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

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Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
I gotta get me a copy of UT2k4 now lol

Because it just gets better and better! (YARM 1.26+Ibex´s freeaim+OldSkool SP maps for UT2K4 = INF COOP Next GEN! )

See for Yourself... (and will be even better if we can play Apha-Three mod with YARM "hint" ;D

Gotta show this to Psychomorph.. I´m waiting to post this to COOP foruns..
 

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Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
Just a few more for viewing pleasure.... ;D

BOOM HEADSHOT! (ss 10 and 13)

Edit: Meowcat, maybe if you pay a visit to OldSkool Monsta Toolz, you can find some help on the YARM SP maps...

Home Page : home.netcom.com/~ghstorm
Alternate Page : http://wiki.beyondunreal.com/wiki/SuperApe
& http://www.moddb.com/mods/old-skool-monsta-toolz
Download (OSMT v1.4) : http://www.moddb.com/mods/old-skool-monsta-toolz/downloads/old-skool-monsta-toolz-v14
&
http://files.filefront.com/osmt+v14zip/;9003758;/fileinfo.html

Cheers!
 

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Apr 21, 2003
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Europe
I wanted to play it online some time ago, but found no servers. If there are YARM servers, please let me know.

By the way, good work meowcat.
 

Silver_Ibex

Member
Feb 27, 2001
654
0
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@meowcat: After more play testing I have grown to prefer the bINFSRot=True style free aim, the only drawback on it IMHO, is the frame diagonal corner distance is farther then horizontal or vertical sides since the free aim area is rectangular instead of circular. Making it feel a little clunky.
So I am looking into code to do a circle frame.

That Village map sounds fun, I have been playing your DM-YM_Insomnia map, very believable and good visuals, and runs well on my low-end rig :cool::tup:
 

Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
I wanted to play it online some time ago, but found no servers. If there are YARM servers, please let me know.

By the way, good work meowcat.

Oh boy, yesterday I´ve experienced SERIOUS lag with some of those SP maps (and it seems they´re SP only) but I´ll try them a lil more, they´re so fun with YARM! (could it be conflicts between OSM code and Yarm? They begin fine, but as I play, die and respawn It begins to lag nad lag more...)

Psy, I haven´t find YARM servers, but it´s MP playable (with bots indeed) so we may try to play our own (or ask Stink to host one, if he has UT2K4 lol), it´s damn fun and the bots are merciless sometimes (havent tried higher AI settings, just so you can get the picture), and I´ve been using Angelheart´s and others "modern but not sci-fi" maps along with meow´s own maps.

Silver, wow, you´re improving even more the freeaim! Anxious to see it and those new maps (could you put the Goldeneye ogg music in this Archive map, Meow? Could bring good memories lol)
 

meowcat

take a chance
Jun 7, 2001
803
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@Silver_Ibex: I can definitely create a circular cone rather than rectangular cone (though quaternions might be easier to work with than the darn rotators...). I personally prefer the bINFSrot option in YARM_INF and YARM_COD too, but in working on this silly Goldeneye mod/mute, I am using freeaim for when the weapon is aimed (red target cursor up) and the whole look spring/camera aligning with the target cursor is actually quite nice. Also I tested and fixed the freeaim edge range catch you suggested, it works great, I'll release with next patch.

@ Corporal_Lib[BR]: I also got a huge amount of lag in some of those SP maps (without any YARM mutators), so I think there are a few poorly optimized areas. You may want to check your UT2004.log file to see if it lists any errors (I'd be very curious if you saw any).

As for SP maps, the reason I stopped was not that I ran into any difficulties code wise (the code is very very easy, even modifying the guard AI), but rather the difficulty in deciding on the gameplay style and creating sufficiently interesting maps (especially when trying to include Coop). Actually as far as I'm concerned the hardest part about making SP games in general is coming up with creative/enjoyable/replayable maps layouts & ideas. That's why I usually just stick with the multiplayer maps, and usually remakes, as those are not nearly as difficult to put together.

I think I have the Goldeneye level music in MP3 format (Rare hosted a bunch of their game music for a while), I'll add it if I can find it.
 
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Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
Meow, I haven´t tested them without YARM mutties, and I´m not at home to check the logs, but based on what I´ve just said, I suspect this lag is either caused by the Old Skool SP code (as the map I lag most is Seraphim, http://www.unrealplayground.com/forums/downloads.php?do=file&id=6933 which las lotsa monsters already spammed, and I´ve noticed that the more mosnter spam, the more I lag) or by a glitch that makes the YARM ammo boxes and medikits to spam one over the other, like a cascade1 (I´ll post a screeshot) within this SP maps... yesterday I´ve played ResidentUnreal2 SP map http://www.unrealplayground.com/forums/downloads.php?do=file&id=6581 , which uses killing Floor meshes and zombies (urgh..they´re fugly) and I haven´t lagged a bit... which corroborates with the assumption that the lag is caused by the OS monsters OR the ammo/medikit glitch (as it didn´t happened in that map).

And about your maps, as you find SP making frustrating, could you add some Objectives or triggers to the MP maps, so they could be more an unexpected mix of features and events? (like an EAS for YARM)...
 

Silver_Ibex

Member
Feb 27, 2001
654
0
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On the subject of objectives and game types, how about a game type sort of like the Faceoff UT2k3 mod had, where one attacking team needs to carry a flag style object to a goal marker/extraction zone, while the other team has to defend and hold out for a given time limit.

Have only the attackers can pick up the flag, so it becomes like a mobile domination point the defenders have to guard whenever it gets dropped by a flag carrier.

The Faceoff default maps with their predictable team spawn locations IMHO got boring fast, but when the objectives were placed in regular DM and DOM maps the random respawn locations combined with focus on guarding a mobile objective kept the action fresh.
 

meowcat

take a chance
Jun 7, 2001
803
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You know I don't know that I ever tried that gametype in FaceOff, but its sounds good. I'll have to see about trying it out. I love any gametype that can add replaybility to the normal maps.

Anyways here are a few (silly) screenshots of my Goldeneye Mod. I have most of the multiplayer weapons in: PP7, DD44, KF7, AR33, all mine types, shotgun, D5k, ZMG, Sniper Rifle, and grenade launcher. I've also been testing with fixing some of the pawn code that I will transfer back into YARM/TD/INF/COD. In the shots below the Festive Death mutator option has been selected.....

<->

Here is the (EDIT old link removed, see post further down the page) of the GE64 for UT2kx mod for those interested in trying it out.
 
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Silver_Ibex

Member
Feb 27, 2001
654
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That Piñata FX is funny, reminds me of the Penny Arcade GOW joke

Nice to see the free aim zoom is fully working :)

And some thoughts, and stuff I noticed while playing
The AR33 really deserves some more polys on the rear sight aperture, at least a 24-sided cylinder so it is nice and round, for an iron sight view weapon it is the most important part, so spending some extra polys there would be reasonable.

On the AR33, IMHO the amount of kick backwards and down to the left, in the mesh animation is really way too much, the way the aperture sights moves it feels like the player has no cheek weld at all on the stock.

Reloading while aiming should lower aim, otherwise the player gets locked into walk.

On my install the double jump climb appears to be broken.

Fun stuff, keep up the good work :cool:
 
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meowcat

take a chance
Jun 7, 2001
803
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@Silver_Ibex: Yeah, I've updated the AR33 to play only a still anim when aimed. I'll toss in a few more polys for the sights as well. I still have to add the climbing/mantling animations since I will probably be removing the Jumping feature in the GE mod.

On a side note I've got about two more maps nearing a 'beta' stage; Shipment and Pipeline from COD4. I'll post some screens in a bit.

BTW Merry Christmas! (a day late)
Pipeline (early alpha stages, just checking scaling and layout)
<-> <->

Shipment (Beta stage, just have to add outside map Deco items...)
<->

EDIT: Also two more shots of the snow map along with unskinned and new sniper rifle skin
<->

Here is the latest GE64 mod [EDIT link removed see post below] version as of Dec 30th 2008. I've uploaded this more as insurance against computer failure than anything else, but it does have some updated skinned weapons (most of the weapons I plan on including save the klobb), as well as new ones like the Rocket Launcher. It still requires YARM 126 since there are some shared art assets, but not for much longer.
 
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Silver_Ibex

Member
Feb 27, 2001
654
0
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Wow, that snow map is looking nice :cool:

Have you had a chance to try the 2k3 Face off mod Objective game type yet?

Was thinking some more on how to make a game type like it work without needing custom maps, if it randomly chose a PathNode for the flag, and then located the farthest PathNode from the flag for the extraction point location, could be one way to do it.
And like with the carry the Flag game type, if the flag falls somewhere it isn’t allowed to be (such as lava) then instead of being returned to a team's base, it would go to the nearest PathNode available.


And Happy New Year to all :)
 

meowcat

take a chance
Jun 7, 2001
803
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Here is the next revision to the GE64 mod version 104. Only a few more models to include and then it will no longer require YARM126 to play. This version includes most of the weapons (except the golden gun, laser, and slappers) and now has the proper HUD elements (circular bar thingies for Health and Armor, little bullet icons for ammo and clip display).

I also uploaded a small alpha mappack here. It features four maps (3 Goldeneye remakes: Caves, Archives, Stack, and COD4's Shipment). I would not call any of them 'final' but they are very playable. Caves and Archives require the most work (I still have to make a few more static meshes and textures).

@ Silver_Ibex: I tried the Objective game mode in Face Off, it was pretty fun. I should be able to make something similar (like you suggested either dynamically creating start and end points, or using and .ini file to store recommended locations for stock maps). more to follow later this week.
 
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Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
Sugoi!!! This GE mod is quite fun, and "lighter" than the usual yarm (I´ve noticed that the SP maps lag less when I use GE weapons and pawns), and all weapons (except the shottie and the Dk5 smg) have ironsight mode and freeaim, or I´m having it due to yarm depedancie? (i mean, it will still have ironsight mode when it becomes standalone?)

And how can I disable the crosshair? set GEPawn bSpecialCrosshair false ???

Waiting anxiously for the maps and the Objective a la Face-off gamemode!!!

(Silver Ibex... did you continued the development of that HUMVEE for INF you´ve shown us last year???)
 

meowcat

take a chance
Jun 7, 2001
803
3
18
Mappack fixed and reloaded to FileFront. See my post above.

@ Corporal_Lib[BR]: Glad your having fun with them! I will have Iron sights fixed in the next version for all weapons except the Rocket Launcher, Grenade Launcher, and throwing weapons (as iron sights don't make so much sense for them given the ranges). I will also include an added option to disable the cross hair when in iron sight mode (will require changing and .ini setting). I will also be including options for jumping (GE style no jumping, normal jumping, and the current method that only allows jumping when there is an object in front of you) and offhand third person melee attacks (None, knife slash, punch/kick).
 

Silver_Ibex

Member
Feb 27, 2001
654
0
16
@meowcat: looking forward to the new Objective game type, will have to download those maps today, they look fun :cool:

@ Corporal_Lib [BR]: not done any more on the HUMVEE, if you want to play with the code and mesh stuff, see this file.
http://www.uskaarj.com/Zips/MyInfVehicles.zip
I do not plan on continuing work on it.

You will need dots vehicle packages
http://forums.beyondunreal.com/showthread.php?t=174705

To compile the code Put the following in your ini at the end of the EditPackages list
Code:
EditPackages=VehiclePhys
EditPackages=U_Vehicles
EditPackages=U2Vehicles
EditPackages=InfVehicles
run Uccmake, I use a "zzzUCCmake.bat" file in my system folder file with the following to speed things up.
Code:
UCC make 
pause
that way I only need to double click the .bat file
 

Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
Oh Silver, I can´t code, and by the way you´ve said, they aren´t useable right now (or just need some tweaking and then compyling?)... I hope some of the coders still left would be challenged to finish your work (Carpetsmoker? Snakeye? Geobob? Crowzey?)

Meowcat, I´m having lotsa fun (and nostalgia) with your GE mod! Anxious to see the new gametype and the snowy village map! Warning: the UT chainsaw mutator disables part of the GE custom HUD and your primary weapon!