PSYTEX vs. MagCheck

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[5thSFG]Mitchell

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Jul 17, 2008
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As Snakeye suggested, I'm opening a dedicated thread to this amazing problem.
Here it goes: when using PSYTEX MOD, if I use INFMOD MagCheck at the same time, things won't go smootly, because the AKMSU goes missing and there is no way to use it.

So I removed the INFMOD MagCheck (by erasing the files from the UT\System folder), but still the action can be performed, and the AKMSU remains missing.
The version of MagCheck installed was/is the Beta4, and I was hoping that installing the B7 would have fixed the problem. But there was nothing more wrong.

The problems already start with the files themselves, because they have different names, thus they don't get overwritten when placing the new ones into the System folder...

More than calling an exorcist, who is already on his way BTW, whatelse can I do?
 

[5thSFG]Mitchell

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Jul 17, 2008
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the Exorcist did his job well, at least concerning the removal of the B4 curse. :D
About "why/how B7 works", well here I ask this to you.
Sure, it is written that I should hold the "use buttom" and press the fire-mode button, and I tried it, but without success.
 

Snakeye

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[5thSFG]Mitchell;2172894 said:
Sure, it is written that I should hold the "use buttom" and press the fire-mode button, and I tried it, but without success.
Man, better you never sign up as beta tester. The key is to provide as much information on the problem you found/have as possible. You tried with which weapons? Which other mutators? have you tried disabling ALL other mutators to check if MagCheck itself works? Does it work in normal Inf?

I tried MagCheck that weekend and it worked fine (in normal Inf, all weapon mutators plus MicroBulk active), will check Psytex and MagCheck this evening (back at work after a week of holiday :(). But to be honest I'm starting to think there might be somethign wrong with your Inf install..
 

[5thSFG]Mitchell

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Jul 17, 2008
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In other forums (linked to other games) I've reported several problems/bugs, but there there was a specific form to fill, so it was pretty easy to do, while here I've seen nothing like that.
Anyway, since I did not mention anything specific, you should assume that I tested it with most of weapon, including of course the original ones (SIG551, FAMAS, MP5/40, P90 and AKMSU speaking about rifles/smg, for guns I tried with SOCOM, DE XIX, 5-7) with the new ones too, like the AKs74u.

The Mutators I'm using are the same ones listed in another topic (IIRC, the PSYTEX one), adding of course the M96+M98 one, the AKs74u and new MagCheck (instead of the old one).
 

Carpetsmoker

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You *STILL* haven't told us if the packages are present in the UnrealTournament/PsyTex/System folder ...

In other forums (linked to other games) I've reported several problems/bugs, but there there was a specific form to fill, so it was pretty easy to do, while here I've seen nothing like that.

Please don't blame us for your stupidity.
 

[5thSFG]Mitchell

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Jul 17, 2008
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you're the only who see offense in my words, Carpetsmoker.

and what do you mean by "packages"? the files inside, maybe? where did you mention that earlier?

I will try to answer to your question assuming that you're talking about the files inside UT\PSYTEX\System, check the pic below:

http://img181.imageshack.us/img181/8620/systemutyi8.png


@Snakeye: no, I haven't tested it without mods, I'll take a look at that. :)
 

Snakeye

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Please don't blame us for your stupidity.
Easy, we want to keep the usual 'friendly' Inf Forums tone, don't we ;)

[5thSFG]Mitchell;2172926 said:
In other forums (linked to other games) I've reported several problems/bugs, but there there was a specific form to fill, so it was pretty easy to do, while here I've seen nothing like that.
Well, Inf Forums ain't other forums, and instead of cold and depersonalizing forms you have friendly and helpful locals (just like in Deliverence and Wolfs Creek :D).

That said I'd like to point out, that MagCheck B7 does work on my system both with and without Psytex - and to add I was in error when assuming it had to be in UT\Psytex\System, it's sufficient if it's in UT\System (since this folder is referenced to in the infiltration_psytex.ini) - which leads to the question why the mutators from there are copied to UT\Psytex\System, but I digress..

In any case have you yet tried to run only with MagCheck? Also could you perhaps provide a link to the yurch mutators you use (bulletflightsounds); I don't have them and I guess they could alter weapons..
 

[5thSFG]Mitchell

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Jul 17, 2008
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about those yurch files... I'm not sure if I found them in INF 2.9 CE or I downloaded them from the Mutators page... I'll go and take a look. ;)

EDIT: I don't have them as spare file, but I found there is a "Bonus Pack", which could be another reasonable source...

About the INF MagCheck, I'll test it very ASAP (I can probably do it by now if I have time).

EDIT2: the INF MagCheck used all alone works, although it was not so easy, because the game didn't record that I changed mutators list, so I had to find a workaround.
Oh, curiously, it does NOT work with the M249, both if using STANAG mag or ammo box.
 
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Snakeye

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[5thSFG]Mitchell;2172981 said:
EDIT2: the INF MagCheck used all alone works, although it was not so easy, because the game didn't record that I changed mutators list, so I had to find a workaround.
Oh, curiously, it does NOT work with the M249, both if using STANAG mag or ammo box.
Well, next step would be to add one mutator at a time and see what changes. You can shorten things up a bit by adding any of my muties, the weapon pack (only AKMSU shouldn't work anymore), M60, C7, Bonus Weapons, XM8, M3S90, ReportDirection, AimView and bandage mutator in one step, since I use them usually and they don't fuck up - and if they do on your system you have the possibe culprits at least reduced to those listed.

If you achieve to add all your previously used mutators without the problems you had, you might have run into some load-order dependency (I hate those feaks!) and in this case I'd write down the working (and non-working) order of mutators somewhere. The earlier to know how it works and the latter to post here and see if other people can reproduce it.

EDit: Goddamit, I forgot to actually say somethig to the quote: M249 is not suppoted by MagCheck B7
 
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[5thSFG]Mitchell

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Jul 17, 2008
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Edit: I forgot to actually say somethig to the quote: M249 is not suppoted by MagCheck B7

Pretty interesting to note that B4 supported it... :rolleyes:

about all other mutators, I'll try to find the one which contrasts with INF MagCheck.


*personal remind: ask to B7 creator why he made such a complicate way to use this mutator in game*
 

[5thSFG]Mitchell

unexpected guest
Jul 17, 2008
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after visiting the shooting range and plinking for a while, here it is what I've found so far:
the INF MagCheck B7 works (in sense it makes no conflict) with original weapons and new added, but with these ones, mostly it won't work (so you can't know how many bullets are left).

Works with (tested right now): M16A2, SIG551, FA-MAS, MP5/40, RC50, P90, SOCOM, M9, 5-7;
Works as well with: 1911, G36

Does NOT work with: M16A4, AKMSU, AKs74u, AK47, M249, M60, XM8, HK69, VSS, M3S90, M96, MAG-7, M14

As you can see, I did not test with all weapons, but with most of them.
I believe then it won't work as well with M4A1, M4 RO979, UDAR, G3 and C7.