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

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Silver_Ibex

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Feb 27, 2001
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@ Corporal_Lib [BR]: There is a test map and .u file included in the zip :)

I stopped work on it since YARM vehicle physics are better in the 2k4 engine, and now with YARM having free aim and Inf 2.75 style guns, I have been playing YARM and waiting till the Ground Branch sim comes out :D
 
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Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
@ Corporal_Lib [BR]: There is a test map and .u file included in the zip :)

I stopped work on it since YARM vehicle physics are better in the 2k4 engine, and now with YARM having free aim and Inf 2.75 style guns, I have been playing YARM and waiting till the Ground Branch sim comes out :D

Yeah..I know what you mean (I didn´t dropped INF yet due to COOP fun, which didn´t worked out with UT2K4 sp maps, but YARM and GE is DA BOMB =D) and I´ve tried it yesterday: that humvee has the same "stuck bug" than the U2 vehicles (the INF pawn doesn´t leaves the vehicle) and I can´t load your test map due to lack of Lodmesh Infiltration UT.50 shell (does it have something to do with your INF2.75 packages???) but it´s nice and would save a great deal of slow walking in unreal maps... I still hope some of the active coders finish your job! ;D
 

Silver_Ibex

Member
Feb 27, 2001
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@ meowcat: I am really liking the DM-Shipment map, good visuals and gameplay :cool::tup:

Notes and an error report
· The empty shell particle spawner needs to add characters velocity to spawning shells, so when strafing right and firing they don’t fly through the weapon out the left side.
· Strange bug, on all maps the armor pickups don’t appear/show a mesh till they are picked up and respawn.
· IMHO YARM needs a “Stance up” and a “Stance down” keys (like Raven Shield).


And I ran into this error during a rather intense CQB at the crossroads between the center shipping containers of DM-Shipment.

Code:
UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD Unknown processor @ 1593 MHz with 638MB RAM
Video: ATI RADEON XPRESS 200M (6539)

General protection fault!

History: AActor::ProcessState <- Object xBot DM-YM-Shipment.xBot, Old State State UnrealGame.Bot.TacticalMove, New State State UnrealGame.Bot.Roaming <- AController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Shipment <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
 

Silver_Ibex

Member
Feb 27, 2001
654
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@ meowcat: I have been working on a way to give static iron sights a little “life”, so far I have tried adding a constant rotation amount to drift the rotation, so the front and back sights are not 100% always centered.

The code is crude and really could be improved upon.

The added rotation effect IMHO makes the sights feel a little less like a 2D pic and more like the 3D mesh they are.

One problem with the code is that on multicore processors it runs too fast, as if the character has drunk to much caffeine. Needs a timer added.

Example class

Code:
//=============================================================================
// 
//=============================================================================
class AssaultRifle_inf extends AssaultRifle_yarm;

var        float RotYawScale, YawGoalScale, RotPitchScale, PitchGoalScale;
var        float SightDrift;

// edited temporarily to allow better placing of the weapons by using the editactor command realtime in game
simulated event RenderOverlays( Canvas Canvas ){
    local int m;
    local float dt;
    local vector NewScale3D;
    local rotator CenteredRotation, NewRotation, FinalRotation;

	//local float PawnWalkSpeed;

    if (Instigator == None)
        return;

//----------------------------------------------------------------
// added back from AssaultRifle_yarm
//----------------------------------------------------------------
    if(bAimMode && bUseScopeView){
    	Canvas.Style = 255;
	    Canvas.SetDrawColor (255, 255, 255, 255);
	    Canvas.SetPos(0,0);
	    if(bScopeEffect)Canvas.DrawTile( ScopeEffectTex, Canvas.SizeX, Canvas.SizeY, 0.0, 0.0, ScopeTexSize, ScopeTexSize );
	    Canvas.DrawTile( ScopeTex, Canvas.SizeX, Canvas.SizeY, 0.0, 0.0, ScopeTexSize, ScopeTexSize );
    }
//----------------------------------------------------------------


	if ( Instigator.Controller != None )
		Hand = Instigator.Controller.Handedness;

    if ((Hand < -1.0) || (Hand > 1.0))
        return;

    // smoothly transition aiming
    if(AimOffScale != AimOffDesScale){
        dt=level.timeseconds-LastAimTime;
        if(AimOffScale > AimOffDesScale){
             AimOffScale = FClamp(AimOffScale-4*dt, AimOffDesScale, 1.0);
        }
	else{
             AimOffScale = FClamp(AimOffScale+4*dt, 0,AimOffDesScale);
        }
        if (abs(AimOffScale-AimOffDesScale)< 0.05) AimOffScale = AimOffDesScale;
    }
    LastAimTime=level.timeseconds;//must be out here in order to catch the last aimtime

    // draw muzzleflashes/smoke for all fire modes so idle state won't
    // cause emitters to just disappear
    //Canvas.DrawActor(None, false, true); // amb: Clear the z-buffer here

    for (m = 0; m < NUM_FIRE_MODES; m++){
        if (FireMode[m] != None){
            FireMode[m].DrawMuzzleFlash(Canvas);
        }
    }
    if ( Hand != RenderedHand )
    {
		newScale3D = Default.DrawScale3D;
		if ( Hand != 0 )
			newScale3D.Y *= Hand;
		SetDrawScale3D(newScale3D);
		if ( Hand == 0 )
		{
			PlayerViewPivot.Roll = Default.PlayerViewPivot.Roll;
			PlayerViewPivot.Yaw = Default.PlayerViewPivot.Yaw;
		}
		else
		{
			PlayerViewPivot.Roll = Default.PlayerViewPivot.Roll * Hand;
			PlayerViewPivot.Yaw = Default.PlayerViewPivot.Yaw * Hand;
		}
		RenderedHand = Hand;
    }
	//if ( class'PlayerController'.Default.bSmallWeapons || Level.bClassicView )
	//	PlayerViewOffset = SmallViewOffset;
	if(default.AimMethod==2) //still needs work  // || VSize(Instigator.velocity) > 80.0
	     AimDiff = (AimOffsetScale*HighAimOffset) - Default.PlayerViewOffset;
    else if(default.AimMethod==1)
	     AimDiff = (AimOffsetScale*IronAimOffset) - Default.PlayerViewOffset;
    //else
	PlayerViewOffset = Default.PlayerViewOffset + AimOffScale*AimDiff;

	if ( Hand == 0 )
		PlayerViewOffset.Y = CenteredOffsetY;
	else
		PlayerViewOffset.Y *= Hand;

//this sets the mesh location
    SetLocation( Instigator.Location + Instigator.CalcDrawOffset(self) );


    // ROTATION
    NewRotation = Instigator.GetViewRotation();
    // Add some rotation leading
	//FinalRotation.Yaw = LeadRot(NewRotation.Yaw & 65535, LastRotation.Yaw & 65535, MaxYawLag, 0);
	//FinalRotation.Pitch = LeadRot(NewRotation.Pitch & 65535, LastRotation.Pitch & 65535, MaxPitchLag, 1);

//--------------------------------------------------------------
//Ibex added sight drift code 1/13/2009
//--------------------------------------------------------------

/*
//This bit is commented out since rate of drift was constant, the large ones were 
//always to slow and small ones always to fast.
//So just go with 100 for now till a less crude method for drift is found. 

	if(Instigator.IsHumanControlled())
	{

		if (bAimMode || bHighAimMode)
		{
		PawnWalkSpeed = ((Instigator.GroundSpeed * Instigator.WalkingPct) +1);

		//============================================================
		// set the current SightDrift depending on stance and movment
		//============================================================

		//would be nice for when not in bAimMode to have a large drift amount
		//unfortunately higher numbers like 4000 do nothing noticeable???
		//if (!bAimMode) SightDrift = 300;

		//else SightDrift = 200;
		

    			if(yarmPawn(Instigator)!=none && yarmPawn(Instigator).bIsProne && Vsize(Instigator.Velocity) <= 0 ){
         			SightDrift = 50;
				//DriftRate=Low;
			}else if ( instigator.bIsCrouched && Vsize(Instigator.Velocity) <= 0 ){
				SightDrift = 75;
				//DriftRate=medium;
			}else if ( Vsize(Instigator.Velocity) <= (PawnWalkSpeed/2) ){
				SightDrift = 100;
				//DriftRate=fast;
			}else{ 
				SightDrift = 125;
				//DriftRate=fast;
			}
		//============================================================
		}
	}
*/

//crude rotation updating method, must be a better way to do this with more 
//controll over the speed rate and drift amount.
 
//This is where the sights get a little constant random rotation added to them, 
//to simulate variations caused by muscles motion transfer and breathing. 

//first we calc the amount for Yaw
	if (RotYawScale < YawGoalScale) 
		RotYawScale += 1;
	else if (RotYawScale > YawGoalScale) 
		RotYawScale -= 1;	
	else if (RotYawScale == YawGoalScale ) 
		YawGoalScale = Rand(SightDrift);

//then we calc the amount for Pitch
	if (RotPitchScale < PitchGoalScale) 
		RotPitchScale += 1;
	else if (RotPitchScale > PitchGoalScale) 
		RotPitchScale -= 1;	
	else if (RotPitchScale == PitchGoalScale) 
		PitchGoalScale = Rand(SightDrift);

//now we subtract half the amount of sight drift, this is so the middle area of 
//the random Goal will be at the center of the screen, so we get 
//an even amout of drift to each side

	NewRotation.Yaw -= (SightDrift/2);
//then we add in the Scale as it heads towards the goal value
	FinalRotation.Yaw = (NewRotation.Yaw += RotYawScale);


	NewRotation.Pitch -= (SightDrift/2);
	FinalRotation.Pitch = (NewRotation.Pitch += RotPitchScale);

//end of Ibex new sight drift code
//---------------------------------------------------------------
//---------------------------------------------------------------

	LastRotUpdate = Level.TimeSeconds;
	LastRotation = NewRotation;


    if ( Hand == 0 )
    {
		//CenteredRotation = Instigator.GetViewRotation();
		CenteredRotation = NewRotation;
		CenteredRotation.Yaw += CenteredYaw;
		CenteredRotation.Roll = CenteredRoll;
	    SetRotation(CenteredRotation);
    }
    else
	    SetRotation( FinalRotation);

    bDrawingFirstPerson = true;
    Canvas.DrawActor(self, false, false, DisplayFOV);
    if(bRenderKnife){
     MeleeKnife.RenderOverlays(Canvas);// draw the melee knife attack
     //RealKnife.RenderOverlays(Canvas);
    }

    bDrawingFirstPerson = false;
	if ( Hand == 0 )
		PlayerViewOffset.Y = 0;
}

defaultproperties
{
     BobDamping=1.250000
     SightDrift=100.000000
}
 
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chuckus

Can't stop the bum rush.
Sep 23, 2001
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I finally gotta a chance to test yarm. It's everything it was promised to be :D. A few things I think that are essential to making this a standard in my collection of games. Newer more realistic view bob and weapon movement. The Free aim is great but there have been a lot of advances in iron sights and more "realistic" movement of the hands would be great. Something along the lines of what Silver Ibex was talking about.

Also the movement speed is a little high. Although the Yarm Weapons Mut allows you to change that I haven't found it R6 style mutie. Also, the weapons seem split across all the different muties and I cant seem to mix and match them. I haven't figured out how to access the g3 yet. A comprehensive mutie that allows all weapons at once would be nice.

Most of the improvements required are mostly aesthetic but other than that it's a solid weapon pack!

I found a toolkit to convert ONS maps to missions with Unreal monsters called the Old School Monster Kit or Pack. It gives you all the sp map tools and pawns and what not from U1 so you can make missions. there's some demo missions up already but they're kinda cheese and the AI has a hard time identifying the YARM player Pawn.

old-skool-monsta-toolz

This is the main mod required to paly single player. It adds a gametype to UT2004 with maps under the heading OMS-*mapname*

Mission: Wangara

First test map I found. Long annoying cutscenes and subpar enemy placement but it gets the message across. Unfortunately the preplaced weapons are not replaced by Yarm mutie however ammo and health is so pick your loadout and choose your shots carefully. The enemies won't be much of a challenge but ammo conservation will :p

Mission: Gauntlet

Another one I found but haven't tested yet.

All In All great work and hopefully you get the steam and/or some help to make this a GREAT mod rather than a good one!
 
Last edited:
Apr 21, 2003
2,274
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Lazy bastard as I am I didn't check the latest YARM version yet, while I actually promised Stinkmarder to do so, because we put in consideration to try it in co-op (on his server) with the Uneal monsters. So, I'll check it out, promised. :D
 

meowcat

take a chance
Jun 7, 2001
803
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I'll see about adding the more realistic weapon iron sight movement to the next version. The only concerns I'd had were about increasing the coupling between the weapon and pawn code too much (its already far more than I like). I've also added a "camo" selection feature for the base YARM Weapons mutator now, it may be workable for the YARM TD once I reinclude it. I'll try to make sure that all of the weapons are available this time (with the exception of the Halo knockoffs...)

I've played through most of the OMS mission packs (great efforts by the authors), it definitely proves that it can be done well (too bad the layouts are all scaled for UT2k4's super fast movement).

As for YARM SP missions, the bot AI has never been a problem (I copied most of the Unreal enemy pawn functionality into YARM's SP code), it was always more of a level design issue as I've never been very good at coming up with a "storyline" and design (though I can model/code/skin/animate whatever I need time permitting). If anyone has suggestions, I am open to hear them as I really miss good old SP coop campaigns (and unfortunately INF runs worse on my computer than UT2k4, go figure...)
 

Silver_Ibex

Member
Feb 27, 2001
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IMHO, with a bit more eye candy, and little polish, YARM would rank up there with any of the current “Realistic” FPS, it already exceeds some recent commercial titles ;D
 

Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
Still updating and still playing YARM... keep up the great work Meow! ;D

WOW! Loved the way bots are now responding to teamplay and aren´t rushing like UT2k4 bots, nice code meow! Juts hope you could introduce some red dots or aimpoints to the next weapons , so it´ll be like an evolved inf ;D
 
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meowcat

take a chance
Jun 7, 2001
803
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Any weapons in particular you'd like to see RedDot/Aimpoint sights on? (I can't make any promises that I'll add them, but I've definitely considered it).

At the moment I've been messing around a bit with some 'parkour' movement features like those in Mirror's edge just as a coding exercise (may include it in some form or another in a later release).
 

meowcat

take a chance
Jun 7, 2001
803
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About the sights, could you post some pics of the ones you would be interested in? I think I would like to try and add those to the AK, MP5, and M16/CAR-15.

As for the 'parkour' movement, I have the limited Wall Run (and jumping from the wall), basic vaulting, low sliding (to slide underneath stuff), and rolling when landing implemented (along with animations). I still need to clean up the vertical wall run/mantling code and try to add edge hanging code (this will be buggy at best). Swinging and ziplining will have to be map specific stuff though. In any event it may be fun to play with as an optional mutator setting.
 

Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
Using those parcour movements will improve a lot the ut2K4 maps experience... nice addition meowcat!

bout the sights, some reference: ak+kobra _> http://www.youtube.com/watch?v=ze5L6CdLYS4
ea-rds-42_1_mark.jpg

AK104.jpg

MP5 ->
mp5rds.jpg
412955DJdxL._SL500_AA280_.jpg

m16/car-15 ->
ARMS16Ainst.jpg
Rod%27s%20ARs-w.jpg
 

meowcat

take a chance
Jun 7, 2001
803
3
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Cool! Thank you, those are exactly the kind of photos I need to make the sights. I have a few niggling little details I need to get to on some of the weapon models (M16, MP5, Colt 1911 etc), I'll see about modeling and adding at least one of these as well (though hopefully all three). Are there any other details on the weapon models that you noticed could stand a touch up/improvement? I prefer to only work on details the player will actually see in the First Person view (which is part of the reason I tried not to waste too many polys on the front of the gun models aside from the sights which affect the viewed silhouette).

Unfortunately, my hard drive died in my main (old) development computer (thank goodness for recent DVD backup I made of all my source files so I did not lose too much). I want to kick out a version of YARM with the parcour/parkour movement features (enabled optionally) soon. I have ledge hanging and climbing just about perfect now (and without requiring special maps), along with wall running. I still need to add a polished version of the player vaulting though and a few more basic player animations to go along with these.
 
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Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
About models, you could finish up the P90 (from the goldeneye muttie) and put the red dot sight on it ;D

I´ve noticed there´s 3x M16 models, the latest (in the yarm weapon mutator) has the better iron sight, so it could be the only model for the 3 variants and just change the code (as 1 has 2 firemodes, the other is always burst fire, etc) and you could add this adjusting marks to the texture (and clear a lil bit, as it has too many "scratches") in this photo:
AA_weapon_M16_sights.jpg

tactical1.jpg

But overall, all textures are nice (by the way, I´m playing yarm 128 july rev, that´s the latest, right???)
 

chuckus

Can't stop the bum rush.
Sep 23, 2001
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Hey Silver. Is it possible to release your silver Ibex style cam as a mutator. I love the way it plays. The Free aim feels awesome. With a dead zone I think it would be perfect but as it stands it's great fun.
 

meowcat

take a chance
Jun 7, 2001
803
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My other computer seems to have bit the dust (don't quite know what piece of hardware went bad on it though so no easy fix :( ). At least I have a new HD in this one.

I did manage to copy the latest version of my source code and the the new sight models before it died (I think I may have lost a couple of player animation file updates). Anyways, hoping to upload the latest YARM rev this weekend.