ividyon will never get this done, will he.

[UT] Turmoil Saga - Coop Night | Return To Na Pali: Ultimate Edition v1.1

For discussion of anything relating to multiplayer gameplay in the Unreal series, including co-op.

Moderators: Semfry, zYnthetic, ividyon

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Subject: Re: [UT] Turmoil Saga - Coop Night | The Fifth Vortex

Post Posted: 26 Nov 2016, 10:32

zYnthetic wrote:I fixed the Marines by removing them from the friendly fire rules. The only problem now is that they sometimes don't pick up the weapon that was spawned for them.


This reminds me of a problem that existed in the development of RTNP Ultimate Edition, for example in the Spire Valley map. The SkaarjTroopers wouldn't usually pick up their weapons. RTNPUE used a mutator that replaced the standard Unreal weapons with their OldSkool counterparts (the ones with decals). Per default, the troopers would spawn their standard weapon and execute some additional code regarding the weapons (probably something like weapon.owner = self). Now the mutator jumps in and takes away that weapon before the trooper can pick it up and spawns the OldSkool counterpart instead, but the extra code won't be executed for that OldSkool weapon.

(Another thing is that there's a variable, I think it was bIsPlayer: SkaarjTroopers (and probably Marines) can pick up weapons only if this variable is set to true; it is set to false after the weapon pick up; if it stays at true, other Skaarj will be hostile towards the trooper; so the Skaarj will begin to fight each other if they didn't pick up their weapons; this also happened to me in Temple of Vandora)

Lightning Hunter fixed that problem by changing the weapon types to the OldSkool counterparts directly in the maps. Disadvantage is that now some RTNPUE maps will have an OldSkool dependency. Probably your problem is caused by a mutator that replaces the standard CarRifle and RocketLauncher with their HD_Skins counterparts (not sure if the CarRifle and RocketLauncher even had an OldSkool counterpart). In that case, an easy fix would be replacing the RTNP weapon classes in those factories that spawn the marines. Disadvantage would be that you would add HD_Skin dependencies. Also, the corresponding marine factory code is probably located in UPak.u, so you would have to make a new version of UPak (which has that HD_Skins dependency) unless you MyLevel the corresponding marine factory code in the Prometheus map. Also: IIRC marines were also used in Gala's Peak, but not sure if they made it to the final version of RTNPUE.

Disclaimer: I don't know anything about online (server side) programming and I haven't touched UnrealScript in years. So not 100% sure if that's the same problem.

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Subject: Re: [UT] Turmoil Saga - Coop Night | Return to NaPali: UEv1

Post Posted: 26 Nov 2016, 18:05

I'm altering actors via mut so all of this is do-able without recompiling or rebuilding existing packages. bIsPlayer doesn't really change anything for Marines and thanks to their attitudes being hard coded to class, they'll never attack each other*. It's not that they can't pick up weapons, it's that the interaction with the wave spawning system doesn't properly give it to them. Marines spawn disabled and already touching the weapon spawned for them so the touch function in their class that would pick up the weapon automatically doesn't do anything and they have to move off of it before they can pick it up manually.

Ideally, the best solution would be to not use the marine class at all; there's no justification for it. They should have never been bots but instead scripted pawns. Considering the giant mess that UPak is though, this is par for the course.

*Not that they wont kill each other, they're significantly less sophisticated than U1 bots.
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Subject: Re: [UT] Turmoil Saga - Coop Night | Return to NaPali: UEv1

Post Posted: 26 Nov 2016, 20:59

Assuming it's going to be ready either way

EDIT: YES IN
PLEASE PEOPLE COME PLAY IF YOU CAN
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Subject: Re: [UT] Turmoil Saga - Coop Night | Return to NaPali: UEv1

Post Posted: 26 Nov 2016, 21:39

On my way.
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Subject: Re: [UT] Turmoil Saga - Coop Night | Return to NaPali: UEv1

Post Posted: 26 Nov 2016, 22:32

I briefly scanned through this thread (was only reading the first post until now). Integration, are you referring to my new UnrealHD release when you say "HD_Skins"? If so, I should probably clear up that this mutator does not replace any classes. It merely checks for the mesh and replaces the skin. Maybe you are talking about something else?

I'm curious to know if this coop playthrough is a success or not. I always wanted RTNPUE to be coop compatible, but never had any knowledge of online coding whatsoever.
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Subject: Re: [UT] Turmoil Saga - Coop Night | Return to NaPali: UEv1

Post Posted: 27 Nov 2016, 02:15

Overall it went pretty well. There were a couple things I missed, one door trigger and a couple URLs. Some spawns are weird and I'll have to look and see what's causing that. I'll have to revisit some mods I made to the warlord boss scripting to prevent players from just leaving. It'll probably be another coupe weeks before it's finished as I'm not going to have much time to work on it over then. I don't think there's any impassable areas left but there is one slow set of movers I'll probably add a bypass for.

I'll probably revisit respawning items also, making them function in coop mode style so they can only be picked up once per player. I wouldn't consider then having made things OP in terms of balance, just too convenient.
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Subject: Re: [UT] Turmoil Saga - Coop Night | Return to NaPali: UEv1

Post Posted: 27 Nov 2016, 02:54

zYnthetic wrote:Overall it went pretty well. There were a couple things I missed, one door trigger and a couple URLs. Some spawns are weird and I'll have to look and see what's causing that. I'll have to revisit some mods I made to the warlord boss scripting to prevent players from just leaving. It'll probably be another coupe weeks before it's finished as I'm not going to have much time to work on it over then. I don't think there's any impassable areas left but there is one slow set of movers I'll probably add a bypass for.

I'll probably revisit respawning items also, making them function in coop mode style so they can only be picked up once per player. I wouldn't consider then having made things OP in terms of balance, just too convenient.


I forgot to ask - are you modifying the maps themselves for coop compatibility, or are you using the mutator to fix everything? I ask this, because of course I am working on the next version of RTNPUE.
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Subject: Re: [UT] Turmoil Saga - Coop Night | Return to NaPali: UEv1

Post Posted: 27 Nov 2016, 05:27

This is all done via mutator to keep the barrier as low as possible for anyone joining. It's a mod I started a few months ago as a way to add/improve coop support of maps in a way that wouldn't interfere with the established support structure (existing links, server redirects, etc).
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Subject: Re: [UT] Turmoil Saga - Coop Night | Return to NaPali: UEv1

Post Posted: 27 Nov 2016, 07:00

Ah, I saw your thread for the mutator a long time ago, but failed to put two and two together. So if people want to play RTNPUE in coop, all they have to do is add your coop suite mutator, right? Can I include this mutator with RTNPUE if that is the case?

Also, are there any map fixes you recommend I do for coop in my next release (that don't involve bsp rebuilds), or does your mutator solve everything?

Edit: By the way Zyn, do you want to try coop out again with my HD version of RTNPUE once beta testing is complete? That way, we can make sure your mutator works with the latest version before I make the release public, and I can release it with everything together. I can upload the final beta version to a location that will only be posted here on this thread, so people can test it in coop.
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Subject: Re: [UT] Turmoil Saga - Coop Night | Return to NaPali: UEv1

Post Posted: 27 Nov 2016, 08:37

Lightning Hunter wrote:Integration, are you referring to my new UnrealHD release when you say "HD_Skins"? If so, I should probably clear up that this mutator does not replace any classes. It merely checks for the mesh and replaces the skin. Maybe you are talking about something else.

Yes, I meant the UnrealHD release. I remember reading, that you made new weapon classes for some RTNP weapons because you couldn't switch the skin otherwise - maybe I've mistaken things. And after I made the post, I read that you said this Coop thingy replaced RTNP weapons with Unreal weapons (I guess something like Rocket Launcher to Eightball and CARrifle to Automag or Minigun), so I thought that replacement could be the reason for the marines not picking up their weapons. But from what zYnthetic said, it looks like the bug is online related.

So if I understood correctly the RTNP campaign could never be played online in Unreal Gold? And some stuff like RTNP weapons were never online compatible?

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Subject: Re: [UT] Turmoil Saga - Coop Night | Return to NaPali: UEv1

Post Posted: 27 Nov 2016, 10:16

integration wrote:
Lightning Hunter wrote:Yes, I meant the UnrealHD release. I remember reading, that you made new weapon classes for some RTNP weapons because you couldn't switch the skin otherwise - maybe I've mistaken things.


Just to be clear, UnrealHD does not have any new classes at all. In every case, it checks for the mesh and skin, then replaces the skin. This was done to allow it to work alongside just about any other mutator or mod. The part you read was probably the bit about the RTNP weapons having new meshes (not classes). The RTNP weapons had issues with the MultiSkin assignments, so Yrex remapped them using the meshes. As such, the code for the RTNP weapons replaces both the mesh and the skin. However, there is still no new class. 8)

As for UnrealGold, I can tell you that RTNP never had coop support to begin with. I never thought about the RTNP weapons being completely broken online. I know people use them in 227 servers, but I don't know if they re-coded the weapons or not...
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Subject: Re: [UT] Turmoil Saga - Coop Night | Return to NaPali: UEv1

Post Posted: 27 Nov 2016, 13:31

It was quite overall really fun aside Eldora which was a pain in the ass due to its unfriendly coop nature.
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medor
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Subject: Re: [UT] Turmoil Saga - Coop Night | Return to NaPali: UEv1

Post Posted: 28 Nov 2016, 10:22

upak not redirect

For compress all the server files at one time http://unrealtournament.99.free.fr/utfi ... ess2uz.rar

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Subject: Re: [UT] Turmoil Saga - Coop Night | Return to NaPali: UEv1

Post Posted: 29 Nov 2016, 18:03

medor wrote:upak not redirect

For compress all the server files at one time http://unrealtournament.99.free.fr/utfi ... ess2uz.rar


It looks like it's on there but since it's a retail file it may be flagged nodownload.
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medor
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Subject: Re: [UT] Turmoil Saga - Coop Night | Return to NaPali: UEv1

Post Posted: 29 Nov 2016, 21:44

This is not the all not redirect. i ave take approximately 30 min for joint

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