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Another SSP update, now with more PCP! KILL YOUR PARENTS!!!!!

Discussion in 'Beta Testing' started by EvilDrWong, Mar 29, 2004.

  1. EvilDrWong

    EvilDrWong Every line of code elevates you

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    Here's a quick cut and paste from the readme. It not only describes the single coolest mutator ever, but it will get you so amped up to play it you will seriously kick your mom straight in the FACE!

    So what does all this mean to you and me? Well, at this point in time it means that im attaching the most recent, most improved, and most exciting version of this mutator since creation! A full featured configuration menu has been added, so you can finally customize your species without having to dig through a gang of text just to make the Robots kill stuff in one shot! There are 31 abilities included in this version: 23 command abilities and 8 passive abilities! (Wait a minute, before there were 11 passive abilities... Yes, youre right. But quite a few of them flat out sucked ass, so Ive removed them while Im in the process of removing the suck)

    THATS RIGHT! There are more abilities than species! What this means is that YOU can pick and choose which ones go to who! Try em all out, lets see which ones suck the most, eh? :)

    But wait, we're not done yet! Player Classes Plus, a mutator based mostly on SSP has been included for your enjoyment! With this mutator, each team will be able to pick from a set of themed classes (Hellions, Skaarj, Mercenaries, for example) and therein lies the awesome! A gang of burley thunderdome type scavengers battling it out with futuristic robots, TO THE DEATH. Its so awesome I had to change my pants because I soiled them...
    TWICE

    There is a keybind to set though, just look in your Controls menu to find it. For anyone who doesnt want to do that the command is mutate SpeciesCommand just like the old versions. Also, now that PCP is in the mix, you might as well bind mutate ChangeClass to some button, so you can change classes

    Now, without further rambling... here it is! :)

    PS: Tell your mom I'm sorry that she got kicked in the face :(
     

    Attached Files:

    Last edited: Dec 6, 2004
  2. Postal

    Postal I apear to have lost my pin.

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    In UC each class has a starting weapon, perhaps something like that as an option.
     
  3. RegularX

    RegularX Master of Dagoth Lies

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    Great, next Wong will redo Riftwar in a mutator ... ;) If I can pull myself away from making weapon effects spawn on the left side of screen, I'll try to give this a whack.
     
  4. EvilDrWong

    EvilDrWong Every line of code elevates you

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    Someone requested a mute that displays "Frags Since Respawn"... so thats getting added... Any more ideas?
     
  5. Postal

    Postal I apear to have lost my pin.

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    How about bots get healed by the link gun alt, hey it works on vehicles?
     
  6. EvilDrWong

    EvilDrWong Every line of code elevates you

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    Just played a WHOLE CRAPLOAD of games with this mute. Im a bit partial, but noone seemed to mind the extra variety it added. I did find a couple problems though. A few minor AN's and a weird bug with the Dual AR ability in maps that the origin ( vect(0,0,0) ) is in the void... Will be fixed shortly.
     
    Last edited: Mar 30, 2004
  7. EvilDrWong

    EvilDrWong Every line of code elevates you

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    Ok, fixed a couple of the bugs. Dual assault rifles should spawn for you no matter which map you're in. I also changed the Gen Mo'Kai ability, they now regen 1 health a second.
     
    Last edited: Apr 4, 2004
  8. EvilDrWong

    EvilDrWong Every line of code elevates you

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    Another update. Added an effect to the Vampire ability, as well as tweaked the crap out of it. Increased the rate of health gain on it, but it's also limited in two ways:
    if the amount of health the player would receive is less than 2 points, it doesnt leech.
    Nightmare characters can no longer leech health from vehicles.

    Also, theres an option to enable 'per species weapons' which will spawn you with the weapon selected as the 'preferred' weapon for that species.

    And as an added bonus! I included a 'fixed' invasion gametype. Monsters can get their health leeched with the vampire ability now, and species damage output factors in against them finally. between round ammo-restocking works again too!
     
    Last edited: Apr 22, 2004
  9. jack9911

    jack9911 Keyser Soze

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    this gonna be fun for sure :-D
    *downloading**damn, download allready finished***installing**
     
  10. Azymn

    Azymn New Member

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    Great work DrWong, i love the spec stats mutator and have been waiting for someone to flesh it out like this.
     
  11. FyreBall Starr

    FyreBall Starr Xan's got nothing on this.

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    WTF!!!!
    NOONE TOLD ME SIR BRIZZ MADE A CUSTOMIZABLE SPECIES STATS MUTETOR!!!!!

    ULL ALL DIE FOR THIS!!!!!!!!!

    Can someone give me a link to Sir Brizzes CSS mutator

    P.S. Good work Wong
     
  12. EvilDrWong

    EvilDrWong Every line of code elevates you

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    No, which is why i made this :p Brizz hasnt ported it yet as far as i know.
    Config menu coming eventually. Dunno how long, dont really feel like screwing with GUI crap for a while :)
     
  13. Azymn

    Azymn New Member

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    DrWong,

    Beautiful job on the Mut - two problems i ran into.

    Because of the minimum of 2 damage leech, the minigun doesn't provide any health back to vampires when used on damage-reducing characters (like Juggernauts).

    Also, in Instagib (where species stats are far less useful), the Thorns ability of the Egyptians causes instakills back to anyone shooting an Egyptian, hehe.

    I had a thought on differentiating some of the other races: perhaps in addition to giving them DARs, you could slightly increase the rate of fire for Mercs/Hellions to also signify 'battle-readiness.'
     
  14. EvilDrWong

    EvilDrWong Every line of code elevates you

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    Ok... hmm... Ill have to mess with the math for the leeching i suppose. Yeah, i think i know how i can mess with it without causing huge trouble...

    And EGAD! Ok, ill have to screw with how it works in IG... Never really tested it out, thanks for bringing that to my attention :) Perhaps i can just disable the species abilities in IG, seeing as how none of them will mean much of anything :p Who needs to regen health when you die in one shot, or whats the point of negating the push of a weapon if it explodes you instantly? ;)

    Sadly though, i cant make any changes to fire rates due to some changes epic made to how weapons' firemodes are accessed... But, as a compromise, you got any ideas for 'on command' abilities for the races? Im thinking something like an offhand grenade for the merc/hellions... but aside from that, i dont have the slightest for the other races :p Maybe some sort of fake melee for the skaarj, where they play that slashing animation and do a bit of knockback or something...
     
  15. Azymn

    Azymn New Member

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    Yeah, disabling it for IG would be fine - the stats truly don't work with 1-shot kills.

    I'm also a coder, so i can totally appreciate how class structuring limits the possibilities.
    As far as other possible modifiers...perhaps a boosted ammo pickup, where picking up 10 rockets actually counts as 15.

    Offhand abilities - that would be cool.
    Mercs/Hellions: a grenade does sound cool.
    Skaarj: yeah, alot of people wanted to use those claws they all have - its a great idea.
    Gen Mo'Kai: Jump attack - landing on characters deals damage and knockback.
    Egyptian: Perhaps something like Apox Matrix moves, where you can crouch in midair and you can hold your position?
    Juggernaut: A ground slam that knocks others back in a radius around them.
    Robots: Self-destruct - deals damage to certain radius on death, like a shock combo or something.

    Just a few ideas, i'm not sure where you wanna take this.

    Oh, one question: what do the weapon preferences do exactly?
     
  16. EvilDrWong

    EvilDrWong Every line of code elevates you

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    if the weapon preferences arent doing anything, go into your UT2004/System folder and delete the xUpgraded.ini. I added that property in the last version and if you used the mutator before it wouldnt set the weapon prefs correctly.
     
  17. Azymn

    Azymn New Member

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    bAllowSpeciesWeapons=True
    is in the *.ini file - i think i've only gotten your most recent version.
    I'm just not sure what it does.
     
  18. EvilDrWong

    EvilDrWong Every line of code elevates you

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    If its enabled it should spawn you with a weapon based on your species. In those SavedSpeciesRecords variables, at the end should be the WeaponAffinity property. If its not working the problem might be that those properties are empty or missing... or that the latest version here is outdated by at least a month :p Ill post a new version.

    New to this version: Tweaked some stuff, hopefully fixed the oddness in IG. Added a new command "Mutate SpeciesCommand" only used for Merc/Hellions now. Yes! Offhand grenades! General tweakage all around. Suggest erasing any xUpgraded.ini if youve got one to let the updated species stats/ability lists take effect. Still no GUI, coming some day. Working on new OnCommand abilities atm.
     
    Last edited: Apr 24, 2004
  19. EvilDrWong

    EvilDrWong Every line of code elevates you

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    Another update. Fixed some weird aiming issues with the grenades. Now they should hit what youre aiming at. Also, i gave the Gen Mo'Kai a halo styled sticky plasma grenade. Its green though, because in the unreal universe plasma is green.
    Again, you need to bind mutate SpeciesCommand to a button... i suggest F or Q ;) None of the other races have 'on command' abilities yet, but ive cooked up a couple ideas.
     
    Last edited: Apr 26, 2004
  20. Azymn

    Azymn New Member

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    Sounds cool, unfortunately the attachment didn't post correctly.
     

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