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

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meowcat

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Jun 7, 2001
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It will have the new M16s, possibly new MP5s with Red Dots (models are done, but I need to skin them). Parkour Anims were backed up, but I lost (or at least temporarily unavailable) a few map decoration models and some tweaked weapon models & skins (nothing too bad though).
 

Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
Oh boy, it sucks when a HDD fails and you got stuff inside (in 2005 my HDD crashed with lotsa movies, mp3 and other things, but at least I had time to backup IRS files, works and my rpg stuff before it went FUBAR...), but luckly you´ve saved the core files... we wait for those tweaked weapon models and decos for a next release (you still remember what you´ve done, to re-do them right? the problem is when "our memories" is lost within the HDD)

Waiting anxiously for this next YARM release! =D
 

meowcat

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Jun 7, 2001
803
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Here is a quick shot of the M16A4 with EOTech sight:


Hopefully I can get the Red Dot sight skinned tomorrow. I was able to recover the models and code from the other computer (apparently only required me to clean an reseat the video card, go figure).
 

Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
Great news, Meow! (about the reset, two years ago I had a "dirt" RAM stick that I though was a videocard failure... only a rubber fixed, and I´ve almost spent 100 bucks for nothing)

by the way, a suggestion: could you do the eotech and red dots reticules as UT2k4 custom crosshairs (so they could only be visible when in ironsighted mode? don´t know if it´s possible codewise ... or at least brightened as lasers, as the eotech reticule seems too dark at the eotech lenses...)
 

meowcat

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Jun 7, 2001
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I adjusted the textures a bit so they should be bright enough when iron sighted. Some new pics of the MP5 with Red Dot sight:
<->

I must say Corporal_Lib[BR], your suggestion to add these aim sights was great! I really love the way these turned out, I wish I'd added these sooner.

So at the moment I have these on the MP5A5 (used in the COD mute), and the M16 used in the normal YARM Weapons mutator. Are there any other specific weapons you'd want to see these added to before I kick out another release?
 
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Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
Hummm... how about a black AK74M with Kobra sight (first pic I´ve posted)? The ruskies deserve some hightech too ;D

DAMN, this MP5 is hoooot! GREAT WORK, meow! =)

Ohh, could the new M16 be available for COD4 muttie (or at least the eotech version...)??? Quite anxious to test this new toys!!! sugoi! XD

PS: ohh, you could add this red dot to the P90 (which was in your goldeneye mutator... it could be added to COD4 or YARM muttie), have you finished skkinning it? (it was unskinned in the beta Goldeneye) Big thanks! =D
 
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meowcat

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Jun 7, 2001
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I won't be able to get the Kobra sight or P90 in this release (maybe two - three weeks), but I should be able to post this new version about 4 hours from now (still have some minor tweaking to do). And I will add the M16A4 with EOTech Sight to the COD Mutator.
 

meowcat

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Jun 7, 2001
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I've got all the new basic MP5 models updated (except the MP5K), and the M16s updated. I should be uploading the new version in the next 20 minutes or so and will update this post when its up.

[EDIT] Ok here is the link for the new version: http://www.filefront.com/14613563/yarmCore128_Sept272009.zip

Read the help file for console commands and the instructions on how to use the Parkour Pawn.
 
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meowcat

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Jun 7, 2001
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Whoops! I included the wrong command in the Readme file for spawning as a parkour pawn! The command to enter in the console is: "mutate MirrorEdgeMe" without quotes. The easiest way to see what the pawn can do is to try and mantle ledges (jumping at them) and hitting the duck key just before landing from long falls. I still have to fix the wallrun code now as its not quite right though....

I will upload some newer versions of my maps (Zanzibar, Ghost Town, Shoreline) with Ziplines in them later so that the Zipline move can be tried out.
 
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Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
Just great release, Meow! Loved the MP5 and the new M16A4, kickass! ;D

But you ought to put the "parkour movements tutorial" at the readme.doc, as there´s no instruction how to perform those moves... I just had accidentally done the ledge mantle and couldn´t perform in the video the smooth landing nor slide etc...

By the way, he it is a small video to show the new stuff! Cheers

link: -> http://www.wegame.com/watch/Y_A_R_M_v128_update_Setember_27th/
 

meowcat

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Jun 7, 2001
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I really love the video! How did you record it?

Also, good idea about the tutorial. I actually built a test level when I was developing the movement code. I will release it with the next YARM version along with adjusted versions of my other maps to try (aiming for about two-three weeks from now).

I've already tweaked a few other player models, added another pistol (FN57), and am hoping to have the parkour movement code done and network compatible.
 

Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
I´ve used the wegame built-in video-recorder... just register at www.wegame.com and install its client program and run it while playing some of the games its support (it doesn´t supports ut99 so no INF videos for now)!!!

Yep, we need a tutorial as right now I don´t have a clue how to perform the parkour movements (only yarm pawn does it right? cod4 pawns doesn´t???)

Speaking ´bout network, at this stage YARM is multiplayer playable? we could pop some bots together lol...

I hope the Ak107 (with kobra) and P90 (with reflex reddot) will be included in the next release ;D
 

meowcat

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Jun 7, 2001
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To use the Parkour pawn you have to play with the 'YARM Weapons' mutator and type 'mutate MirrorEdgeMe' in the console (without quotes) after you close the player select window (the command changes your pawn class to the test parkour pawn). If done correctly you will receive a message that says you will respawn as a parkour pawn.

The test parkour pawn in yesterday's YARM version can only Zipline, ledge hang, climb up from ledge hanging, grab ledges while falling, low slide, roll when landing, long jump, and vault obstacles. Right now it is very experimental (eg: lots of code bugs to still work out and it will not work in network games yet as I do not have all of the correct information being replicated). All of the moves rely on just two keys (crouch or jump) and the direction of your movement. Here is a quick explanation of the controls:

Low slide: Press and hold the crouch button while running forward

Ziplining: Only works when maps are set up in a specific way using physics volumes with the correct name in the tag (must contain 'zipline') and have several interpolation points laying out the zip line path, given individual names and set in the physic volume's 'ExcludeTag' array in the order that makes up the zipline path. In the maps I will be releasing soon I used a static mesh as the zipline, then made the physics volume around the mesh (wide enough to encompass the pawn) and added interpolation points at even intervals along the static mesh model. When you jump into the volume you will automatically grab the line and begin sliding down. The crouch key drops you from the line.

Ledge Hang: Jump up at some ledge that can be reached at eye height when your pawn hits the wall. If you are not pushing forward your pawn will not try to grab the ledge. Once hanging off the wall, you can use the strafe keys to move left and right. The crouch keys drops you off the wall, jump leaps you in the direction you are facing.

Falling LedgeGrab/climb: If you are falling and trying to move forward when you hit a ledge you will either hang from the ledge or automatically begin climbing up it.

Vault: If you hit a wall/fence/object that is only a few Unreal Units (UUs) thick, in this case less than about 40 UUs, you will try to vault over it if the top edge is at or below your eyeheight and above your waist.

Climb: If you double jump at a ledge while looking at it or directly above, and hold the jump key, you will begin to climb up it.

Rolling: Hold the crouch key when landing from a fall. Note - In the version I released yesterday I had not yet reduced damage from falling by rolling, only the animation and playerview code is implemented (the version I'm testing now does have this feature).

Long Jump: Press jump while sprinting
 
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Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
Thanks for the tut, Meow! Sorry I´ve didn´t replied earlier, but this week was a mess... but to prove the above instructions were usefull, I´ll post a new video:

http://www.wegame.com/watch/YARM_Mirrors_Edge/

Enjoy peeps ;D

BTW, I couldn´t perform the low slide (runned and presse and holded the crouch a lot, but no joy)... and I´m waiting for the ziplined maps to test this new feature, lol
 

meowcat

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Jun 7, 2001
803
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I will probably be uploading the updated revisions to two of my maps in about an hour. I am still planning on getting a new version of YARM out next weekend. I've greatly improved the Parkour code since last week (complete with wall running, swinging and jumping from horizontal bars, and slightly better object vaulting). Now I just have to work on the animations.

I will update this post when I've posted the maps. [EDIT], see below post.
 
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