UT 2k3/2k4 RainbowSix mute would like some testers

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Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
228
0
0
Metro Detroit, Michigan
Deployable Missile Shield & suppressing rounds...

Here's my latest proof-of-concept, a deployable ballistic missile shield. See the image for more as the illustrations make everything pretty plain.

Now, if this item isn't something that's coded in for players/bots to carry and use, that's fine. My MAIN intention behind this was to have these randomly spawned allover the place in any map and in a variety of combinations (tighter areas=fewer linked shield units), just so that there are more tactical/terrain options available for all involved.

2d91sfs.jpg



I've been thinking about how if an invisible suppression-penalty round is attached to the last round in a burst (every third round) how that might not be such a good idea. Here's why: since the third round from a burst is always the most inaccurate, that would mean a good deal of suppression-penalties that SHOULD be applied are going to end up flying up into ceilings and what have you. It would probably be much wiser to apply the penalties to the FIRST round in each burst (that is, the first out of EVERY three rounds). This makes much more sense, as it is far more likely that the round that buzzes by the closest is the one that's going to be the most unnerving, right?

Also, shouldn't suppression-penalty effects also be assigned to all grenades types (minus smoke), rockets, etc.? Y'know, everything but the pocketknife! :lol:

Good night!
Kyle
Nov. 15, 2009
:)
 

Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
228
0
0
Metro Detroit, Michigan
Team skins not assigning, bug w. 3rd person view...

Made 20 min. to play tonight. Found a couple of items worth mentioning (although I can't recall if I already mentioned the team skin issue before).

(1) Team skins are not being consistently applied to all of a team's bots. They're showing up with their own camos, and it confuses the environment in spite of the great big letters floating above their heads. If possible, it'd be far more useful to have teammates spawn with the correct skin consistently.

(2) If one mantles an object, the camera automatically switches to 3rd person view, which is fine (I wouldn't change it unless you're planning on supplying elaborate/accurate 1st person view animations down the road), but, if one's sprinting while the 3rd person view is playing, one becomes "locked" into that view till the perspective key is touched.

(3) If it's possible, please supply an option to disable fellow teammates' names from floating above their bodies. More often than not I find that the text obscures what one can see, and ends up getting me killed and/or killing a friendly who is in the distance and the bots' names in front of me is keeping me from being able to clearly discern what's going on.

Now time to snore.

Yours,
Kyle
Nov. 17, 2009
:)
 

Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
228
0
0
Metro Detroit, Michigan
Maps that are cold &/or wintery; a thank you of sorts!

Meow,

Took a couple of hours to go through the maps that I have available to my setup. I noted which ones were cold and/or wintery, and compiled a list for you, as I noted that in the past you made mention that you finished generating the code that will produce a "cold breath" from the avatar's/bots' faces if they're operating in an environment suitable to produce the effect. The last I heard, it sounded like you were going to provide an .ini file so that it'll be easy for players to add maps to the list. Here's my list; please feel free to integrate them into your next release.

Cold & Wintery Maps:
BR-Bifrost
BR-IceFields
BR-Slaughterhouse (MAYBE: has a mix of warm & cool)
CTF-1on1-Joust
CTF-AbsoluteZero
CTF-DoubleDammage
CTF-TwinTombs
DM-2019-XS-2006
DM-Aeris
DM-Aristorcracy2004
DM-Azure2k6_v2
DM-Blizz
DM-Coldcity
DM-Comet
DM-Flux2
DM-Gestalt
DM-Fortress of Insanity
DM-Gualharda
DM-HMSstormwitch
DM-Icetomb
DM-Injector
DM-Insidious
DM-Oceanic
DM-Rankin
DM-WarmBody
DM-WarmerBody
DM-cRO_BaksanValley
DM-cRO_Barashka
DM-cRO_Berlin
DM-cRO_DieWalkure
DM-cRO_IronAnnie_SO
DM-cRO_Kalinin
DM-cRO_Karlovka
DM-cRO_Kharkov
DM-cRO_KorsunAirfield_SO
DM-cRO_RedGodOfWar
DM-cRO_Rueckzug_SO
DM-cRO_Sevastopol
DM-cRO_Spartakovka
DM-cRO_StalingradKessel
DM-cRO_Warsaw
DM-Ym_Insomnia_rev2
+ONS-ArcticStronghold
+ONS-ArcticStronghold (Bonus Vehicles)
+ONS-ArcticStrnghole AND all Link node variants (how are THEY named?)
+ONS-FrostBite
+ONS-FrostBite (Bonus Vehicles)
+ONS-FrostBite AND all Link node variants (how are THEY named?)
+ONS-SpiffingradSE-TSE


As you can see, a handful of them have notes next to them. I noticed that the Onslaught maps have a "+" when the map-title's displayed, but these maps do not have a "+" in front of their names in UT2004's "Map" directory. Also, I noticed that a number of Onslaught maps allow a variety of node settings to be selected; I have no idea how these maps may be titled.

Hope this helps save you some time. On this Thanksgiving, I'm grateful for all that you've done thus far, and continue to do.

Happy Thanksgiving everyone!

Now, I'm off to dig up 9 chairs for the family and friends who are on their way to our home. Mmm-mmm, good!

Kyle
:)
Nov. 26, 2009
 

Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
228
0
0
Metro Detroit, Michigan
End-of-round-camera-position, deploying firearm...

Have a bit of a breather to reflect on a little play testing I did last night.

First, is there any chance of moving the end-of-round-camera-position further back away from the player's avatar? It's not uncommon to be able to get a few decent screenshots at the end, but that's very challenging to do with how close the "camera" is at the end of the round.

Second, near the "end" of Infiltration's golden era, there was a mutator that was created that allowed the player to "brace/stick" their submachinegun-and-bigger firearms to the sides of edges and to the tops of items to gain support on one's weapon so it's more steady, resulting in less recoil and a tighter zone that one's rounds would spread in. I can't recall the name of it now, but it was something like "deploy weapon," and it was a very warmly received mutator that not only was believable but very, VERY useful. It allowed the player a limited degree of vector aiming around a "fixed" point; that said, too much movement would "unstick" the weapon and it'd begin to behave normally. I miss it, and I'm confident that it'd fit right in with YARM.

I find myself (surprisingly since I strongly dislike CoD MW) returning to the Call of Duty mutator more frequently than the others. It might be because of its range of options. I find this mutator even more enjoyable when I have the "no skills" option activated as that sets one health only to 30. For some reason, I find that it plays out more "realistically" this way than the other muts, but maybe that's just me. I find myself wishing, though, that the CoD mut allowed us to assign team skins, and to have other options available to us that are found in YARM's other muts. This is a challenging to express, as there's a lot to juggle when considering what one YARM mut offers over another. I'll think on it more, and hopefully be able to better express what it is that's gnawing at the edges of my consciousness. Pretty "cosmic" for a Thanksgiving, eh? ;)
 

meowcat

take a chance
Jun 7, 2001
803
3
18
Hi Kyle,
Hope you had a great Thanksgiving!

1. TeamSkin Bug: I played around with Team Selected skins the other day and finally had that happen as well. I'm looking into it and will fix it for the next release.
2. I have the mantle code set to keep you in the first person view now because I finally got the "RootMotion" Physics working in UT2k4 (Where the player's collision cylinder follows the movement of the root bone of the model during animations).
3. I should be able to add an option (if its not already in UT) to remove the team beacons above team mates heads.
4. I will add the snow maps to the list.
5. You can disable the "near" camera setting by changing a variable in the yarmConfig.ini file under yarmPlayer secction (set bFPDeathView to false).
6. I might be able to create the weapon deploy option, I will have to take a look out how it worked in the mutator.
7. I could probably add the Team Camo Options to code for the CoDMW mutator (though some of the player models and textures are not really set up for it). No promises, but I'll give it a shot.
 

Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
228
0
0
Metro Detroit, Michigan
Easier means of selecting gear...DeathView not working...

Meow,

Happy to hear that you're doing well. :)

I altered the setting to get bFPDeathView to not be the "zoomed in" version YARM has by default, and it didn't work for me. Not yet anyway. ;)

I meant to mention this in the last posting, but forgot. Put this suggestion at the very bottom of your To Do list, but if it's not too much trouble, do you think that there's a way to setup the user interface when selecting gear/class/whatnot so that if you click on a variable's window, that the menu list will drop down from there and one will be able to scroll through the options? Using the tiny Up and Down arrows is sort of a pain in the behind.

Onto a more serious concern: I've played through the firearms a number of times, and I keep coming back to the M16A4's; I've been trying to master it, but have come to the conclusion that the problem might be with the weapon itself. Firing in burst mode at close range frequently does not drop the enemy, and this is with the option that sets our health to "30" turned on. If I'm not mistaken, isn't the M16's 5.56 round slightly larger than the AK107's? Yet I'm able to use the AK with far more success than the M16. Perhaps this is due to my constantly playing with the AK set to "full auto."

If the damage settings are believable and accurate, then the problem's with me, and what I desire to get out of a weapon in regards to performance. If this be the case, then please make me a SCAR or M4A1 ! ;)

It's a good thing I'm not sounding selfish, eh? :lol:
I'm blaming it on the turkey, that's my story and I'm stickin' to it.

A 5.56er with full auto would open up a whole new world, just like in Aladdin.

And "Yes," that pun was intentional. And free of charge. Aren't you glad I didn't charge for it?

:)
 
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meowcat

take a chance
Jun 7, 2001
803
3
18
@ RastaKoueR: This mod is for UT2k4, not UT3. All you need to do is extract the files from the zip file to your UT2004 directory (typically C:\UT2004), since the individual files are already pathed to go to the correct folders.

@ KyleK: The G36 is already fullauto. I may update the CAR15 for this release, but if I do I will probably convert it to a integrally suppressed version with a modified triangular handguard. Also, I fixed the menu drop down thing for all of the in game selection menus (thankfully an easy code fix), now all you do is click on the box to drop the menu down.

I intend to kick out an update this weekend (probably Sunday) that:
a. has one or two new weapons (Katana, M14, fixed Kabar model etc)
b. a few new player camos
c. a bunch of bug fixes
d. clientside hit effects (no lag for bullet hit effects on owning client's computers waiting for server to update hitlocation info)
e. random cover generated for the Domination Control Point gametype
f. the weapon fire mode (Burst, Full Auto, Semi-Auto) is shown on the HUD
g. being low on Stamina (after having sprinted for a while) is shown on the HUD by a darkening around the edges of the screen

We'll see though, if I'm not happy with its online/LAN performance I may need to hold off a bit longer until I fix any bugs.
 
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-RoMe-infers

New Member
Nov 12, 2003
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Ok ill try ang give you feedback











*Socialism: What's mine is yours. If you need it.
*Capitalism: What's yours is mine, whether you like it or not, so gimme your ****in house.
 
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meowcat

take a chance
Jun 7, 2001
803
3
18
Ok ill try ang give you feedback

*Socialism: What's mine is yours. If you need it.
*Capitalism: What's yours is mine, whether you like it or not, so gimme your ****in house.
I don't completely disagree about capitalism (banks are parasites in my opinion even if they do provide a service of meeting savings with investment). I'm not sure where you're from or how old you are, but I've got a number of relatives and friends (8+) who experienced socialism first hand in Chile during Allende's presidency (not to mention the military dictatorship of Pinochet that followed) that would beg to differ that "giving" your private property to others is voluntary (never mind having to flee the country because of your political or religious beliefs). Although I will clarify that I understand "socialism" may mean different things to different people based on which country & background they happen to be from. That's all I have to say about that.

Anyways, I look forward to any feedback you have about YARM :) If you post something tomorrow I may be able to add it in to the next release.
 
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Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
228
0
0
Metro Detroit, Michigan
Knife firing state=thrown, player adjustable settings in Read Me...

I've been meaning to state that I accidentally stumbled upon how the knife's positioning is adjusted when the firing state is altered. I chuckled when I saw that. You're a clever fellow there, Meow. Neat effect visually; does it do anything gameplay-wise (I'm assuming "No," but am happy to be proven otherwise).

Maybe (if it's not too time consuming) in the next release, when the knife's firing state is adjusted, it can be switched from the already-present slashing/stabbing attack to one that the blade can be thrown (something that I've seen done in CoD MW2 videos).

One more thing...

In the Read Me for the next release, could you supply a comprehensive list of the settings that the player can adjust, and give more specifics as to what they do?

I'm confident that this would reduce confusion and save time from potential future inquiries and/or having to comb through the threads to locate such details.

I am so eager to see the missile crates defensive positions in action.

Good night!
 
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Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
228
0
0
Metro Detroit, Michigan
Bot information needed for specific assignments...

Meow,

LAST post for tonight--promise! :lol:

Bots...

I'd like to be able to assign specific bots to teams, but they don't show up on the selection screen.

I'm assuming that this is due to YARM's bots being assigned to default ones, so what I'm looking for, if it applies, is the Rosetta Stone that shows that default-UT2K4-bot-"X"=YARM-mod-bot-"Y". For example, selecting the default "Malcolm" UT2K4 bot will spawn the "SAS Boonie" bot in the YARM CoD match.

Also, do the YARM-bots' assignments stay the same REGARDLESS of which YARM mod is being played? For example, if I select the default "Malcolm" will I spawn the "SAS Boonie" bot in YARM CoD, but will result with my getting a "SAS Balaclava" bot in the YARM Infiltration mod?

Are the YARM bots setup to prefer certain weapons, to spawn with a specific CLASS, and if so, is there a list that we could be supplied with so that files could be altered accordingly.

If I wanted a bot to spawn with a certain weapon and class characteristics, is that something easily assignable via an .ini file, or...? If they're not assignable and if they're not randomly assigned, then could you please supply a list of which bot does/carries what?

Are YARM's bots compatible with JaFO's bot manager mod or any other similar mod that you know of? Found here: http://download.cnet.com/Unreal-Tournament-2004-JaFOs-Bot-Manager/3000-7441_4-10298924.html

It'd be kind of neat to be able to have one's entire team spawn with identical camo, and maybe be equipped with suppressed weapons, and the enemy bots could be assigned different clothing and weaponry as well...

If this information is providable, then I'd seriously consider including it with the next update.

Snore!
Kyle
Dec. 5, 2009
;)
 
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-RoMe-infers

New Member
Nov 12, 2003
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I tried it, but i'm a bit lost as to what mutators to enabled. I tried the INF2.7 mut, played on a generic UT2004 map with Yarm domination gamemode. It was fun but i could not have freeaim.... :(. And the speed of my avatar was vanilla UT. Not really Inf style.
That said, Im really impressed by the amount of cool features you put in it. But im sure i didnt see them all..

The idea of a small guide that explain what mutators to enable and what settings to set is a very good idea. And what map to play on, or where to download them. ( i really dont know UT2k4). If you do it i can translate it in french if you want Meow. (yes i'm french.. ;) )


OT@Meow: "Although I will clarify that I understand "socialism" may mean different things to different people based on which country & background they happen to be from." I perfectly agree with you on this one. As i am french, we are now use to call "socialism" what is in fact a light system of solidarity, being health insurance or unemployment. I 'm not against freemarket at all, but i think key area in a society like health, 'house' (dunno the real english term),unemployment, HAS to be structured around a solidarity system in case you one day need help. For all the rest, the less state the better.

I'm 27 and working in Documentary filmmaking. When i first begin, it was so hard to earn some money. You can't imagine how unemployment solidarity (400$/month) saved my ass from being expelled from my house (1000$/month in my ****in expensive born city: paris). This situation lasted a year and a half, small jobs and solidarity help. Now i work a lot and make a good living, and i pay my 30-45%tax gladly, knowing that it helps people like me. I am really enthusastic about this system. Even if it means more taxes.
 
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meowcat

take a chance
Jun 7, 2001
803
3
18
@RastaKoueR: To start off with, tryout the YARM Weapons mutator only and make sure to use the "Configure" button to adjust the mutator settings (the little "Help Hints" that appear above each option explain what each setting does. Also, YARM (when using YARM players in any of the YARM mutators), is not compatible with other mutators that replace the pawn class, so if you are running the default player speed, another mutator may be interfering. Freeaim can be turned on using the console command "ToggleFreeAim" (other console commands are lsited in the YARM128_ReadMe file).

The YARM readme file that will be out with the next release is much much easier to read/use in my opinion. The current one does explain the included mutators though and what settings/keybindings need to be made.

As for maps, there aren't many that are scaled well to slower paced movement. I made my own (from scratch) recreations of some of my favorite maps from other games to include Halo 2's Zanzibar, Halo 3's Ghost Town, and two other maps of my own design DM-YM-Insomnia and CTF-YM-Shoreline. They can be found here. I have a few converted GoldenEye64 maps that I will repost that work pretty well too. I still habe a couple of other remakes that I want to create as well, but that may take a while.

@ KyleK
a) Throwing knife (or rather switching to) won't be done anytime soon (need to completely redo animations and skeleton to include joints in the fingers).
b) I sent you an email with the updated Readme file (hopefully a bit easier to use), I'm game for any suggestions you have for it :)
c) The INF bot/loadout thing is very interesting. I've done some looking into the UT2k4 bot code. I like the idea a lot, but its gonna take some time to do cleanly. I'll add it to the hitlist though. Currently, the bot camouflage and weapon choice is randomly set by the mutator (all of them,) when the bot is spawned.
 
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Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
Houaaahhh, it seems the next release will be loaded with new features! Just hope the updated CAR-15 comes with an aimpoint M68CCO (along with the suppressor... and why not a SOCOOM camouflaged one? ;D
600px-Car15bd.jpg


The katana is going to be vicious... keep up the great work! =D
 
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Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
Corporal_Lib,

I like how you think.

Because you think like me.

That means you're super intelligent.

And most certainly almost as good looking as I.

;)

Yes indeed, I´m a quite good looking
OQAAADuQq1Yi7x1MPIn3yKBhYNoeP5O_zAjR3UeLEqR3Qq44VwEZB_PhkYD8fRVcXnmZsO4wd1p4LSmNOLoZ795L2hIAm1T1ULougJNsk5S5oV5h7xgc9LB8o3Ju.jpg
, intelligent and talented person, who can hand-draw
OgAAABzGhnYWa4lBQCn-I6urS2p_KORis6mtyDeTBLTX_laXKvJYaP-wSTqZ1hgWfihh2lpJ4la3i-O8kn0p7G-6YksAm1T1UIC8wrdiqWbZUmm_WZgcAqDHpDQD.jpg
OgAAAInLCZuNl17874bED4yK-oC2X41Ab4dcx4ufgGSVyQwmPYxlZD8swPBXnppiPOni79oIhmxoH0L-SapOt7MkA9YAm1T1UF4RbJgbNYOqkgbnjylODGO2CusZ.jpg
just as good as you lol ;D

Meowcat, so when can we, approximatedly, expect this awesome next release? (don´t come with "when it´s done", we deserve a rough date) ;)

Edit: I was just kidding, a little demanding like Kyle, but my wife "stormmed" into the room, with that sleepy but angry look of "get back to bed or sleep on the couch" so I couldn´t finish this post properly... sorry for the misunderstood lol
 
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meowcat

take a chance
Jun 7, 2001
803
3
18
We'll see how motivated I am tomorrow (Saturday) to fix the CAR-15 model and release this next rev. I may not have a true "M68CCO" modeled, but I will probably have an adjusted/tweaked version of the ARB Rifle Scope with the aimpoint style red dot ready. Time for sleep now.
 

Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
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