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UnrealSP CO-OP Session: The Letsdoitonceagainening

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

Moderators: Semfry, ividyon

USP co-op - yay or nay?

Sounds great! I'm in.
16
70%
That's the worst idea I've ever seen and I hate your guts for it
0
No votes
Well, I don't know.. maybe, but.. actually..
7
30%
 
Total votes: 23

User avatar Hellscrag
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Subject:

Post Posted: 30 Oct 2008, 00:15

UBerserker wrote:Zephon had a patch?


I have a patch file that includes Tree_PACK1 (presumably omitted from the original zip) and updates to maps zephon.unr, 01, 09, 10 and zpoutro.unr.

I seem to remember lag / crashes being an issue when the mod was released.

EDIT: I've just realised that the download I found for the main page is version 1.20...
http://download.beyondunreal.com/filewo ... onv120.zip
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User avatar ElectricIce
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Subject:

Post Posted: 30 Oct 2008, 11:30

I'm up and ready and Geared up redownloaded all those 3 packages for safeties. this is going to be fun

User avatar ividyon
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Post Posted: 30 Oct 2008, 12:55

Yep, it's Seven Bullets 1.21, Project Zephon v120 and Deja Vu 2.01. :)
I really hope that my hosting power will be adequate for the expected player count (which is around 10 people, though I don't think that many will actually show up) and I'm looking forward to playing with you guys again!

User avatar ElectricIce
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Post Posted: 30 Oct 2008, 15:02

Indeed I'm all Thrilled up for it :D and I will only be late for like almost 1 hour.. but that's fine :D

User avatar Hellscrag
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Post Posted: 30 Oct 2008, 18:48

Well, I've installed all of the required mods. It's been so long since I've played on a server, though, that I am bound to be lacking something.

sana, don't forget to take any unnecessary mods out of your serverpackages, or we'll all find ourselves downloading U4E or Infiltration or something!
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User avatar ividyon
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Post Posted: 30 Oct 2008, 20:07

Aye-aye, sir! So far I think I've got everything set up, even got 7Bullets to run in co-op. I'll switch through all maps on the server to see if anything crashes it, but don't expect me to fully playtest 3 campaigns! If you're reading this right now, you can try to connect, I'll be leaving the server on for an hour or so.

A hint to Team Red Nemesis: You guys forgot to include SBVA.u in the ServerPackages of the standard 7Bullets.ini file, which leads to players not being able to connect to servers properly. :)

User avatar ElectricIce
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Post Posted: 30 Oct 2008, 20:20

Whats the ip? :D also what oldskool version are you using`?

User avatar ividyon
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Post Posted: 30 Oct 2008, 20:24

Here the instructions to join the server.

1. Make sure you have the prerequisites for the coop evening: 7 Bullets v1.21, Deja Vu v2.01 and Project Zephon v120.
2a. If the server is not running Seven Bullets co-op, connect via usual UT by finding "sana's server" in the server browser OR more comfortably by entering "open sana.servegame.com" into the console.
2b. If you find that the server IS running 7 Bullets, use your Seven Bullets shortcut instead of UT and repeat 2a.

If you have connected to the server, you have succeeded! If not, something is wrong. It's probably your fault.

Repeat: The server address is "sana.servegame.com" !




And I'm, uh, using the newest version. v239 something. I'm not using a modified olweapons package like dedicated co-op servers seem to.

EDIT:
Thanks a lot for the heads-up regarding MoreMonsters, Psychomorph! The spawning is a tad random and the monsters do fight each other a lot, however I think I'll keep the mutator as long as nobody complains. If somebody does, it'll be easy to switch off. :)

EDIT2:
ZombieHunter was able to connect just fine. Test succeeded! I've shut the server down.

I'll probably tinker my own version of CoopWeapRespawner to also respawn other pickups than weapons and make some spawnable teleporters if I find the time. Apart from that I think we're ready to go!

User avatar jackrabbit
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Subject:

Post Posted: 30 Oct 2008, 21:08

7 PM tommorw GMT? would this be 5 PM EST?

User avatar ividyon
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Post Posted: 30 Oct 2008, 21:47

I think it is 2 PM EST. GMT is equal to UTC, and EST is UTC-5.

User avatar jackrabbit
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Subject:

Post Posted: 30 Oct 2008, 22:31

sana wrote:I think it is 2 PM EST. GMT is equal to UTC, and EST is UTC-5.


Oh I found it.. its actually UTC-4 for me here.

http://wwp.greenwichmeantime.com/ for anyone else that has the same question.

User avatar Psychomorph
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Subject:

Post Posted: 31 Oct 2008, 02:32

sana wrote:EDIT:
Thanks a lot for the heads-up regarding MoreMonsters, Psychomorph! The spawning is a tad random and the monsters do fight each other a lot, however I think I'll keep the mutator as long as nobody complains. If somebody does, it'll be easy to switch off. :)

Nice :D
I think the random aspect is what makes gameplay a tad bit more interesting.

You guys can use the Weltzeit page (GMT). Just to make coordination easier.
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User avatar Mister_Prophet
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Subject:

Post Posted: 31 Oct 2008, 03:08

This should be a weekly affair.

User avatar ividyon
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Post Posted: 31 Oct 2008, 13:49

Mister_Prophet wrote:This should be a weekly affair.

That's a good idea! Let's see how it will work out today; we can decide after that.

Oh, btw:
Image
:o

EDIT:
Took MoreMonsters from the mutator list again, because the random spawns are kind of annoying. I met titans at spawn points during playtesting, also the mix up of the creatures kind of breaks the immersion.

User avatar jackrabbit
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Subject:

Post Posted: 31 Oct 2008, 15:56

sana wrote:EDIT:
Took MoreMonsters from the mutator list again, because the random spawns are kind of annoying. I met titans at spawn points during playtesting, also the mix up of the creatures kind of breaks the immersion.


don't blame you for that. Adding extra monsters to someones work (their pack) is very annoying (at least for me).

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