View Full Version : Defence Alliance Source

17th Feb 2005, 03:47 AM
I've been having a major problem recently, with the source release on FilePlanet. It says in the Readme.txt to place DAData.u in the UT\System directory if you get compile errors for missing data/files/etc but, it doesn't work. The Source won't compile because it's not finding the model data in DAData.u to show the weapons. I've been able to get it to compile however by editing out the DAData information, but now I'm stuck as to how to get the meshes to work right and show up for the default playerview, thirdperson, and pickup meshes. I'm pretty new to coding in uscript, so any help would be greatly appreciated. I love this mod, and from what I've seen of the actual uscript coding, you guys have done a great job.

BTW, specs incase they're needed:
Unreal Tournament patched to 436
Defence Alliance 1.7 Source (from fileplanet)
Using Notepad to do the code editing of the .uc files, and 'ucc make' to recompile everything.

17th Feb 2005, 05:45 AM
Hmm, I think there was a problem with the oringal source, you will have to check with aBsOlUt here, as he will know more on this. He might have a copy of the source or know whats wrong.

BTW, its nice to know people are still using it :)

17th Feb 2005, 07:41 AM
Hmm, I think there was a problem with the oringal source, you will have to check with aBsOlUt here, as he will know more on this. He might have a copy of the source or know whats wrong.

BTW, its nice to know people are still using it :)

Thanks for such a quick reply! I had a feeling something was wrong, because the files are there, the references are there, but they just dont want to notice that its there.

I've been mapping for the original UT since it came out, and I like to use a lot of different mods for their various realistic weapons. Which is one of the main things I liked about Defence Alliance. I try to go for an Urban or relatively modern day feel in my maps, usually outside areas like city streets, or military installations. I also did some inside maps, like subways, sewer systems, etc. My most current map, is a city setting, with some office type buildings, alleys between the buildings, sidewalks along the streets, parking lots for a couple warehouse style buildings, a full sewer system that runs beneath the streets, small grave yard, roof tops with sniper esque appeal, and detailed fire escapes.

I know UT is a bit outdated in most's mind, but I still think it has major potential both mapping and modding wise. It's a hobby of mine to spend time making maps via UT for me and my friends or family to play on. So I try to keep as many good mods as possible, which is hard seeing as the world has move on to UT2k3/4 and left UT in the dust. There's hardly a community for just normal UT anymore. I was pretty excited though when I found the source to Defence Alliance, seeing as I've used it so much before, I figured it'd be the best way to get a feel of uscript editing seeing as I've been wanting to learn and make a mod someday.

I definetly look forward to figuring this out and getting past it, as well as discussing it with any of the team willing to help! Thanks again for such a quick reply!

17th Feb 2005, 11:10 AM
I do not remember what our source file consists of but I have the following suggestion

- If you have the actual packages then first of all make sure you do an #EXEC on the top of your class file for that package. Even if the package is in the directory UScript might not know it until you do an #EXEC. That will not work of course if the weapons are embedded in your U file. I really dont rmbr back then.

- If that doesn't work, use WOTGreal and try to export all the data from the DAData.U
such as sounds, meshes and textures.

Try any and let me know

17th Feb 2005, 12:12 PM
Well, I was fooling around this morning and actually got the Assault Rifle to use the right meshes, by adding into it's .u file the #exec lines for the mesh imports and texture sets. But for some reason, doing the same thing hasn't worked on the SMG, Handgun, or Shotgun. But it's a good sign that it's fixable.

There's actually a small list I've compiled of what I want to do so far with access to the source:
Make weapons fully functional in normal UT maps (ie: weapon pickups to refill ammo)
Make ammo counter for weapons (or mess around with an unlimited ammo version)
Make unlimited ammo version as a secret prize if you work hard enough to find it
And soon as I figure most of this out, I may start working on modified versions of the weapons or new ones altogether to expand the arsenal.

Ah but for now, I'm content on getting the meshes to work right, so I can compile a working copy that has some ammo fixes.

19th Feb 2005, 05:37 PM
Serene_hero. Do you have any experience with UT2004 ? As we are looking for additional coders all the time to help absolut with the code. As there is some stuff he doesn't know how to do... Only Dante knows :)

30th May 2005, 11:50 AM
did you ever get anywhere with the code?