geogob said:
You got that wrong Beppo. My intial idea was NOT to ask you or sentry studios to do this. It was to get another team to work on this. You should not have read it like "beppo, please fix that and that for us" but rather "Beppo, can we please fix that and that..."
I'm sorry to see that you did not see it that way. I quite willing myself to get into the code and find solutions myself. It's what I did with RealTargets and i don't mind doing it again.
Then I would like to raise another question. Is there a point where there can be too many mutators needed/available for a game?
No need to be sorry geo... you were not meant at all.
To the mutator question... from a practical standpoint...
no problem with using a hundred mutators if they are done in a way that they do not work against each other. This can already be the case for two mutators, so the actual number is no factor here. It all lies in the hands of the coders of these mutators if they can work together or not.
For weapon additions and stuff like that we have a system in place that - if properly used - will have no problems with other mutators at all. As said, just depends on who codes the stuff and actually how the stuff is coded.
To the UTPG for Inf...
why do you guys need to change the base player class? And why do you guys need to change the base class then all differently? Why do you guys not write a new base class that you guys then develop further and further and all your additional mutators then use the SAME new player base class for example? I guess you guys do communicate and so you guys would be able to coordinate this too. And this without the need to change the original player base class for example.
The BonusPack features a 'new' weapon base class for example that has all the needed fixes to get the HUD icons to show up etc. It has a new playervoice base class to fix the problem with one voice message. It has a new equipment menu that allows you guys to add your stuff to it. All bonus weapons are subclasses of the new base weapon class aso aso.
So it has several new base classes, and this all added by a mutator package. If you guys want to use these new base classes, then you will have all the fixes included too already without the need to code these fixes into your codes too.
So, what I'm trying to say is that noone needs to change the base classes at all. You guys can agree on a new base class that all of you then use in your additional packages. You guys mod a mod and if you guys form up a team, then you guys start almost at the same level than we did at the time we developed our base classes on top of the original UT ones. And your problem of having mutator conflicts is no longer a problem cause you would start to use a new base from that point on and would be able to change and adjust this new base at any time you want.
So, now tell me why should we, SentryStudios, change our base classes if you guys can do it too (edit: with your own base classes). It's not exactly the same but it's almost as if all modders out there would ask Epic to implement this and that feature to their base classes so that all mods out there can work this or that way.
Use INF as your base that you start modding on and you are the only one that gives you limits.