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View Full Version : EvenGround150 for UT2k4


Sir_Brizz
19th May 2004, 10:38 PM
I know some of you are excited for this :) I hope...

It's just recompiled from the same version that I had for 2003.

captainrad
19th May 2004, 11:36 PM
:tup: thanks, good stuff!

BulletProof
20th May 2004, 05:26 PM
Cool, I wonder if we can get this loaded on any of the new FragBU servers?

wildfrogman
20th May 2004, 09:10 PM
sorry but I have to ask...what is evenground150?

Sir_Brizz
20th May 2004, 10:04 PM
Description:
Makes a few modifications to the way any gametype is played. These are the things it does:

Health:
Modifiable starting health - DOES NOT MEAN YOU HAVE MORE THAN 100 HEALTH! Getting hurt and
then getting health back will only raise you to 100
Regen can be turned on in Configure Mutator - at 100% gives you full health for each kill.
Shield:
Modifiable starting shield
If shield is turned on, killing someone while your health is greater than or equal to 100 will
recharge 10 shield units up to Starting Shield.
Adrenaline:
All removed
Can be enabled in Configure Mutator
Powerups:
All removed
HealthPacks can be turned on in Configure Mutator
HealthVials can be turned on from Configure Mutator
Ammo restocking:
None: Ammo doesn't restock. Once you run out, you are out
One Empty: When one gun is empty it is immediately restocked with ammo
All Empty: When all your guns are empty, they are all restocked with ammo (ignores grenades)
Regenerate: Regenerates ammo at 1 per (Ammo Rech. Rate) seconds


sorry forgot to include the readme :o

Renegade Retard
20th May 2004, 10:07 PM
Cool Brizz. I never got a chance to try this for 2k3, but I plan to for 2k4. Everyone loved it.

edhe
21st May 2004, 09:54 AM
How does this 'even' things.. sounds like last man standing without pups...

Sir_Brizz
21st May 2004, 10:07 AM
It's a mutator it doesn't chenge your lives or anything. It gives you options to make what you feel evens things up. Every player starts with all the weapons and the initial stock of ammo. All the other options branch off of that, which are listed in my post above.

Hanover_Fist
21st May 2004, 10:16 AM
A friend that I play in the office with used this mut in 2k3 all the time, we used it in conjunction with another mutator that would let us set shields and extra health (anything above 100) run down to a clock, ala Quake.

It was a lot of fun, it really made you run around the map alot to stay tanked up, you couldn't stop for very long because in no time you'd be at 100 health and that's it. Plus if you got killed brizz's mutator allowed you to spawn with all weapons.

DrahguneyeZ
21st May 2004, 04:21 PM
i never tried this for 2k3 either. I guess im gonna have to try it for 2k4. everyone is saying its kool.

Sir_Brizz
6th Apr 2005, 11:11 AM
Shameless bump.

Looking for new feature requests on EvenGround please :)

-AEnubis-
6th Apr 2005, 02:33 PM
I totally missed this thread....

I'll discuss it this weekend with my LAN buddies now that we will be playing it regularly. Been playing DM start at 150, with health packs, and ammo pickups, and it's been awesome.

Health packs are enough to get sprees still, and you almost don't need ammo pickups, if you're playing with peers, barring on those sprees.

Sir_Brizz
6th Apr 2005, 07:19 PM
I reuploaded the file, it now included the ini and txt files. Same version otherwise for now.

-AEnubis-
7th Apr 2005, 01:13 AM
Modifyable starting ammo for each gun would as well be helpful in balancing it in gametypes like CTF, so with ammo pickups, you can still stock your weapons, and don't simply spawn with spammariffic amounts of ammo, leave the option of forcing some one to stock up some a bit vaible. Also for other gametypes, maybe a tick for superweapons.

Seperate settings per gametype? In theory the hardest part would be designing the GUI to do it how you want, but ini implementation should be pretty easy.

Just realized there was a similar option to a suggestion I stated, that may not need adding...

nick89
7th Apr 2005, 02:58 AM
Im looking at the code. Impressive. :)

-AEnubis-
7th Apr 2005, 03:32 AM
Ah, kinda a bug... If you have LtG, and play on a cSR map with ammo pickups opted, cSR ammo should be replaced with LtG ammo.

Also, for other game types, maybe an option to only spawn with the weapons availible on that map. IE: Only Link, cSR, Rox, and Shock on FaceClassic.

currently if you thow a weapon, it just rids you of it and there's not getting it back without a respawn. Maybe disabling the throwweapon function permanently in the mutator?

dXII][Pa
7th Apr 2005, 04:26 AM
I will dl this and take it for a spin later.

Sir_Brizz
7th Apr 2005, 03:15 PM
Aenubis, a structured list of features via PM like last time would be very appreciated. I should be able to add alot of what you are requesting to the INI very simply, and then we can work on adjusting the GUI to it (needs to be re-written anyways, it's got a bug in it).

edit: Also, anyone can feel free to decompile the code, just PLEASE if you make modifications and release it, keep EvenGround in the name (add whatever else you want to it) and keep my copyright information in the text file.

-AEnubis-
7th Apr 2005, 04:38 PM
Cool... yeah, I was editing the hell out of those posts, so they are a little weird, because I was learning stuff about it last night. I didn't know you had an option to turn all the powerups on already, so that kinda was better then another feature I had in mind. As well, if I can figure out a way to change mutator options via command line, gametype profiles may not be needed, if I can manage to not reach a character limit in said command line, or more importantly for my application of it, gameconfig line in the votehandler.

For any excessive list of changes though, it would be needed.

I'm off today, so if I get bored, and none of my friends call me, I may PS up another GUI for you, and it'll prolly be mostly re-worked, possibly with tabs ala-TAM2.5+

Sir_Brizz
7th Apr 2005, 05:18 PM
that's fine, I'm guessing it will need to be tabbed for all of the stuff we should add.

Also, if you think I should make a gametype part of it that excludes brightskins we can work that out.

-AEnubis-
7th Apr 2005, 05:27 PM
No, I'm not looking to integrate anything from TAM, just a options menu system inspired by their new menu bit... which has tabs.

nick89
7th Apr 2005, 05:30 PM
edit: Also, anyone can feel free to decompile the code, just PLEASE if you make modifications and release it, keep EvenGround in the name (add whatever else you want to it) and keep my copyright information in the text file.

Well I'm not likely to re-release it, if i make any modifications i think are good i will send them to you.

Sir_Brizz
7th Apr 2005, 06:16 PM
cool thanks :)

nick89
7th Apr 2005, 06:50 PM
Hmm. If i knew how the config worked i would consider adding my ammo reward mutator as a feature :hmm:

-AEnubis-
21st Jun 2005, 02:53 PM
I know you been busy lately, but just curious if you've looked at this anymore.

Had a pair of bugs too, like the keg showing up when health is enabled, and the infamous no weapons bug that has been as well plaguing TAM. It's apperently inherent to the LMS give weapons code. Just don't play LMS enough to have seen it there.