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

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Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
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Metro Detroit, Michigan
I visited this thread just because it looked like one of the more active things around here. I couldn't believe that this thing was still going on (I remember when you first created this thread).

All I can say after downloading/reinstalling UT2004/installing your mod is:

****WOOOOOOOOOOOOOOOOWWWWW!!!****

Very addictive gameplay, and that's just with trying the SAM gametype.

What little free time I have for the foreseeable future will be spent playing this astounding work of yours.

I'm hoping that a number of you around here could throw some highly regarded UT2004 map suggestions my way. I went to a few sites that host maps but the sheer volume of them is so daunting that I'll never have the time to even play the game if I started combing through the list on my own. Here's what I'm looking for:
(1) Maps that are more reality-based than fantasy/science fiction based.
(2) If said maps supply decent cover then all the better!
(3) Excellent bot routes and great gameplay flow makes it all even better still!
(4) If #2 and #3 can be found in fantasy/science fiction maps then by all means, suggest them to me too!


Also, I need some help finding out where I can disable the white crosshairs. I've clicked on one tab after another through all the menus, and if it's there I can't find it. If it's in a config, please specify which config and what it's called because I couldn't locate such a listing. And if either (or worse) or both are readily available, well then, just see that error as an indicator of just how busy and FRIED I am right now.

SUGGESTIONS:
(1) If there's no way to disable the crosshairs, please consider including such an option in a future update.
(2) If possible, please include the option for players to equip themselves with aiming aides that allow for magnification and if the aide comes with iron sights mounted on top of it (such as the recently released SCAR for INF) then it'd be great to allow the player to use such options in the game as well.
(3) Any chance of equipping firearms with M203-type grenade launchers?
(4) Yeah, an AK (or two or three or four...) with a Cobra-type aiming aide would be ideal. I've even seen an AK mounted with an Aimpoint for sale at a local gun shop. Weird to see that pairing together, that's for sure...
(5) Supply an option to disable all tracer effects.
(6) Supply an option to be able to mount/dismount suppressors.
(7) Smoke that's effective against AI perceptual capabilities.
(8) This next one's a doozy, but if the AI could be coaxed to lean around cover, well, the WOW factor would go up by about 100. It's strange that virtually all game developers can't get to work or won't include it in their titles. Without question, the best game yet released who's AI proficiently executed this tactic was in SWAT 3. Offline or on, SWAT 3's AI performed remarkably.


POTENTIAL BUGS:
(1) Can't seem to switch firing modes on the M16A4. It's always set on burst.
(2) I can't tell for sure, but it seems as if the only rounds that I see making impact effects on surfaces are mine own. There's been many a time that I've seen tracer rounds hitting the bend of the corridor in front of me and there's no dust or debris getting kicked up.
(3) I'm pretty confident that the "switch grenade type" function isn't working.


In spite of the above list, believe me when I say that you're doing an outstanding job! The Zombie option was quite a shock. I loved how the zombies are generated from the bodies of the recently deceased.

I can't wait to see what's coming up next! Thank you for your hard work!
 

chuckus

Can't stop the bum rush.
Sep 23, 2001
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Don't credit me. I just snatched em from another mod.

PM your e-mail address and i"ll send you the sounds :D.

I was thinking of workign on them a little more. they're kinda quiet and I may be able to bring out more bass in the higher caliber weapons like the m14.
 

meowcat

take a chance
Jun 7, 2001
803
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@ Kyle: I'll see about adding the no crosshair option in the next release (it may already be there as a setting in one of the config .ini files, I just can't remember). Try my two maps I linked in the previous post. Also I have a two other maps here that should be tried as I made them with the YARM player scale specifically in mind.

@Chuckus: You should see a PM shortly.
 

Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
@Chuckus: Please, see if you can rip off the sounds from BF2 PR mod or ACE mod for ArmA! YARM needs realistic sounds (now that it´s getting bigger and badder lol) C´mon everybody, lets help Meowcat to improve it even more! ;D

@Kyle: The Ak107 with Kobra sights was already suggested by me (see 2 pages behind) and meowcat said its on the works along with a new P90...

The commands to disable crosshairs are: INF mutator-> "set infPawn bSpecialCrosshair false" (without the commas) and Cod mutator -> "set yarmCODpawn bSpecialCrosshair false" , meow suggested those 6 pages behind ;D

´Bout realistic maps, I´m using (besides YARM´s maps) Angelhearts maps I´ve found on beyoundUnreal files and around the net, the bests are Blackhawk, China, Angkok, Relics, Dust (cs remake) and Spiffgrad (Bf1942 remake for onslaught)

@meow: I´ll try the new maps ASAP! cheers ;D
 

Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
228
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Metro Detroit, Michigan
My eyes are still trying to recover from being open in awe for so long last night.

After another marathon session playing your mod, it's hard for me not to come to conclusion that bringing over INF-style to UT2004 is a good GOOD thing. Really, it looks great to me, and plays silky smooth.

More observations...

Lib, thanks for the advice to try and get rid of the white crosshairs. It "sort of" worked. For the INF2.75 mut, it worked perfectly: no crosshair or markers of any kind.

However, when I entered the code into the COD mut, there was a tiny white "dot" near the center of the screen that later, and for some unknown reason, kept getting larger till it was fully restored. I tried to identify what was triggering its growth, but I was left going to bed scratching my head about it. The weird thing was is that it not only grew larger, but it changed its appearance. When it first changes it looks like a small horizontal crosshair (maybe from Rainbow 6?), and then eventually appears as the default "+." Very weird! If there's a way to totally disable the crosshairs, it's not yet working perfectly on my system.

Without question, whenever I try to switch firing modes I hear the old beloved INF "clicking" sound effect, but there's no actual change in how the weapons are firing: I specifically referring to the M16A4s and the AKM.

The AI need to have a much greater sense of self-preservation during SAM matches. They can be within 3 meters of you while you're hosing them, and they might engage you for a second and then they're off towards whomever's holding the SAM package. Their dogged pursuit is pointless if they're dead.

The frag grenades produce a ton of smoke from the moment the pin is pulled; is this accurate (I've never seen anything like it save for some WWII footage of US infantry pulling pins and then seeing almost immediately thin smoke) or a stylistic choice? If it's style, then it's, um, how do I put this nicely? It's an annoying style. Sorry, I tried!


What I Hope For
(in addition to what I mentioned in my earlier post):
Stamina system that affects AI as well (a lot of work I'd imagine!).
It might even be debatable as to just "how necessary" it is, but man, I do miss it. It played an enormous role in setting the tone and pace of INF, but then if all of this hard work is NOT intended to perfectly duplicate INF, then... If stamina is pursued, please keep in mind that one's body best recovers from exhaustion while standing. Try running several miles and then lay on one's belly to catch one's breath; just thinking about it makes me wince.

There were a couple of times during matches where the AI actually used cover; "peeking" up and down from a crouched position. Oh man, if that could only be made a regular and robust feature.

By the way, am I mistaken in believing that SWAT 3 used a variant of the Unreal engine? If so, how difficult would it be to learn from their AI-coding, and then integrate aspects of it into the mod? For that matter, whether SWAT 3's Unreal-based or not, why hasn't there been a single modding endeavor that I know of that's tried to learn from what SWAT 3 did exceptionally well, and expand upon it?

And if there's an attempt to try and utilize such AI, please make sure that it's from SWAT 3 and NOT SWAT 4. SWAT 4 may be newer (and definitely Unreal-based), but there's no question in my mind which game's AI would own the other. It wouldn't even be close.



Thanks again for all of the hard work. Now if we can only get some of the newer INF skins and weapons into the game!
 

meowcat

take a chance
Jun 7, 2001
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@ kyle: Thank you very much for trying it out, and especially by providing feedback. A brief note on what I intended with the YARM mutators. YARM Weapons is the slightly more arcady run'n'gun mutator (weapon accuracy des not really change with movement). YARM INF was supposed to be an updated version of probably my favorite basic weapons mutator of all time for UT, hence the limited weapon selection (UZI, AKM, and Colt only added for some variety) and stay a little bit more realistic. YARM COD was supposed to bring over some of the gameplay & weapon from COD MW. Both the INF and COD mute have accuracy affected by movement. I have been thinking about lumping the INF mute with the COD mute, but I am open to suggestions (all of the game content is there, the rest is just coding).

Also, since I made most of the player models and skins cross compatible/modular, if there is any particular loadout/camo combination you would like to see, let me know.

On to your topics:
1. Initially both the M16AR (with eotech) and Ak did not have any other firing modes as I meant them to be played with the less realistic YARM Weapons mutator. I have added firing modes to them now, and they will be in the next release (firing modes added to other weapons as well).

2. Yeah the bots are sort of single minded and don't focus on multiple enemies at all. I've tried fixing this, but obviously still quite a bit of work. I'll add it to my list, but it is a lower priority as compared with cleaning up the other code, models, and making some other maps.

3. The grenades :), Yes the silly smoke was a stylistic thing meant only for the YARM Weapons mutator (help the grenades be a bit more visible). I like it for that mutator, but will change it for the other weapon sets.

4. I hear you on the stamina thing (and being an avid hiker, and parttime(?) jogger I know what you mean). That should be a pretty easy thing to change...

5 & 6. Cover / leaning is a very tricky thing. In the games where the AI utilize cover regularly (and well), the designers actually place markers in the levels and maps that indicate cover positions and corners (I'm guessing SWAT3 did this, GoW and AA both do this). I will probably do this for the SP/CoOp portion of YARM (if I ever get around to cleaning up all the code and making some maps), but at this point there is not too much I can do for existing maps (without lots of expensive collision checks). I may be able to tweak the bot code for this a bit, but not sure how successful I will be given the time it will take. I may try logging/saving locations where players first come into view of the bots so they can retreat there, but I'm not sure...

From your previous post:
1. Smoke grenades: I don't know if I left the code in, but I did have it working at one time where the bot's view distance was reduced while they were in contact with a 'smoke' collision cylinder. There is not an efficient/non-kludge way to have smoke block bots vision if it is between you and them (choices are checking every line of sight before the bots fire with a long trace/or dot product checks of every single smoke billow in the map (linked list maybe), or turning on collision to the smoke cylinder to block traces (which would then block weapon fire). UT3 (as I understand it) actually does have a collision setting that will block only AI vision/LOS checks but nothing else. I may try this but it really could affect performance...
2. Switch grenade only works if you have other grenades in your inventory. Type 'exec getyarm.txt' in the console to run all of the summon commands for YARM weapons. 'exec getyarmtd.txt' is for all of the MP5s/Glocks/HK and INF 2.75 weapons.
3. Tracer effects: I will add an .ini setting for this, but it will be client side only for now....
4. Mount/Dismount suppressors: It is possible, but I will have to rework the models first then the replication code. I don't know if I will get around to that anytime soon...
 
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Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
228
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Metro Detroit, Michigan
meow,

Thanks for the detailed reply. Myself, I'm always happy to supply detailed feedback as it's the very least that players can do for all of the free fun they're getting! Hopefully when they do supply feedback it's always courteous even if it's critical!

Thanks for catching me up on what you're original/updated vision of what you're trying to accomplish. It's kind of stuck in my head the initial premise of your endeavor; to do a "port" of Rainbow 6, and it's sort of challenging for me to process what I see now with original words way back when. I'm not complaining! It's just still a bit jarring and affects how I think about things in regards to the mod. With a little more time, I'll iron out the kinks in my mind (please, I trust those of you around here won't twist these words into some kind of sexually-charged pun). Nah, we're FAR too mature around here to do something like that!

I didn't realize that SWAT 3's AI had to rely on markers to let them know when they were approaching a "smart-to-lean" area. They were so good at it they even did it at the corners of hallways or around obstacles, like garbage cans and crates.

The thing that drove me nuts about SWAT 3 though, was it's HUD-reticule-crosshairs thing. I wanted to see my weapon, and the fact that I couldn't was something that I could never get over.

Would it be too much of a modding endeavor to scatter some believable items of cover around in maps that are already made? There could even be "degrees" of cover; a junk pile of old wooden boards and aluminum sheeting might be okay for concealment, but not the best protection for anything heavier than a 9mm round. I'd do it, but I have zero mapping skills.

One more suggestion that I forgot to mention earlier. Whether stamina is ever fully integrated or not, the speed of the bots seems inordinately high. It was the same situation in even the 2.95 build of INF, which is why I created some assignable and easy-to-use bot speed adjustments. If you can make any use of them, feel free to do so. A keyword of my name should find them for you.

The next time I play, I'm hoping to remember to install your modern-vehicles mut and your modified maps and give Assault and Onlsaught a solid go.

More later!
 

meowcat

take a chance
Jun 7, 2001
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@TurdDrive: Good suggestion, that had been on my hitlist (and was in a much older version of TangoDown for UT2k3 I made 6 years ago). I may get to it, but that kind of system gets messy code wise. If nothing else though, I'll start adding the art assets (suppressors, scopes, laser sights, flashlights), but the actual code will have to wait until later (maybe November or December over the Holidays).

[EDIT] Also, please try out the YARM Weapons mutator as well. Let me know if you would like to see any of its features in any other mutators in YARM.
 
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Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
228
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Metro Detroit, Michigan
In regards to scopes there's a great mod for Half-Life 2 called SMOD Tactical that does some pretty neat things. It has a great ballistics-penetration system and since it relies on CounterStrike's AI it does fairly decently in encounters. The AI will even occasionally open up through walls if it suspects that an enemy is on the other side. It also has the scopes setup so that if when you use them only the portion within the scope gets magnified; everything outside the scope stays at normal vision. I have no idea how challenging it would be to cook something up like that, but my rig's 5 years old and I have smooth matches against a ton of bots every single time. It would be ideal if something like that could be cooked up for YARM.
 
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chuckus

Can't stop the bum rush.
Sep 23, 2001
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one thing I would like to see tha'ts purely aesthetic is a smoother turn. Instead of the weapon simply hitting the edge of the freeaim zone and turning. I would like to see the weapon lead the turning and have it slightly lag as it does in SilverIBex's camera mod. It looks and feels great when you play with it. Although you did mention that the code becomes quite heavy on the player pawn or soemthing to that effect.

@Kyle: The guy who made smod tactical also used to post on these forums. Kinda neat how many of the great mods have a connection here :D
 

meowcat

take a chance
Jun 7, 2001
803
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@Kyle: I'd thought about allowing the bots to take advantage of the ballistic penetration (all it really involves is them shooting at their target behind walls) and I could give it a try. As for the scope, I think Red Orchestra also did something similar, but since UT2kX does not give you access to the previous frame's memory I'm not sure I could do that without killing performance, but since both you and another person asked, I'll give it a try. No promises that it will be in the next release though...

@Chuckus: Since SilverIbex pretty much wrote the initial FreeAim code and was kind of enough to allow me to put it in YARM, you can turn on that soft turn feature by Setting the bINFSrot to true in [yarm.yarmplayer] section of the yarmConfig.ini file (at least I believe that is the setting you are talking about). Weapon leading and lagging is also already present (and can be toggled on and off).
 

OICW

Reason & Logic > Religion
@ Kyle; if you open up the console in SWAT 3 and type "handsup" (without the quotations), you get a full first person view, along with full body awareness. You'll see your arms and legs, see yourself pulling flashbangs or magazines out of your vest pockets, opening doors etc. Not bad for a game made in 1999.

Mind you, it'll look pretty ugly if you're not using any higher polygon weapon or officer mods ;)
 

chuckus

Can't stop the bum rush.
Sep 23, 2001
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Beppo made a small mod that did the same thing for UT2k4. It never came to fruition as they announced going to the source engine after.

INF 3 was suggested to be a full body awareness style game like OFP. I managed to find it once or twice. It's kinda neat. I'd like to try it with the YArm mutators.
 

chuckus

Can't stop the bum rush.
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hey moewcat.

Got a question. I found a pretty neat resident evil themed OSM map. Problem is to get around having sci fi weapon generators, the map maker made his own sub class of weapons that are picked up old school UT style so the YARM weapon replacer code doesn't replace them.

I'm going individually one by one through the map to replace the weapons with Yarm weapons but I can't find a way to get the weapons to lie on the floor by themselves without that generator there. Where can I find the individual weapon pickup actors?

edit: problem solved, replaced their custom weapons pickups with standard UT2k4 pickupbases problem fixed. The mut takes care of the rest.

New problem: ITems like keys and musical scores (to play the piano funtions like a key basically) are sub classes of adrenaline pickups. Since the YARM COD mut and TD mut erase adrenaline pickups, the game is missing some keys with Yarm on. Any suggestions on a workaround that won't require insane editing of the map's events and triggers and what not?
 
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meowcat

take a chance
Jun 7, 2001
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I tried the true first person view but it really requires better animations than I have time to make at the moment. The combination system used by Halo 2 & 3 for instance where (from what I can tell) they used a separate "first person" leg mesh worked really well though and avoided the problems that game like Mirror's Edge would have had if they also allowed the third person camera view (just watch the YouTubes of ME with the camera behind the player instead of in front of the face).

@Chuckus: If you can wait about 6 days (next Monday), I will add in the mutator option to replace specific map placed weapon pickups, and whether or not adrenaline is turned on or off to three of the YARM mutators (YARM Weapons, INF 2.75, and CODMW).
 
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Corporal_Lib [BR]

Brazilian Graphic Designer & Gun Nut {=)
This replacing feature is going to be quite useful to play those OSM I´ve shown few pages ago, as I suspect that some glithes like the "cascade" of medipacks and ammo cans were the major source of incredible lag to those adventure maps...

Meow, are the Ak107 (with kobra sight) and the skinned P90+red dot going to be in this release? =)
 

meowcat

take a chance
Jun 7, 2001
803
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I will have to re-download those OSM maps and see what glitches I encounter. The problem with replacing pickups is that they are sometimes use by the mappers to trigger events. If you can give me an example of the the cascading health pickups (by map name) I will see if I can fix the bug.

I'm not sure about the AK107 and P90 yet, its a big maybe...

I can say that I've got 90% of the parkour code working (far better than what was in the last release). I just need to test it network compatibility and fix three animations. I have ziplining, trapeze/horizontal bar swinging, wallclimb/wallrun, pipe climbing, object vaulting, rolling when landing all working quite well now.
 
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Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
228
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Metro Detroit, Michigan
Boy, there's a LOT of observations here. PLEASE read it as I didn't make the time to write if for my own pleasure... In spite of its length, let me assure you that I'm thoroughly ENJOYING your work...!


Team colors/chamo patterns are not always being applied to every single teammate.



DO combine the BEST features of the muts into one big super mut! BUT...allow us to be able to turn on/off and/or adjust the degree of a mutator's attributes within the GUI.



Stamina can be more quickly regained by drinking WATER. Once one's water is gone, well...



I've been thinking about how a stamina system could be simulated yet not require all of the bells and whistles that INF had. Sounds like sacrilege, doesn't it? I loved INF's system, but if time is a factor in building this mod, then a compromise is better than none at all, right?

What if a slot system was used to determine one's stamina/speed/recoup energy rate?

Large weapons, such as rocket launchers, machineguns and cumbersome sniper systems would take up 4 slots. Each of these would automatically come with 1 rocket/box mag/magazine preloaded.

Each rocket would take up two slots. Maybe three.

Machinegun boxes/drums would take up two slots.

Assault rifles would take up three.

Drum magazines (75-100 rounds) would take up a slot apiece.

Carbines would take up two.

Mountable grenade launchers take up one slot.

Grenade launcher rounds (4 of them) take up a slot.

Submachineguns would require a slot.

Magazines (3 of them) for rifles, carbines, and submachineguns would take up one slot.

Pistol with 3 magazines take up one slot. Additional pistol ammunition would get you 4 magazines per slot.

Hand grenades: if the size of a M67, one slot would give you three of them. If the size of a smoke grenade, one slot would get you two of them.

Helmets take up a slot.

Level 2 armor takes up 2 slots.

Level 3 armor (with the upper arm and crotch protection) takes up 3 slots.

Since this mod is going for the "SOF vs. SOF" vibe of INF, then I'd simply assign everyone night vision devices, kabar and water canteens for "free."

So, if you setup an AVERAGE participant on our battlefields, he/she might have their kit look something like this:
M4A1 - 2 slots
with M203 grenade launcher - 1 slot
M4A1 magazines (6 of them) - 2 slots
Grenades for the M203 (8 of them) - 2 slots
Pistol with 3 pistol magazines - 1 slot
Level 2 armor - 2 slots
Helmet - 1 slot
TOTAL: 11 slots

So, 11 slots equals medium encumbrance. Let's add a "float" range of +/- 10%, so that 10-12 slots results in the same encumbrance range.

Anything above 12 slots results in heavy encumbrance with the following consequences: less speed, higher chances of stumbling/getting knocked over (less agility), and longer recuperation times.

Anything below 10 slots results in a light encumbrance. One gains speed/agility and quicker recuperation times.

Once can split this hair as many times as one desires. There could be a "low-light, light, light-medium, low-medium, medium, medium-heavy, low-heavy, heavy, super-heavy" encumbrance categories. Whatever...

Some people might want to get REAL finicky about this, such as by wanting to add slots for aiming aides, but, in my opinion, aiming aides, especially in this mod, come with their own set of SERIOUS consequences. An Aimpoint is nice, but it certainly fills up the screen and blocks one's view of the surroundings. With this mod, I've done something that I never wanted to do in INF; prefer ironsights. While my favorite weapon in INF was the AKMSU, it never offered me the luxury of attaching an aiming aide. That said, ALL of the other kits I made had the major weapon WITH an aiming aide. In INF it felt like an asset, but in this mod, not so much. I don't know why that is exactly; maybe the weapon is closer to the face? Whatever it is, I certainly appreciate ironsights more than ever before, and I see that as a GOOD thing.

Of course, if a config could be created for the bots, that'd make the system all the more ideal as the player could optimize their kits. It's probably easier to go INF's route of just having a kit-building section, and then the desired kit could be assigned to a bot. If the the config is well designed a bot/kit assignment GUI could probably be altogether avoided.



Suppression Effects: Vision becomes more unsteady, and one's weapon shakes in fear. If it's really bad, one will drop till prone and then struggle with regaining one's courage.


Sound Effects: the player's body should be making ALL kinds of noise due to all the gear that's being lugged around. Even leaning should produce some sounds.

We also need round snaps as they zip past the player!




A bleeding, wounding, health & bandaging system option could add a LOT of depth to this mod as well. There's a mutator called "BloodLoss" that works quite well (it even causes players to slow down as they bleed - don't know if the slow down affects AI as well, I hope so!), but when the player bleeds out at every interval it's a huge jet of blood that's quite annoying due to how fake it looks. In this case, smaller is better. It'd be ideal that if a round hits a limb it affects it; causing limping if a leg is moderately wounded, or having to crawl if it's crippled. Wounded arms would likewise affect one's ability to aim and throw. Lightly wounded would require 30 sec. + 1 bandage to fix, moderately wounded would require 60 sec. +2 bandages to fix, and seriously wounded would require 90 sec. +3 bandages to fix. Players would be capped off at 3 bandages unless they want to play the role of a medic.



Squad command system ala Band of Brothers (I saw an online listing for a "squad" mutator, but had to register with a site and I didn't feel like bothering to do so). Perhaps take a look at Philip Muwanga's work on the TC "Squad Commander" available here:
http://www.moddb.com/mods/philip-muwangas-squad-commander/downloads
Of course, we'd need something that works from the 1st person viewpoint, which is why I referenced the Band of Brothers game series...




Is it possible to remove teammates' names since they obscure so much of the screen as to be deadly towards the player?



Add an option to replace the "Control Point #" labels with just a dot that changes colors as its status changes. The labels are extremely large and frequently cover up enemies waiting to hose you. Perhaps it'd be also wise to add some translucency to the dots/letters so that if there's someone standing behind the HUD's dot we can see them?

In fact, ALL of the labeling in all of the gametypes that use such a system could be reduced in this fashion to make the labels less obtrusive. If a label "HAS TO BE" used, then move its height up higher above the HUD icon and abbreviate it if possible. Maybe use a single bold "R" instead of a dot and a "Return Point" label for the SAM gametype, for example.

Also, the control point gametype IGNORES the fact that I have requested in the game setup only TWO control points. There's something like a half dozen or more that appear in spite of my request for only two.



In regards to having more realistic maps, I renamed a couple of the superb Red Orchestra maps to have "DM" in their titles instead of "RO" and the bots just move INSANELY fast on them no matter what their skill settings are. Why is this, and can it be adjusted? And the bots moved insanely fast for non-YARM gametypes, such as regular Team Deathmatch.

Their blistering speed is all the more impossible with vector aiming.

If you give my bot-speed adjusting configs a try (or look at their values) you'll see that the optimum value that I suggested using is one where the player can KEEP UP with the bots' moving speed 85-95% of the time. Try playing INF without it; the bots will not only burn past you but unless they stop it's virtually impossible to keep up with them. The "slower pace" didn't feel slow at all; for me it heightened the immersion. Again, feel free to incorporate if you so choose.



Is it possible to be able to see our avatar's legs? That would add some extra immersion, which is always a plus.



Also, has anyone ever compiled a mappack that collects all of the more "realistic" settings map from the various "realism" mods out there (such as FragOps, Red Orchestra, Tactical Ops Crossfire, etc.)? If so, could someone post a link to such a mappack below?


For the zombie mut, how about using the much better looking zombies from the "zombiesofnightmare" mutator? They're downright gross. Of course you might be going for a much fresher looking corpse (since they're resurrecting from the recently killed), in which case a new skin with ghastly bullet & shrapnel wounds on a body wearing some generic combat gear would better reflect the narrative that's being hinted at in YARM's setup.


Keep up the solid work!
Yours,
Kyle
Oct. 7, 2009

:)
 
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