I'm writing a mutator for a game that uses the UT2003 engine. Adding new weapons to this particular game (not UT2003), though, is a major pain, and editing client files is pretty much not an option at this point unless it's impossible to do this otherwise.
The idea I have is basically to have a mutator running on the server with the data of the new weapons. The client will download the packages containing the data of the new weapons (the .u and .utx packages) when it connects to the server. That's not an issue.
It's the .int file that is the issue. The server can't send the .int file that has the new weapons to the client, but even if the client does have that file, they will see the new weapons regardless of whether or not the server is running the weapons mutator. If they select one of those weapons, and the server is not running the mutator, the game crashes obviously.
My idea is to have a mutator on the server that does the work loading the weapons into each client's memory, and when the mutator dies, it deletes what it added. That way, the client can play on servers with or without the mutator without seeing weapons that aren't technically there.
I know this probably sounds like a very hard way to get new weapons, but this is the result of the developers of this particular game (not UT2003) trying to make life tough on modders.
I'm looking for a push in the right direction as to where I can research the way all weapons are stored in memory. I didn't see anything like this on the wiki. I'm hoping the solution is as easy as finding a dynamic array somewhere and just adding and subtracting to it. I somehow doubt it will be that easy.
The idea I have is basically to have a mutator running on the server with the data of the new weapons. The client will download the packages containing the data of the new weapons (the .u and .utx packages) when it connects to the server. That's not an issue.
It's the .int file that is the issue. The server can't send the .int file that has the new weapons to the client, but even if the client does have that file, they will see the new weapons regardless of whether or not the server is running the weapons mutator. If they select one of those weapons, and the server is not running the mutator, the game crashes obviously.
My idea is to have a mutator on the server that does the work loading the weapons into each client's memory, and when the mutator dies, it deletes what it added. That way, the client can play on servers with or without the mutator without seeing weapons that aren't technically there.
I know this probably sounds like a very hard way to get new weapons, but this is the result of the developers of this particular game (not UT2003) trying to make life tough on modders.
I'm looking for a push in the right direction as to where I can research the way all weapons are stored in memory. I didn't see anything like this on the wiki. I'm hoping the solution is as easy as finding a dynamic array somewhere and just adding and subtracting to it. I somehow doubt it will be that easy.
Last edited: