuFF$@iD
theres a small bug. when joining server in spec or as player 3 peeps have been kicked up to now. me included (i was spec) for Min Y: 0.000000

now my mouseY is default 6.0 so theres definatly something up.

minimum mousY is set to 0.200000 to stop the center view usage in eut settings. works most of time but sometimes makes false accusations .

Presume we still need utpure.
I'll take a look into that.

Yes you still need Pure. I see no need to replace Pure since it does its job. The only reason Pure options are in EUT is since EUT replaced some functionality of Pure.

Last edited by Just_Me : 13th November, 2005 at 08:47 PM.
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  #49  
Unread 13th November, 2005, 08:02 PM
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Azura Azura is offline
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Hmm be careful about the Axis settings. Mine are at very low values (0.01 I think) but I've adjusted sensitivity to 100+.
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  #50  
Unread 13th November, 2005, 08:25 PM
Just_Me Just_Me is offline
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Quote:
Originally Posted by Rush
They won't let me do certain things, but as I said this tweak always let me play on all servers, of course pure blocked some/a lot of features, but the textures were untouched. And since when it wasn't allowed ?
CSHP would even kick for that.
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  #51  
Unread 13th November, 2005, 09:10 PM
digz digz is offline
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EUT is both a cheat protect and game mod improvement , but u still need to use a pure with it.
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  #52  
Unread 13th November, 2005, 09:38 PM
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Azura Azura is offline
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Quote:
Originally Posted by Just_Me
CSHP would even kick for that.
White rockets = outside class. Same way that radars are loaded.
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How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish

And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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  #53  
Unread 13th November, 2005, 09:44 PM
Matthew Matthew is offline
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Quote:
Originally Posted by Just_Me
what settings? This is the first I've heard of that happening.

Are you making your changes then clicking "Apply". Then also restarting the level?
I metioned later on in this thread (it was lost in the other posts) that I had found the issue to be that the ATH Server Controller server booter was still set to BotPack.CTFGame, even though the server wanted to enter EUT's SmartCTFGame mode.
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  #54  
Unread 13th November, 2005, 09:47 PM
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Baiter Baiter is offline
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I dont know about everyone else, but I have all Gametypes Minimum MouseY=4.0

And so far, I have about 100 of these

****************************************
2005-11-13 21:33.23 [EUT VERIFY] Mothra [IP] 123.45.67.890 Min Y: 0.000000
****************************************

Different Time, Different PLayers, Different Maps, Different Gametypes.

Completely Random..


Any Ideas?
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  #55  
Unread 13th November, 2005, 10:17 PM
Matthew Matthew is offline
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Not got any of those ^^
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  #56  
Unread 13th November, 2005, 10:43 PM
Matthew Matthew is offline
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Justy you did just an awesome job on this - but my one request is that you maybe have an option for the disabling of the SmartCTF scoreboard. I really liked the SmartCTF 4C board, and I'm already missing it, heh heh.
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  #57  
Unread 13th November, 2005, 11:04 PM
Just_Me Just_Me is offline
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Quote:
Originally Posted by Baiter
I dont know about everyone else, but I have all Gametypes Minimum MouseY=4.0

And so far, I have about 100 of these

****************************************
2005-11-13 21:33.23 [EUT VERIFY] Mothra [IP] 123.45.67.890 Min Y: 0.000000
****************************************

Different Time, Different PLayers, Different Maps, Different Gametypes.

Completely Random..


Any Ideas?
Its probably a replication issue. I'll change the way that is handled. But this is odd since this is the first time this has come up.
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  #58  
Unread 14th November, 2005, 12:21 AM
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Default So!

After reading 3 pages of this thread, I have determined that I need to have some sort of PURE installed that will work in conjunction with this program. It would have been nice to have seen that listed at the very top of every thread about this enhancement. I was hopeful that this would be a one stop shopping packing that did it all. PURE always seemed too crazy to have to use since it was so complex. I read way too many threads about people just trying to get it to work and then to have it hacked just a week later. Maybe you guys need to become the new UTPG team and put out two things.

1. A new patch that applies all of the network code fixes you have in your code.

2. An single program that overwrites itself as it is upgraded that can give the anticheat protection sort of like upgrading a PHB based forum.

I won't be using this program that is listed here but I applaud all of the effort you guys have put forth to keep UT safe and fair. Keep up the great work. Later!
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  #59  
Unread 14th November, 2005, 12:49 AM
Just_Me Just_Me is offline
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You do not have to have Pure installed.

It is highly recommended though since Pure has alot of other security and what most people do not realize is all the bugs/exploits that Pure fixes. But EUT is not dependent on pure being installed. I'm quite sure it would also run with NBSP and CSHP for example.
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  #60  
Unread 14th November, 2005, 01:03 AM
Just_Me Just_Me is offline
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For some reason I uploaded an old version of options.uhtm.

Replace in Web/EUT folder options.uhtm with the following.
Two settings are n/a now.
Attached Files
File Type: rar options.rar (1.8 KB, 124 views)
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