Neat mutators to exlpore for INV server

Check out Death Warrant's Invasion Server
DW_Snaggle
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WailofSuicide wrote:Snaggle -

I just decompiled the UTCompv16a.u that's running on the RPGI server -- I'm seeing a fair number (159) of code files here. Are you referring to 'missing functionality' as far as missing class files, or is there stuff in these class files (Admittedly, I haven't even looked inside them) that's obviously missing?
It's the contents. If you look in, for example, BS_xPlayer.uc, do you see comments & a bunch of code? Or just a big 'defaultproperties' block?

If the latter (which is what I see), I'm wondering how the package was created without embedded source.

Thanks for checking.

Snaggle.
DW_WailofSuicide
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Snaggle wrote:
It's the contents. If you look in, for example, BS_xPlayer.uc, do you see comments & a bunch of code? Or just a big 'defaultproperties' block?

If the latter (which is what I see), I'm wondering how the package was created without embedded source.

Thanks for checking.

Snaggle.

Wow... Just a big defaultproperties block. That's eerie.

Update: Just downloaded the UTCompv16 source from their site and am looking at this...

It might not be too difficult to pull out the hitsounds stuff and make a mutator for that alone.
DW_Wraith
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One of the errors in the server log is this, ands its from the utcomp mutator:

Error: Can't find HUD class UTCompv16a.UTComp_HudInvasion

I'm thinking thats why we have the new person joining in and cannot see the other players when hitting F1 and prevents chatting until the next wave starts???

Just thinking out loud...
DW_Snaggle
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WailofSuicide wrote:Wow... Just a big defaultproperties block. That's eerie.
Yeah. Spooky, huh?
Update: Just downloaded the UTCompv16 source from their site and am looking at this...

It might not be too difficult to pull out the hitsounds stuff and make a mutator for that alone.
Don't forget brightskins & colored names. Not sure how important they are, but a lot of people use the latter.

I too grabbed the src bundle a while back. I also grabbed the current zip & ut4mod versions of the mutator. There is a numbering mismatch, though. The source bundle numbers itself as '_97' and the current packaged mutator numbers itself '_103' and it too is bereft of code when exported. Very confusing.

I wonder if the pkg flags have something to do with that? Something to check I guess.

Hornet also pointed me at another mutator called UTPlus by the same guy. Does a bunch of stuff that includes hitsounds & brightskins. No colored names, though. I'd feel more confident in it if I'd seen it in action on a server somewhere ... and if the author hadn't abandoned it at such an early stage.

Snaggle.
DW_Snaggle
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DW_Wraith wrote:One of the errors in the server log is this, ands its from the utcomp mutator:

Error: Can't find HUD class UTCompv16a.UTComp_HudInvasion

I'm thinking thats why we have the new person joining in and cannot see the other players when hitting F1 and prevents chatting until the next wave starts???

Just thinking out loud...
Hmmm. I'm not seeing a class by that name in the src bundle from the web site. Or any of the exported classes from any of the mutators (v16, v16a, v16amod).

But I see that the MutUTComp.uc code tries to use that name in setting the HudType during setup. Is the Skaarj pack defined before UTComp? I'm assuming the mutators are called in the order defined in the ini. The 'bad' reference is made in reaction to a pre-existing setting for the HudType of 'SkaarjPack.HudInvasion'. I wonder if moving UTComp before the Skaarj pack will fix that?

The other interesting thing is that the v16amod mutator code doesn't have that reference at all. It doesn't even try to change the Hud for invasion-style games.

Snaggle.
DW_Wraith
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This weekend, I will try the other v16amod and see what happens, cross your fingers...

EDIT:
The v16amod is running now.

BTW, when you join the server, you now should be able to see the players list etc. Finally got the fixed, thanks to one of the comments that snaggle said a few msg's back and it got me to looking at the config file and I changed it to what it should be (I believe, so one more piece of the puzzle is correctly in place.)
DW_Bomzin
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It slices , it dices ,it bounces , it'll make mince meat out of your opponent . What more could you want . Lets just give it a try.


Unreal Tournament 2004 Ripper 2k4 mutator (zip)
This mutator brings the classic ripper weapon to Unreal Tournament 2004. There are multiple options so you can configure the weapon as you want to. There are primary and alternate fire functions for shooting blades all around the map.

http://search.techrepublic.com.com/sear ... =0&i=0&t=0
Image
DW_WailofSuicide
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DW_Bomzin wrote:It slices , it dices ,it bounces , it'll make mince meat out of your opponent . What more could you want . Lets just give it a try.


Unreal Tournament 2004 Ripper 2k4 mutator (zip)
This mutator brings the classic ripper weapon to Unreal Tournament 2004. There are multiple options so you can configure the weapon as you want to. There are primary and alternate fire functions for shooting blades all around the map.

http://search.techrepublic.com.com/sear ... =0&i=0&t=0
I have plans to add a modified (to be more like the UT99 ripper) version of this to some maps.

Trouble with the mutator is that you're getting rid of one of the other weapons ... And aside from the Assault Rifle all of them have their uses (in my opinion).

Right now I'm messing around with finalizing the textures/meshes for the last couple of weapons. The .u is trivial in size but the other packages need to be pretty much set to avoid mismatch errors.
DW_Bomzin
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Gladly give up my mini for ripper .. :clown:
DW_Snaggle
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DW_Bomzin wrote:Gladly give up my mini for ripper .. :clown:
Heh! At the moment, the AVRiL would be a good candidate for replacement. And unless you have the right sort of magic on the 'nades, they'd be a candidate too. Mini is too useful in bringing down gasbags when shock & mp5 get drained.

Now what would be nice is if there was a config entry to choose your replaced weapon. But I can foresee some serious issues with that. I guess we could make it a 'once per spawn/wave' config item. Or even a 'shopping item'? Time for some contemplation on the issue, I think.

Snaggle.
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