InvasionPro configs listed...body movement sounds...?
Meowcat wrote:
SWEET!
Seriously, I can't help but think that making YARM friendly to Invasion-muts as being a huge bonus for the mod and those that take it out for a whirl. I'd go so far as to state in the Read Me that it's "Invasion-muts friendly" because if you read up on muts like InvasionPro, there are a ton of muts that don't work with it. This way, people get their cake and eat it too.
Meow, if you'd like, I'll post up my config files for InvasionPro (and, if time permits, other Invasion-type-muts) here for others to use, should they so wish. Setting up the config is VERY counterintuitive. I have to give credit where it's due, as it's clear from InvasionPro's team that they went to great lengths to create a thorough write up for their release, but it misses some very important points that have been a huge headache for me to stumble through. The most obvious one being that the config SHOULD be manually setup before the gametype is even fired up in UT2K4. And that this newly altered config SHOULD be BACKED UP before the gametype is started, because once it has been activated in the game, the config file's structure changes RADICALLY (causing confusion), and just about as unfriendly a structure to make changes with as one could imagine. By backing up the altered config BEFORE trying it out, one's preserving the ease to modify it later. IP's Read Me says nothing about such a simple step that will save a TON of grief later.
Also, I'm still waiting to hear from several highly regarded modders who created some fantastic realism mods for other titles such as OFP and Combat Mission Shock Force. I'm hoping that if I get the OK from them, that we can use their highly regarded sound effects in YARM. If I don't hear from them by Sat. morning, I'm planning on then downloading one bullet fly-by to send your way, and several body movement sounds so that I can cobble them together so that when a bot/player leans we can hear their equipment shifting/rubbing, and this sound would also greatly enhance movements such as going prone/standing. Now I already know from what you've written earlier that it's possible to make bullet fly-by's a client-side option, is it just as possible to assign sound effects to the leaning/proning/crouching actions? If not, then I won't bother wasting my time downloading the needed files/cobbling them together. Let me know.
Yours!

~P.S.
I'm blown away by Epic's generosity in making the Unreal Engine 3 an open source engine. What a potentially HUGE boon to all PC gamers, and to "little" but determined and envisioned game creators. Wow!
Meowcat wrote:
I'm working on a fix now.
SWEET!
Seriously, I can't help but think that making YARM friendly to Invasion-muts as being a huge bonus for the mod and those that take it out for a whirl. I'd go so far as to state in the Read Me that it's "Invasion-muts friendly" because if you read up on muts like InvasionPro, there are a ton of muts that don't work with it. This way, people get their cake and eat it too.
Meow, if you'd like, I'll post up my config files for InvasionPro (and, if time permits, other Invasion-type-muts) here for others to use, should they so wish. Setting up the config is VERY counterintuitive. I have to give credit where it's due, as it's clear from InvasionPro's team that they went to great lengths to create a thorough write up for their release, but it misses some very important points that have been a huge headache for me to stumble through. The most obvious one being that the config SHOULD be manually setup before the gametype is even fired up in UT2K4. And that this newly altered config SHOULD be BACKED UP before the gametype is started, because once it has been activated in the game, the config file's structure changes RADICALLY (causing confusion), and just about as unfriendly a structure to make changes with as one could imagine. By backing up the altered config BEFORE trying it out, one's preserving the ease to modify it later. IP's Read Me says nothing about such a simple step that will save a TON of grief later.
Also, I'm still waiting to hear from several highly regarded modders who created some fantastic realism mods for other titles such as OFP and Combat Mission Shock Force. I'm hoping that if I get the OK from them, that we can use their highly regarded sound effects in YARM. If I don't hear from them by Sat. morning, I'm planning on then downloading one bullet fly-by to send your way, and several body movement sounds so that I can cobble them together so that when a bot/player leans we can hear their equipment shifting/rubbing, and this sound would also greatly enhance movements such as going prone/standing. Now I already know from what you've written earlier that it's possible to make bullet fly-by's a client-side option, is it just as possible to assign sound effects to the leaning/proning/crouching actions? If not, then I won't bother wasting my time downloading the needed files/cobbling them together. Let me know.
Yours!
~P.S.
I'm blown away by Epic's generosity in making the Unreal Engine 3 an open source engine. What a potentially HUGE boon to all PC gamers, and to "little" but determined and envisioned game creators. Wow!