View Full Version : Multijump Mutator - Server Configurable [Final]
KewlAzMe
11-18-2007, 03:08 PM
UPDATE Dec. 15th 2007:
Bob_Gneu has been working hard learning how replication works with UT3 and has finally gotten the multijump mutator to work online. He has relabeled it "Jump-Mod" and you can find it here:
http://wordpress.gneu.org/index.php/software-releases/jump-mod/
Use that from now on. We can still use this thread for bugs and ideas.
Wup [Hedsteem]
11-21-2007, 01:48 AM
Does the Server Push it Like ut04?
Villain717
11-25-2007, 06:25 PM
No it doesnt, i installed it and it shows in the mutator list in the server browser but it doesnt get downloaded by clients and it doesnt work on the server.
KewlAzMe
11-25-2007, 07:06 PM
This seems to be affecting the MultiDodgejump mutator as well.. I'm not sure if it is some known bug or something that needs to be added to the code.
I'll try some things to see if I can get it working.
woooo
11-25-2007, 07:30 PM
Clashing group name ?
Villain717
11-25-2007, 09:39 PM
Cool, check out this trans mutator. he got it to auto download and work on the server somehow.Maybe there is something in the code that would be helpful.
http://gearsforums.epicgames.com/showthread.php?t=587363
KewlAzMe
11-25-2007, 10:08 PM
Clashing group name ?
Nah my groupname is MULTIJUMP his is DODGEJUMP... plus separately they both don't work.
Cool, check out this trans mutator. he got it to auto download and work on the server somehow.Maybe there is something in the code that would be helpful.
http://gearsforums.epicgames.com/showthread.php?t=587363
Ya i'm lookin at some working muts now.
Nah my groupname is MULTIJUMP his is DODGEJUMP... plus separately they both don't work.
Ya i'm lookin at some working muts now.
I don't use a groupname on TranslocatorPlus... maybe thats it?
KewlAzMe
11-25-2007, 11:00 PM
Well I tried that... no good.
- I tried no GroupName...
- I added the Begin/End object thing, removing the "class=xxx" part
- Rebuilt with the new patched UT3 1.01 so that defaultprops would save when I did SaveConfig... that part works now, it did auto save the defaults to the UTGame.ini when I ran it in instant action and on my dedicated server's utgame.ini file when I started it with the ?mutator command line.
Everything points to working..
But it's not working :P
Source:
//================================================== ===========================
// MultiJump - Allows you to jump a specified number of times instead of the normal double jump!
//================================================== ===========================
class MultiJump extends UTMutator Config(Game);
var() config int iMaxNumJumps;
var() config int iMaxJumpBoost;
function ModifyPlayer(Pawn P)
{
if ( UTPawn(P) != None )
{
// Increase the number of times a player can jump in mid air
UTPawn(P).MaxMultiJump = iMaxNumJumps;
UTPawn(P).MultiJumpRemaining = iMaxNumJumps;
// Also increase a bit the amount they jump each time
UTPawn(P).MultiJumpBoost = iMaxJumpBoost;
}
Super.ModifyPlayer(P);
SaveConfig();
}
defaultproperties
{
bExportMenuData=true
iMaxNumJumps=3
iMaxJumpBoost=50
Begin Object Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTMutato r:Sprite'
ObjectArchetype=SpriteComponent'UTGame.Default__UT Mutator:Sprite'
End Object
Components(0)=Sprite
Name="Default__UTMutator_Multijump"
ObjectArchetype=UTMutator'UTGame.Default__UTMutato r'
}
ideas?
Eliot
11-26-2007, 07:34 AM
perhaps the groupnames are still set in the .ini
chameleon
11-26-2007, 08:29 AM
No it doesnt, i installed it and it shows in the mutator list in the server browser but it doesnt get downloaded by clients and it doesnt work on the server.
I believe that the mutator setup/config junk should have it's own .ini file for the clients to automatically download. It should have set it up automatically when he ran UT3 make... :confused:
KewlAzMe
11-26-2007, 09:13 AM
perhaps the groupnames are still set in the .ini
Nope. I generated new ini files and checked to ensure groupnames are blank.
}DA{Moneyshot
11-30-2007, 09:05 AM
Is this a case of it not downloading to the client or is the settings not replicating to the client? If either is the case have you figured any of it out? I'm going crazy here.
Eliot
11-30-2007, 09:09 AM
btw this will only work if the jumplimit gets changed on client and server because the server doesn't replicate the value to client ;) same thing for ut2k4.
KewlAzMe
11-30-2007, 10:56 AM
right (http://forums.epicgames.com/showthread.php?p=25134046#post25134046)... Im still trying to understand that
Bob_Gneu
12-03-2007, 02:29 AM
Hello,
I apologize ahead of time if I have stepped on your toes, but I took some time to tear your mutator apart and have found that it was needlessly complicated. I spent the better part of today trying to understand your plugin and rewrote it to match the following code, and have tracked down some better directions for installing it as well, to stay true to what I have seen as a good note – stay out of your game directory.
First I would like to know if there are reasons for your mutator to have been written as you did. I grabbed and re-exported your .uc file to find a very quirky issue with the sprite information. You make reference to a class and when I try to recompile your code directly I get an error from UT3 Make saying that the class shouldn’t be there. Your code up above is identical so I assumed you actually wrote that class entry into the code, versus it being appended when I export the code. Regardless, none of the items you have in the defaultproperties section seem to be necessary.
I also noticed that you are using Super.ModifyPlayer(P); at the end of your function. Is this entirely necessary? I did not see any other Mutators using this. In 2k4, didn’t each mutator run on its own? What reason was behind running this function here?
Alright, enough ranting and questioning you. Here is my new code, allowing you to configure the jumps using the UTJumpMod.ini file.
//================================================== ===========================
// MultiJump - Allows you to jump a specified number of times instead of the normal double jump!
//================================================== ===========================
Class UTMutator_JumpMod extends UTMutator Config(JumpMod);
// Two configurable values
var config int iMaxNumJumps;
var config int iMaxJumpBoost;
function ModifyPlayer(Pawn P)
{
local UTPawn PlayerPawn;
// Casting to grab the player
PlayerPawn = UTPawn(P);
// If there isnt a player, we obviously dont want to edit their properties.
if ( PlayerPawn == None )
return;
// Set the various values
PlayerPawn.MaxMultiJump = iMaxNumJumps;
PlayerPawn.MultiJumpRemaining = iMaxNumJumps;
PlayerPawn.MultiJumpBoost = iMaxJumpBoost;
}
The ini file is still to the same spec as your previous release, only named UTJumpMod.ini in my case, and referring to my class.
[UTMutator_JumpMod UTUIDataProvider_Mutator]
ClassName=JumpMod.UTMutator_JumpMod
FriendlyName=Multi Jump
Description=Jump Around like a mad man
GroupNames=JUMPING
UIConfigScene=
bStandaloneOnly=False
bRemoveOn360=False
bRemoveOnPC=False
bRemoveOnPS3=False
[JumpMod.UTMutator_JumpMod]
iMaxNumJumps=5
iMaxJumpBoost=200
Please let me know your thoughts, i am interested in finding a few people to collaborate with and possibly later on (around Feb 2008) to come together on or help out with a full mod. I also have a few UT Modding/Scripting tutorials in the coming weeks/months. I did some similar stuff for HL2/Source and now that im back on UT i think my game dev experience on source will go that much further.
Cheers
Bob_Gneu
12-03-2007, 02:36 AM
And in regards to releasing…
If you take the time to create a rar of your file based in you’re My Documents\My Games\Unreal Tournament 3\UTGame Directory that includes the following folders & files, you will be able to simply unrar the archive into the UTGame directory and your mod is installed
\Published\CookedPC\Script\JumpMod.u
\Config\UTJumpMod.ini
It seems to work a bit easier and keeps the mods out of the game directory. UT seems to pick it up just as well here as it does in the game directory.
KewlAzMe
12-03-2007, 07:43 AM
Hello,
I apologize ahead of time if I have stepped on your toes, but I took some time to tear your mutator apart and have found that it was needlessly complicated. I spent the better part of today trying to understand your plugin and rewrote it to match the following code, and have tracked down some better directions for installing it as well, to stay true to what I have seen as a good note – stay out of your game directory.
First I would like to know if there are reasons for your mutator to have been written as you did. I grabbed and re-exported your .uc file to find a very quirky issue with the sprite information. You make reference to a class and when I try to recompile your code directly I get an error from UT3 Make saying that the class shouldn’t be there. Your code up above is identical so I assumed you actually wrote that class entry into the code, versus it being appended when I export the code. Regardless, none of the items you have in the defaultproperties section seem to be necessary.
I also noticed that you are using Super.ModifyPlayer(P); at the end of your function. Is this entirely necessary? I did not see any other Mutators using this. In 2k4, didn’t each mutator run on its own? What reason was behind running this function here?
Alright, enough ranting and questioning you. Here is my new code, allowing you to configure the jumps using the UTJumpMod.ini file.
//================================================== ===========================
// MultiJump - Allows you to jump a specified number of times instead of the normal double jump!
//================================================== ===========================
Class UTMutator_JumpMod extends UTMutator Config(JumpMod);
// Two configurable values
var config int iMaxNumJumps;
var config int iMaxJumpBoost;
function ModifyPlayer(Pawn P)
{
local UTPawn PlayerPawn;
// Casting to grab the player
PlayerPawn = UTPawn(P);
// If there isnt a player, we obviously dont want to edit their properties.
if ( PlayerPawn == None )
return;
// Set the various values
PlayerPawn.MaxMultiJump = iMaxNumJumps;
PlayerPawn.MultiJumpRemaining = iMaxNumJumps;
PlayerPawn.MultiJumpBoost = iMaxJumpBoost;
}
The ini file is still to the same spec as your previous release, only named UTJumpMod.ini in my case, and referring to my class.
[UTMutator_JumpMod UTUIDataProvider_Mutator]
ClassName=JumpMod.UTMutator_JumpMod
FriendlyName=Multi Jump
Description=Jump Around like a mad man
GroupNames=JUMPING
UIConfigScene=
bStandaloneOnly=False
bRemoveOn360=False
bRemoveOnPC=False
bRemoveOnPS3=False
[JumpMod.UTMutator_JumpMod]
iMaxNumJumps=5
iMaxJumpBoost=200
Please let me know your thoughts, i am interested in finding a few people to collaborate with and possibly later on (around Feb 2008) to come together on or help out with a full mod. I also have a few UT Modding/Scripting tutorials in the coming weeks/months. I did some similar stuff for HL2/Source and now that im back on UT i think my game dev experience on source will go that much further.
Cheers
Hi Bob,
First off regarding the directory structure, you will see I have posted a tutorial here: http://forums.epicgames.com/showpost.php?p=25109709&postcount=37
At the time I created this mut, it was day 1. Nobody understood the directory structure yet so I could only assume that it would go into the game install folder. But as shown above, I've hashed out all the directory paths.
As far as the code itself. Well there are some rules of mutation that always need to be followed.
- First off, the multijump is a port of the UT2004 version. So all the stuff that you see is straight from Epic themselves
- Second, the "Super.ModifyPlayer" means that after you run my version of modify player to change the jump, the game needs to load the original modifyplayer function. You can see this in almost all mutators, including epic's mutators for UTMutator_BigHead, FriendlyFire, Handicap, NoTranslocator... each of them all call their "Super" version of the function. This is to ensure that the game not only loads your mutator, but the rest of the core stuff, as well as other mutators that may also be running.
- Third, the defaultprops stuff is usually the same generic syntax. I got by without adding that "Begin/End" stuff too, but I noticed all other mutators used it. To recompile, you need to just remove the Class=SpriteComponent part of that code and it re-adds that Class=SpriteComponent when it compiles. This areas also keeps the default settings for the iMaxJumps and iMaxboost values. So when SaveConfig() is called, it will create those variables in the UTGame.ini file with the default values. We don't want NUL as a value. You are saving your values to the UTJumpMod.ini file, I chose to save mine to UTGame.ini so that people could run multiple servers with different Multijump settings.
- Finally, you are creating a local variable for PlayerPawn to be a UTPawn. I am unsure if this is necessary, as by referencing the UTPawn P that is passed from the main function itself seems to work fine without creating the extra local variable. This was how BigHead mutator was done so that's the structure I followed.
I am by no means as expert but these seem to be the commonalities of mutators and code examples I've seen at wiki.beyondunreal.com/wiki
Bob_Gneu
12-03-2007, 02:04 PM
=)
Thank you for your quick reply.
My only response is that i guess they had multiple developers working on their mutators. The Super calls are present in most, but there are definitely other things going on here. =)
I guess the variable is bleeding over from CPP, function calls and casting on the fly is good, but ive been trained to always use a variable when im using it more than once. Just a common practice, i dont think it will or should impact the code in this occurance. In some of the more complex situations it can be useful though.
Thank you bunches.
KewlAzMe
12-03-2007, 04:12 PM
Now that I think of it, you are correct on your use of the local variable. I know in the UT2004 version of this mutator they did use the local variable instead of direct casting. I just happened to see the bighead mutator for UT3 using the direct cast so I created it like that. But Bighead only calls it once or twice so its probably ok.
From my memory, there also use to be some rule about always adding some NextMutator function or do a Super from the mutator class...so that it would load the next mutator.. but im not sure if thats needed anymore.
Bob_Gneu
12-03-2007, 04:15 PM
Do you know if it makes a difference whether its first or last in the function?
Are the groups how they control what mutator is able to run with others?
KewlAzMe
12-03-2007, 04:28 PM
Someone once said the groups is to prevent similar mutators from running together. So that if you have a QuadJump mutator and a Multijump mutator, they wouldn't contradict each other. but I could not prove that to be true. I tried making some test versions I have to both be in the "JUMP" group but i could load both together in instant action.. the only thing that controlled it was which mutator was called last.. that one took precedence.
Bob_Gneu
12-03-2007, 04:37 PM
=)
I just tested it out, the groups in the ini are influential. It wont allow you to run any two mutators of the same group together. If you want to block out multiple groups you pipe (|) them together.
GroupNames=HANDICAP|JUMPING
KewlAzMe
12-03-2007, 05:07 PM
=)
I just tested it out, the groups in the ini are influential. It wont allow you to run any two mutators of the same group together. If you want to block out multiple groups you pipe (|) them together.
GroupNames=HANDICAP|JUMPING
Well then call me a liar... :) perhaps I got confused in my testing. Good tip about the pipe.
Bob_Gneu
12-03-2007, 05:09 PM
haha, You are no liar. We are all just learning. The UDN should have been opened up by now. This is really absurd that there is no documentation that we can fall back on for anything reasonable. Are there any wikis or blogs that are of note? We can use the one on my site to start accumulating info if you guys want.
I surely dont mind.
LordStrider
12-03-2007, 05:22 PM
Hey guys I love the discussion I see here. Team work and excellent dialog.
I am an experienced mapper, but only a newb in coding, so I am waiting with baited breath for quadjump/multijump.
Quadjump is one of the top things i miss most in UT3.
I manage a public server and in addition have a LAN testing server so if you need any help testing, please look me up. I'd be more than willing to help test the final product.
I'm praying to the deities of coding that you figure it out.
Sincerely a QuadJump fan. :)
Bob_Gneu
12-03-2007, 05:30 PM
=)
Its already done, i am actually doing some tweaking but its all right above, His copy as well as mine work fine. Ill link in just a second when i get it up on my site (http://wordpress.gneu.org/index.php/software-releases/jump-mod/).
Actually, back to the topic at hand. did you ever have issues with the replication working via servers?
http://wordpress.gneu.org/index.php/software-releases/jump-mod/
LordStrider
12-03-2007, 07:04 PM
It is not working on my server.
I load mutator=UTGame.UTMutator_LowGrav,MutTranslocatorPl us.MutTranslocatorPlus,JumpMod.UTMutator_JumpMod
I see it does push the file out, but won't allow quad jump in low gravity.
Another thing I notice is with local play I can select LowGravity or JumpMod, but not both. One cancels the other out. I think that is where the conflict in my case is.
Bob_Gneu
12-03-2007, 07:06 PM
Its the grouping, Open the INI file and remove the JUMPING group and you should see it work. When you get a server rolling please let me know im interested in testing this online and my router is being really dumb
[UTMutator_JumpMod UTUIDataProvider_Mutator]
ClassName=JumpMod.UTMutator_JumpMod
FriendlyName=Multi Jump
Description=Jump Around like a mad man
GroupNames=
UIConfigScene=
bStandaloneOnly=False
bRemoveOn360=False
bRemoveOnPC=False
bRemoveOnPS3=False
[JumpMod.UTMutator_JumpMod]
iMaxNumJumps=5
iMaxJumpBoost=200
LordStrider
12-03-2007, 07:31 PM
I have it loaded to my server. Look for LordStrider in the browser. Have to set Pure to "Any"
my log loads as:
Init: Command line: DM-HeatRay?game=UTGame.UTDeathmatch?GameMode=0?maxpla yers=10?mutator=UTGame.UTMutator_LowGrav,ZarkRifle FN.ZarkRifleFN,UTGame.UTMutator_WeaponReplacement, MutTranslocatorPlus.MutTranslocatorPlus,JumpMod.UT Mutator_JumpMod?bShouldAdvertise=True?serverdescri ption=UT3_Ancient_Battle_Grounds
I took low grav out and it still did not work. Currently it is loaded on my server and I'll leave it one while I go eat. You can see it push, just not take effect.
LordStrider
12-03-2007, 07:36 PM
This is the ini now.
[UTMutator_JumpMod UTUIDataProvider_Mutator]
ClassName=JumpMod.UTMutator_JumpMod
FriendlyName=Multi Jump
Description=Jump Around like a mad man
GroupNames=
UIConfigScene=
bStandaloneOnly=False
bRemoveOn360=False
bRemoveOnPC=False
bRemoveOnPS3=False
[JumpMod.UTMutator_JumpMod]
iMaxNumJumps=4
iMaxJumpBoost=80
I'll check the logs in a bit and see if it shows anything.
Bob_Gneu
12-03-2007, 07:39 PM
I just joined up and couldnt get the multi jump to work, while the anti grav worked fine. Can you swap to the other mutator? Did you already try removing the group entry, so the UTJumpMod.ini looks like this?
[UTMutator_JumpMod UTUIDataProvider_Mutator]
ClassName=JumpMod.UTMutator_JumpMod
FriendlyName=Multi Jump
Description=Jump Around like a mad man
GroupNames=
UIConfigScene=
bStandaloneOnly=False
bRemoveOn360=False
bRemoveOnPC=False
bRemoveOnPS3=False
[JumpMod.UTMutator_JumpMod]
iMaxNumJumps=5
iMaxJumpBoost=200
KewlAzMe
12-03-2007, 07:47 PM
Bob,
There is still no code in your file for replication.
You can read about replication here (first link seems to be the most in-depth):
http://web.archive.org/web/20040404002028/www.planetunreal.com/pipeline/tutorials/replication.html
http://udn.epicgames.com/Three/UT3Mods.html#Replication%20-%20Decryption%20and%20De-obfuscation
http://wiki.beyondunreal.com/wiki/Introduction_To_Replication
and some general Uscript tutorials:
http://gamebots.planetunreal.gamespy.com/uscript1.html
So from what I've read so far, I assume that some or all of the following need to happen:
A) the modifyplayer function needs to have the word "simulated" in front of it.
B) Need to add a replication block
C) Need to add Role_ stuff to the defaultproperties area (ROLE_AutonomousProxy maybe?)
D) Need to add bAlwaysRelevant=true to the defaultproperties area
E) Need to create a PlayerReplicationInfo (PRI) class
LordStrider
12-03-2007, 07:57 PM
I just joined up and couldnt get the multi jump to work, while the anti grav worked fine. Can you swap to the other mutator? Did you already try removing the group entry, so the UTJumpMod.ini looks like this?
[UTMutator_JumpMod UTUIDataProvider_Mutator]
ClassName=JumpMod.UTMutator_JumpMod
FriendlyName=Multi Jump
Description=Jump Around like a mad man
GroupNames=
UIConfigScene=
bStandaloneOnly=False
bRemoveOn360=False
bRemoveOnPC=False
bRemoveOnPS3=False
[JumpMod.UTMutator_JumpMod]
iMaxNumJumps=5
iMaxJumpBoost=200
Yep, dropped the group (made it blank) and tried just the jumpmod - no low grav. Seems to push ok, just not activate.
The server is loading it:
ScriptLog: Mutators UTGame.UTMutator_LowGrav,ZarkRifleFN.ZarkRifleFN,U TGame.UTMutator_WeaponReplacement,MutTranslocatorP lus.MutTranslocatorPlus,JumpMod.UTMutator_JumpMod
I see nothing else mentioned in the server.log other than this type of entry. Usually when a mod has conflicts the log shows, but nothing at this time.
Hope this helps some.
Bob_Gneu
12-03-2007, 08:09 PM
Try without the low gravity mutator. I added the Super call so i dont think its mine... Except that im running it first... hmm Hold on, time to go do some testing.
LordStrider
12-03-2007, 09:31 PM
Even with that being the only mutator, it is not activating on the server.
Off to sleep now as my day starts pre-dawn....back tomorrow.
Bob_Gneu
12-03-2007, 09:32 PM
Can you load it up with a non dedicated server or local game?
LordStrider
12-03-2007, 09:55 PM
Yes, if I drop the group, then I can select it now on a local game with low gravity and it does work in "instant action".
Back tomorrow AM ;)
KewlAzMe
12-03-2007, 10:08 PM
Guys. Please see my post above.
Azrael77
12-03-2007, 11:15 PM
Hello all,
I like everything i see here too! Its good to see other people fumbling through it all. I wish there was more documentation too. I have been working with UT2004 with mutators here and there. I am currently working several mutators and eventually working towards a full gametype.
Just wanted to say if I can contribute anything towards us all learning then im all for it. :)
I have exported a full weapon in UT2004 as well. I have some links you might be inserted in if you don't already know them.
Here is the online source code to UT3 Source code (http://www.codekisk.com/unreal/ut3/scriptref/).
Bob_Gneu
12-04-2007, 04:03 PM
Bob,
There is still no code in your file for replication.
You can read about replication here (first link seems to be the most in-depth):
http://web.archive.org/web/20040404002028/www.planetunreal.com/pipeline/tutorials/replication.html
http://udn.epicgames.com/Three/UT3Mods.html#Replication%20-%20Decryption%20and%20De-obfuscation
http://wiki.beyondunreal.com/wiki/Introduction_To_Replicationand some general Uscript tutorials:
http://gamebots.planetunreal.gamespy.com/uscript1.htmlSo from what I've read so far, I assume that some or all of the following need to happen:
A) the modifyplayer function needs to have the word "simulated" in front of it.
B) Need to add a replication block
C) Need to add Role_ stuff to the defaultproperties area (ROLE_AutonomousProxy maybe?)
D) Need to add bAlwaysRelevant=true to the defaultproperties area
E) Need to create a PlayerReplicationInfo (PRI) class
Thank you for those links. I followed the tutorials, but i dont think they are for UT3, first and foremost. Unfortunately we dont have any demo mutators with replication. I have looked around at some of the mutators that work online and they seem to be leaving the last two suggestions off all together.
What do you mean by C? The replication appears to be controlled in the replication block, entirely. The role appears to denote the computer role, ie. Server or client, and is tested with == or < as follows.
Server Priority
if( Role == ROLE_Authority )
iMaxNumJumps, iMaxJumpBoost;Client Priority
if( Role < ROLE_Authority )
iMaxNumJumps, iMaxJumpBoost;I will have my code updated in a couple minutes. =)
Compiling with the reliable keyword inside the reliable block produces the following:
Warning/Error Summary
---------------------
H:\Games\Unreal Tournament 3\Development\Src\JumpMod\Classes\UTMutator_JumpMo d.uc(39) : Warning, Reliabe/Unreliable keywords are no longer used in 'replication
{}'
Uploaded new version to my site
http://wordpress.gneu.org/index.php/software-releases/jump-mod/
KewlAzMe
12-04-2007, 04:40 PM
Well
A) - Dodgejump mutator uses "simulated CheckReplace"
B) - Dodgejump uses the replication block to define which variables are being replicated
C) - Dodgejump uses this in the "DodgeJumpInfo.uc" file
D) - Dodgejump uses this in the "DodgeJumpInfo.uc" file
E) - Saw this in some other mutator
Dodgejump seems to be the closest thing to a jumping mutator so Im trying to learn by reverse engineering it.
Currently I got my new code with replication as demonstrated in dodgejump mutator to compile, but my server throws error "class multijump.multijump" not found.. which is odd.
Take a look at how Eliot did the dodgejump mutator: http://forums.epicgames.com/showpost.php?p=25144633&postcount=164 to see what I mean. From what I understand it replicates fine... just doesn't stick after mapchange... but one problem at a time.
LordStrider
12-04-2007, 10:19 PM
I can check it on my server, but it maybe tomorrow AM before I get time.
Bob_Gneu
12-04-2007, 11:45 PM
The folks on IRC seem to be leaning me towards how i wrote it. I think we are at a crossroads; until Epic loosens its noose around the UDN or some people get crazy with tutorials we are going to be pulling at threads in order to try to figure out how blankets are made.
KewlAzMe
12-06-2007, 04:13 PM
Any further progress on your end Bob? I've been busy since the last post... I hope to have some time on Friday to work on it.
Bob_Gneu
12-06-2007, 04:34 PM
I havent been able to test it as of yet, but i did make the first two changes. Im still kind of up in the air, i would love to better understand what is being done in the back end but documentation is still scarce.
DarthWader
12-11-2007, 12:34 PM
Does not seem to work, when clients join my MP game with the MUT installed? Have tried full install on their machines, as well as download from server, yet all clients only have double jump, as I have multijump? Anyone get this figured out yet?
Bob_Gneu
12-11-2007, 03:45 PM
I am still spinning my wheels on this, but i didnt update the release up on my site from about a week ago. I did some testing and unfortunately i am still getting the same results.
I have torn apart the dodge jump mutator and implemented the other 3 notes that KewlAzMe mentioned above to no avail. I am assuming there is something i have skipped over and will be working on this tonight or tomorrow depending on how work goes.
Ill post updates as they come.
Bob_Gneu
12-11-2007, 05:57 PM
- Shipping script compiler now allows localized/config defaultproperties because otherwise autodownloaded mods have no way for their localized/config variables to work.
http://download.beyondunreal.com/fileworks.php/official/ut3/patch1.exe#releasenotes
I dont know for a fact that this will fix our issue, but my ears are on a swivel with that line i pasted above.
DarthWader
12-11-2007, 07:01 PM
We are all running the Beta 4 patch, and same issue?
We also run an air control & TransLocator mutator which seems to work fine on all clients.
I realy hope you guys can figure this out, as UT is not the same with standard 2 X jump!
Bob_Gneu
12-12-2007, 01:37 AM
Understood, Can you link me to those two mutators? Is the air control configurable?
I can whip together a mutator that is strictly quad jump, the only hold up is making this configurable. Its networking the setting from server to client. If you are all just egging for the quad I can put that up tonight.
DarthWader
12-12-2007, 12:13 PM
Understood, Can you link me to those two mutators? Is the air control configurable?
I can whip together a mutator that is strictly quad jump, the only hold up is making this configurable. Its networking the setting from server to client. If you are all just egging for the quad I can put that up tonight.
Yes, a Qjump mut that will work on servers for clients would be great! However, I am spoiled now with the multijump mut, as I have it set to 10 max jumps and love it! Of course my buddy's are flaming, as they can only jump 2x, while I am skying above them!
The Trans MUT is configurable via the ini file, but I have not messed with it yet, default settings work good.
The air control MUT looks like it is configurable in the ini, not sure...?
Links:
Translocator:
http://www.futuremediacreations.com/ut3/Maps/TranslocatorPlus_v1.2.zip
Air control:
http://www.futuremediacreations.com/ut3/Maps/UT3AirControl.rar
Please let us know if you get a Qjump working for mp servers and also when the multijump is ready! Thanx-
I set tossforce for the trans to old lowgrav ig days, but I don't think the air control has any effect. Someone else said it felt really floaty because of slow gamespeed. Anyone seen gamespeed mute so I need not have to use speedfreak?
Bob_Gneu
12-12-2007, 01:03 PM
I just grabbed the code from those two mutators and it doesnt look like they have any replication what so ever. Either their values are already replicated or these dont work online.
the only difference between these two mutators and mine is that they put the parenthesis after var and i didnt.
The translocator mutator is really ****ing weird too. If you change the value of the TLP_sCheckIni to get around the replication i do believe. Since the ini file isnt sent over to the client when they connect, and the .u is, it goes ahead and creates one for the client with the default values. It doesnt actually send it the values that are being set on the server, so you lose out on internet gameplay b/c the opposite of what you are experiencing will occur. The client may have values that have been changed or tweaked on the server allowing the clients to do more, and vice versa.
Again, these two mutators dont have replication or have the functions noted as being simulated. I cant see how they would work regardless of what is going on.
DarthWader
12-12-2007, 01:14 PM
Would it make a difference, if each client has the mut installed already on their machine? I always send map/mut files directly to each of my friends via download, before we run them, so everyone has the exact same files on their machines. (I play with the same group of my friends) So, there is no case of pulling the file from my server, then installing it before they join. We all have the same files before we play.
There is no Trans in DM by default (stupid) and when MUT is enabled on my server each client can use the TL. I do not know if it simply uses the default TL settings on each client or not, because I have not changed any of the TL settings, but they can definately use a TL in a DM game now on my server? I am pretty sure the air control also works on the clients as I asked them all outright on the phone during play, and they said that they can definately see a difference and control their position while in the air? Don't know if the game has this built in, with low grav or not, but the clients seem to think it is working?
Bob_Gneu
12-12-2007, 01:21 PM
Inside MutTranslocatorPlus.uc
function InitMutator(string Options, out string ErrorMessage)
{
//LogInternal("################################# TranslocatorPlus ###### BEGIN InitMutator!");
if (TLP_sCheckIni!="DO NOT REMOVE THIS!")
{
// Create ini
TLP_sCheckIni = "DO NOT REMOVE THIS!";
TLP_sVersion = "1.2";
TLP_fTossZ = 155.000000;
TLP_fSpeed = 1330.000000;
TLP_fMomentum = 50000.000000;
TLP_bBounce = True;
TLP_bAllowInDM = True;
TLP_bAllowInTDM = True;
TLP_bAllowInCTF = True;
TLP_bAllowInVCTF = True;
TLP_bAllowInWAR = True;
TLP_bAllowInDUEL = True;
//TLP_bAllowInCUSTOM1 = False;
//TLP_bAllowInCUSTOM2 = False;
//TLP_bAllowInCUSTOM3 = False;
//TLP_sCUSTOM1 = "";
//TLP_sCUSTOM2 = "";
//TLP_sCUSTOM3 = "";
SaveConfig();
}
Super.InitMutator(Options, ErrorMessage);
//LogInternal("################################# TranslocatorPlus ###### END InitMutator!");
}
To be fair, The aircontrol may work, but it wont transmit the values if you change them on your server. It is what i was saying i can do with the multijump to get it to work quad jump.
DarthWader
12-12-2007, 01:29 PM
OK, understood...
Yes, please link to a working Qjump mut, when you can! How will this differ from the original Qjump mut that KewlAzMe posted? This one did not work on server either, this was reason for trying mutijump.
Not concerned with editing the mut's, as they work good by default, so maybe this why they work, using each local copy of files for clients?
As I said, I will give the file to all of my buddy's for installation, prior to running it on the server, as always...
I hope you can eventualy figure out a fix for the multijump also, this rocks! Not sure why it is not working though, when all clients have it pre-installed on their system?
DarthWader
12-12-2007, 01:37 PM
I set tossforce for the trans to old lowgrav ig days, but I don't think the air control has any effect. Someone else said it felt really floaty because of slow gamespeed. Anyone seen gamespeed mute so I need not have to use speedfreak?
No, no game speed mut yet? I really miss this and think it should be editable in the ini, just like the past versions of UT! We always played at 1.15 gamespeed, just a bit faster than default, but sooooo much better! I hope epic opens this up in a patch, or someone makes a working MUT!
KewlAzMe
12-12-2007, 02:31 PM
Inside MutTranslocatorPlus.uc
function InitMutator(string Options, out string ErrorMessage)
{
//LogInternal("################################# TranslocatorPlus ###### BEGIN InitMutator!");
if (TLP_sCheckIni!="DO NOT REMOVE THIS!")
{
// Create ini
TLP_sCheckIni = "DO NOT REMOVE THIS!";
TLP_sVersion = "1.2";
TLP_fTossZ = 155.000000;
TLP_fSpeed = 1330.000000;
TLP_fMomentum = 50000.000000;
TLP_bBounce = True;
TLP_bAllowInDM = True;
TLP_bAllowInTDM = True;
TLP_bAllowInCTF = True;
TLP_bAllowInVCTF = True;
TLP_bAllowInWAR = True;
TLP_bAllowInDUEL = True;
//TLP_bAllowInCUSTOM1 = False;
//TLP_bAllowInCUSTOM2 = False;
//TLP_bAllowInCUSTOM3 = False;
//TLP_sCUSTOM1 = "";
//TLP_sCUSTOM2 = "";
//TLP_sCUSTOM3 = "";
SaveConfig();
}
Super.InitMutator(Options, ErrorMessage);
//LogInternal("################################# TranslocatorPlus ###### END InitMutator!");
}
To be fair, The aircontrol may work, but it wont transmit the values if you change them on your server. It is what i was saying i can do with the multijump to get it to work quad jump.
This is nothing. This is a work around to the inability to save default values to config variables. This just checks to see if there is already a config setup in your ini file. If so, then it will not write over it, if not then it will create it. This can go away now with the patch since it allows default variable values in the defaultprops area now
TranslocatorPlus mutator has replication using simulated functions.
Air Control doesn't work online, and thats already known.. I think the author is also waiting to see where we get.
Currently the DodgeJump mutator is the only one I have found easy enough to understand and also does jump modification so I'm trying to follow that one.
I've created an Info subclass and Im not sure what the CheckReplaceActor does aside from forcing the info subclass to be spawned, which may be one of the secrets of replication. I hope to have time this weekend to try it out.
Bob_Gneu
12-12-2007, 02:38 PM
From my discussion with a couple people last night on IRC the only two options we have are to subclass the pawn and set values, which is frowned upon or the manner that the dodgejump mutator works.
I will probably hit this tonight so cheers.
I must say, this is really too complicated for what we need it to do. There should be an easy way to replicate variables like these and have them actually get replicated.
LordStrider
12-12-2007, 03:40 PM
Bob and Kewlazme........your efforts are truly appreciated. :)
Bob_Gneu
12-12-2007, 04:00 PM
i completed the quad jump mutator, and just need to upload it which ill be doing as soon as i get home from work tonight.
KewlAzMe
12-12-2007, 04:01 PM
I must say, this is really too complicated for what we need it to do. There should be an easy way to replicate variables like these and have them actually get replicated.
I agree.
bDoReplicate= True
Done!
Or something like
Non-Replicated:
- Var int MaxNumJump;
- function ModifyPlayer()
Replicated:
- replicated Var int MaxNumJump;
- replicated function ModifyPlayer()
see.. easy.
Bob_Gneu
12-12-2007, 05:21 PM
Last night it occured to me...
When you set a function on the mutator to simulated you are inessence saying i want this run on both the client and server. When you tell the mutator to replicate the data it is being done so you can have those values on client and server. So what reason is there behind the current setup where you set both and you get neither?
The workaround that is being used for the translocator mod is another option to our debacle, but its really hacky and it doesnt transmit server values since all the values are hard coded. << just a note from our discussion earlier.
DarthWader
12-12-2007, 07:35 PM
Bob and Kewlazme........your efforts are truly appreciated. :)
I second that... :D
Bob_Gneu
12-12-2007, 10:15 PM
http://wordpress.gneu.org/index.php/software-releases/jump-mod/
There you guys go. Enjoy
You rule man! I wish I knew what you were doing so I could port the XxxX ig gun and tl. WTG!
Bob_Gneu
12-12-2007, 10:47 PM
?
What are you talking about? the XxxX ig gun and tl? translocator? What are you trying to pull off?
I wanted to replicate the changeable rate of fire and tossforce variables for the translocator. i'm going through all that bonus disk tut's, but dang thats a lot of stuffs to watch.
On a side note, I downloaded the 1.1 but there is only the u file and no ini. Is there an older version where I should get this?
KewlAzMe
12-12-2007, 10:52 PM
http://wordpress.gneu.org/index.php/software-releases/jump-mod/
There you guys go. Enjoy
Does it work online? Took a quick look but haven't tested online.. Looks great otherwise! You got the in-game configuration working :) I will have to take a look at the code to see what you did. Great job Bob!
Ugh, I need gamespeed, can anything you have done so far acommidate that? I consider myself a nob again, at least thats what BuD calls me for spending so much time in counterstrike after 2k4 went poop.
I tried the multijump and aint getting it. Not pushing.
Bob_Gneu
12-12-2007, 11:31 PM
Multi jump doesnt work, only quad works on servers currently.
Bob_Gneu
12-12-2007, 11:32 PM
Does it work online? Took a quick look but haven't tested online.. Looks great otherwise! You got the in-game configuration working :) I will have to take a look at the code to see what you did. Great job Bob!
heh, its as much you as it is me.
The multi jump only works locally currently i didnt bother updating the replication stuff yet, I have a final tomorrow morning at 7am so i figured studying would be a better task. Ill let you guys know how things go tomorrow.
Bob_Gneu
12-12-2007, 11:43 PM
I just got a notice that its not working, would anyone care to confirm?
My Quad Jump Mutator. No Replication necessary... i thought.
http://rafb.net/p/z4iBD860.html
=\
DarthWader
12-13-2007, 12:20 AM
Hey Bob, nice job!
I will test it out right away...
errrr, which one is the fixed one?
Jump Mod v 1.2 (http://wordpress.gneu.org/wp-content/uploads/2007/12/jump-mod.rar) or Quad Jump v1.0 (http://wordpress.gneu.org/wp-content/uploads/2007/12/quadjump.rar)
Lemme know-
Screw it, I will try 'em both...
DarthWader
12-13-2007, 12:21 AM
I just got a notice that its not working, would anyone care to confirm?
My Quad Jump Mutator. No Replication necessary... i thought.
http://rafb.net/p/z4iBD860.html
=\
Will verify shortly-
DarthWader
12-13-2007, 12:23 AM
Ugh, I need gamespeed, can anything you have done so far acommidate that? I consider myself a nob again, at least thats what BuD calls me for spending so much time in counterstrike after 2k4 went poop.
YES!!!
Game speed MUT would be oh, so sweeet!
DarthWader
12-13-2007, 12:41 AM
Hi Bob,
I installed both files, as I was not sure which one was the latest?
I was getting an 'ambiguous package' error after installing the Quad Jump V 1.0 MUT, when game started?
Could not get that one to work, no matter what directory I put the Quadjump.U file into? There was NO ini file in the config folder of the download? Only the MUT 'Quadjump.U' file-
I installed the Jump Mod V 1.2 MUT and it showed in the Mut list, so i fired it up in my server on my Pc... I noticed it was actualy 5 jumps, not 4? If this is the correct file?
I then installed it on my second PC, and joined my server from that machine, the jump mut was not working, only 2 jumps max? I uninstalled it from my second PC, and tried to pull the file from my server to test it that way, but it never pulled the file and still only 2 x jump? So I would have to agree with skrU, in that it is not working yet... sorry-
Bob_Gneu
12-13-2007, 01:34 AM
I have been testing them with the folks in #unrealscript and its really not working. Even the one with no replication needs replication. Ill explain tomorrow when i get out of my final.
Wish me luck.
Cheers
LordStrider
12-13-2007, 07:57 AM
I tried the quad last night and had no luck and I too did not see an ini.
Bob_Gneu
12-13-2007, 01:02 PM
Apparently even if your mutator does not require any replication, you need to create a player info class in order to get the value that you are editing over to the clients. I have spent the better part of the last two weeks free time researching and reading through the code in order to wrap my mind around things and its been really depressing.
My Logic goes as follows:
Mutators are, by definition, packages that have a need to modify and extend players, weapons and so forth – actors in the game.
Of the limited functions available to our mutators, ModifyPlayer() for instance, we need to be able to do specific things, such as modify the player.
ModifyPlayer() does modify the player, but only on previously replicated variables.
I have the distinct feeling that this is going to become a larger issue as time goes on. I already have two packages for this mutator and I have to add a third class to it in order to get my, seemingly, simple mutator to work properly. I think it is quite irritating and complex for what its doing.
In reading the other mutators, Super Berserk for instance, modifies the players variables and boom, its done. In reading a little further though you will find that the variable it modifies is already replicated by the UTPawn class, so its already set to send to the client.
All and all this is really not very clear or simple; to me it doesn’t make sense for mutators to require a player-info class in order to be able to pull anything off beyond what is already replicated. It seems to me that this is not out of the ordinary. Most mutators I have seen in 2k4 were modifying simple variables, which I’m assuming is why variables aren’t networked by default, but it is definitely the case that as a developer we should be able to request the player to network a variable as we feel it needs to, otherwise things are going to just become more and more convoluted. I support UT’s decision not to auto-replicate everything, but I can’t really follow the logic behind making it so difficult.
DarthWader
12-13-2007, 02:06 PM
Thanx for the info Bob.
does the current quadjump not function then?
There is no "ini" file in the config folder of your download, so the MUT will not run?
Bob_Gneu
12-13-2007, 02:34 PM
well, i guess i left that out, The quad jump mutator doesnt have any configuration so my script apparently wasnt flagging that.
The reason the quad jump doesnt work, however, is the same reason the multi jump doesnt work. I will be fixing both tonight though. Pretty sad i must say. I am off of work in about 3 hours.
DarthWader
12-13-2007, 02:50 PM
Roger that, and thanx sooooooooooo much for all of your hard work!
Will check back later for updated files-
Bob_Gneu
12-13-2007, 03:13 PM
If you check my signature you will find a new link to my wiki and an ever growing list of notes that i am going to continue building as development, research and experiment continues. Please feel free to read, copy, distribute, print and expand upon these notes as the majority of them are built off of our collaboration.
DarthWader
12-13-2007, 07:13 PM
thanx, will go have a look!
Bob_Gneu
12-13-2007, 10:02 PM
Alright folks!
Woo Freakin Hoo!
Yes, yes, yall! It works!
Only a couple problems need to be sorted out.
One report of having clients bindings overwritten
Cannot use this mutator with Jump BootsGetting these two issues sorted out will allow me to release! Wish me luck.
KewlAzMe
12-13-2007, 10:13 PM
Unreal Bob! This is great news. I must thank you as well, as following your progress has actually been making it all make sense to me! You make it seem to easy :) I can't wait to try it out!
DarthWader
12-13-2007, 10:26 PM
Great news!
Are you focusing on QJump, or MultiJump? or both? or will they be the same?
Cant wait!
Bob_Gneu
12-13-2007, 11:12 PM
I am abandoning QJump as Multi can be set to anything you wish, and it holds onto your previous settings via the configuration menu, which is also working.
I am not sure that the bindings is really ****ing about and i cant figure out why the jumpboots are ****ing about either. Would you guys care to use it with a disclaimer on your servers saying your game experience may suck donkey balls until v 2.0?
KewlAzMe
12-14-2007, 07:14 AM
DonkeyBallsJump.u is better than NoJump.u :)
DarthWader
12-14-2007, 10:34 AM
I am abandoning QJump as Multi can be set to anything you wish, and it holds onto your previous settings via the configuration menu, which is also working.
I am not sure that the bindings is really ****ing about and i cant figure out why the jumpboots are ****ing about either. Would you guys care to use it with a disclaimer on your servers saying your game experience may suck donkey balls until v 2.0?
Hell yeah!
I do not advertise my server publicly anyway, I play with the same group of friends only, have been for years. Jump boots are for sissy's and I never use them anyway! Shoot us a link! will let you know how it works...
themadscientist
12-14-2007, 11:33 AM
KewlAzMe & Bob Gneu.....you guys rock. We who are n00b coders salute you. :)
Seriously, without guys like you working on this kind of stuff, we would never get any extra wicked cool stuff for the game. Your work is much appreciated.
Also, I run a public server, so Ill be happy to test whatever you guys come up with.
Bob_Gneu
12-14-2007, 01:30 PM
Well i cant say that I'm not extremely happy that you guys want to use this infernal thing but i will say good luck to you all. Its time to start brainstorming about the next mutator i am going to hit while the bug tracking of this one winds down. If anyone finds any bugs or wants to help track down any that are already known please email/pm/post in my forum/hit me up on any of the messaging apps that i have. I am interested in any detailed information that comes forward through the testing that you guys are using.
Likewise if you cant reproduce a bug let me know. If i get 50 notices of the bug being irreproducible i will remove it from the list and write an angry email to my tester letting him know he sucks at life.
I am also looking for a couple people to become my beta testers. I have a number of projects ahead of me in UT3 and need to find some dependable help with it.
Thank you all so far for your assistance, i hope you enjoy this mutator as much as i didnt. =)
http://wordpress.gneu.org/index.php/software-releases/jump-mod/
PS. KewlAzMe - I would love for you to review my code and help me with finding a better function than the tick one b/c it seems to me, that could be one of the issues. we'll track her down im sure. Thanks a bunch!
DarthWader
12-14-2007, 01:57 PM
I am also looking for a couple people to become my beta testers. I have a number of projects ahead of me in UT3 and need to find some dependable help with it.
Hey Bob, will test this out tonight when we play and report back to you here! Many thanx for sticking this out and getting 'er done! Would be interested in testing some stuff for you also, sounds cool! you can email me directly, or just pm me if ya want- A game speed mut, would be really nice!?
KewlAzMe
12-14-2007, 02:27 PM
PS. KewlAzMe - I would love for you to review my code and help me with finding a better function than the tick one b/c it seems to me, that could be one of the issues. we'll track her down im sure. Thanks a bunch!
Hi Bob. I took a quick look.. It looks like you also used the dodgejump as the reference.. i actually got nearly the same result tho I removed the modifyPlayer function from the mutator and tried putting it into the info file... I also got a bit confused in some of the subclassing. Which is probably why mine didnt work.
One thing that struck me as odd was that you have a replication block in the mutator class for iMaxNumJumps and the info class riMaxNumJumps. I wouldn't think you'd need to have the iMaxNumJumps replicated as you are just pointing the riMaxNumJumps to that value before replicating it. So I think you could remove the replication stuff from the main mutator class. But that's just a theory.
I'm also wondering if it needs to be called at every tick. I think the client does the calculation of the jumps as they are used by decreasing 1 from the MaxNumJumps from the normal jump function anyway... so I think if you set the Max only once at PostbeginPlay, maybe that would be enough.
I'm also wondering about MultiJumpsRemaining.. that is on the UTPawn class, but if we are setting that to the max at each tick, technically it would never decrease, as you would always have the max remaining. So i think that isn't working, because it does actually count down. I will try some stuff today with it.
I will try it out after lunch today. Great work Bob! Now I can hopefully use what we've learned here for some other simple mutators. :)
Bob_Gneu
12-14-2007, 03:37 PM
Good call with the replication. I totally forgot to remove that last night. =) Bravo. Ill look into the Tick function replacement this evening as soon as i get out of this place.
Im glad our work paid off, let me tell you. It is really irritating to spend 3 weeks on something that, on its surface, looks benign but as soon as you get to going things rapidly become foggy and hard to follow.
LordStrider
12-14-2007, 06:50 PM
I have it on my server and it pushed it out and I seem to be getting the boost on my second jump, but at 60 I hit the roof and crash down.
I'm gonna try lowering the jumpboost and see, but have to wait till the server is empty.
I think it is working though....I'll report back. :)
Bob_Gneu
12-14-2007, 06:53 PM
i had plenty of practice with the jumping and was able to hit the max. It doesnt get executed and overwrite fortunately. at least not from my experience last night. I am going to release a sub version tonight with the post assuming it is correct.
themadscientist
12-14-2007, 07:23 PM
Awesome guys! Works like a charm. I havent run into a problem yet, but i havent had anybody in the server yet. Ill post back with more updates later on. Keep up the good work!
LordStrider
12-14-2007, 07:32 PM
Seems to be working. You are very close :)
Yeah I noticed that my max jumps was set at 4 and I was jumping at least 8-10 times before I topped out.
themadscientist
12-14-2007, 08:12 PM
ok i have an update........all was well until we played RisingSun.....if we doublejumped we would hit some kind of limit and come crashing back down and die instantly...its wicked hard to play like that. :)
Just thought i would let you guys know.
LordStrider
12-14-2007, 09:35 PM
ok i have an update........all was well until we played RisingSun.....if we doublejumped we would hit some kind of limit and come crashing back down and die instantly...its wicked hard to play like that. :)
Just thought i would let you guys know.
Same in HeatRay. Once I lowered the boost in the ini things were better.
That was completely server side. I still have yet to try it with a local install.
DarthWader
12-14-2007, 09:37 PM
OK, after preliminary testing on my server, here are some bugs to report-
- Mut replicates on client machines! YEAH!
- When MUT is first played, the boost is maxed out at 60, and just throws you skyward at a rapid speed, almost like jump boots? I turned this down to 3, and it feels just right. The strange thing is, the slider only goes to 10, I think, so for some reason it gets set to 60 at start somehow?
- I noticed on a few maps (just a few) that you would hear the jump boot sound effect when jumping? not the standard player voice 'hut' - 'hut'. This went away after a while in other maps.
- When you play the first match with the MUT, you have infinite amounts of jumps? I played DM-Pyramid, (low grav, no ceiling to stop you) and counted to 75 jumps, before I decided to quit counting and TL'd back to platform. This issue however, goes away after the first match has ended, and you begin the next match. You then get the correct amount of jumps only. I currently have jump count set to 4, so we get total of 5 jumps. First initial jump, then 4 X jump from MUT, I figure? We will be playing many more matches tonight with 4-6 people on my server, so I will get some feedback from my friends on how it worked in their client connection. I will report back if I find any other issues. Right now I am running the MUT with 4 jumps and 3 boost. This combo seems good- More info to come!
Bob_Gneu
12-14-2007, 10:16 PM
=)
Alright, so there is just a distribution bug in with the 60. the ini was not updated properly when i wrapped it up. I have to write a script to do this raring **** automatically.
I applied the suggestion i got earlier to cut down on some of the tweaking. You now choose a scale from 1-10 and it is applied to the boost value * 40 so for instance 1 is going to set your bost to 40. That said i would like to say that my changes have sorted out the boost issue. So you can now use the jump boots and it works properly. I hope this bug stays fixed, although i will have to get back to you about it.
Yes i noticed the fact that things get better once the server has reset. IDK why but it is very odd to me. Thank you for this info. The more info you can get me, detailing your steps taken and such, the better it will be for me to get things sorted out on my end.
Prepare for a 1.3.1 version to be released tonight.
DarthWader
12-15-2007, 12:08 AM
It might have something to do with the way the custom skins do not take effect until the second match as well. If you have a custom skin,(Epic built, included in game) the other players see you as the default Demo dude, until the next match, and the server is reset, then the skin shows as it should.
Epic claims this is by design, but I have no idea why they would do that? So, perhaps this is the cause of the unlimited jump, until the reset? Just my thought- Getting ready to FRAG with my friends right now, will report back anything else I notice, after tonights play-
Bob_Gneu
12-15-2007, 03:48 AM
Haha, nope. It was all in my code. I have been ****ing around with it for the last 3 hours and sorted it out.
I played with the function calls and such but had no results that helped. The tick function is still relied upon, although i have chosen to go with the NotifyLogin function to set up my variables. should prove to be a little more fun. I have another 20 mins of things i want to do before i release but you are all welcome to join in on the fun.
ill brb
DarthWader
12-15-2007, 04:26 AM
Hey Bob,
Well it was too good to be true...
We played several matches this evening and every time, The MUT would only work the first match. After we finished the first match and went on to the second, the clients could no longer multijump?! They would quit server and come back in, and it would work again, but every time we finished the first match after their rejoin, it would break again and they would be back to only 2X jump. So why the heck would it work the first match, then break in the second and remaining matches unitl they quit and rejoin?
I only tested it in one match localy here on a LAN game earlier today, when I wrote back saying it worked... I should have tested further?
So it looks like the current version 1.3, is still busted?
Why the hell has EPIC made this sooooo damn hard this go around?
They have some serious patching to do, before everyone abandons this game and moves on. 'Tis a shame...
Hopefuly we can keep plugging away on this to find a working version...
Cheers for now-
Bob_Gneu
12-15-2007, 05:17 AM
I am pretty confident with this version. I just went four rounds with Aksen and it looks like its going to work out fine.
=) im packing it up right now. Ill update this when its ready for download.
woo wee.
Wait till you guys see the code for this. The mutator holds the info, the info does the mutating. ty epic for setting this up like this. very cool.
http://wordpress.gneu.org/index.php/software-releases/jump-mod/
Enjoy guys. Keep me posted on issues. Ill be up again in about 6-8 hours
DarthWader
12-15-2007, 12:53 PM
Thanx Bob,
Will test it and let you know-
DarthWader
12-15-2007, 03:34 PM
Hey all,
I have tested V1.4 in 6 rounds via LAN setup, here at my location.
Game starts and you now have the defined number of jumps determined by the settings, no more 'unlimited jump' in the first round! MUT worked perfectly thru all 6 rounds, same preset number of jumps, both on my PC and my second PC LAN client. The only thing to test now would be to hook up with my friends on my server via internet game, and test it on their ends. I have forwarded them all the V1.4 file, and await their reply to test it out-
I think you got it this time! Nice work Bob! Many thanx for the hard work!
I will reply here, once we have tested further and let you know the result-
Bob_Gneu
12-15-2007, 05:05 PM
Hey guys,
Just a quick update. I added a little error checking to ensure the ini file doesnt get ****ed with too much. basically it ensures the sliders are the bounds to the data. I also updated the config menu to be a little prettier so its not so hard to read the red text.
v 1.4 is still available, if you want to play with the values and have a little fun, but further versions will include the corrections mentioned above.
PS.
I just released the Speed mutator (http://utforums.epicgames.com/showthread.php?t=592983) as well. =)
LordStrider
12-15-2007, 08:57 PM
Excellent. I'll load it later tonight. On a side note the game speed was the next on my list of things needed......nice work. :)
Care to take a crack at a serveradds mutator? I am pretty sure it is server side only.
UAdminMod had it built in at: http://www.unrealadmin.org/forums/showthread.php?t=2206
Also ServerExt had it at: http://ut2004.elmuerte.com/ServerExt#mutrss
Of all the things I miss most quadjump, gamespeed and serveradds are my top three.
Thanks for getting two off my list. You have my great thanks, as well as that of many others I am sure.
or
Bob_Gneu
12-15-2007, 09:04 PM
I am not quite sure i understand what you mean by that. Can you explain what your serveradds mutator is supposed to be doing a little better?
DarthWader
12-15-2007, 09:23 PM
SPEED! yeah!
Will load it up and test it out-
Thanx again!
LordStrider
12-15-2007, 10:08 PM
I am not quite sure i understand what you mean by that. Can you explain what your serveradds mutator is supposed to be doing a little better?
ServerAdds displays a set of messages sequentially from an ini at a set interval on the screen.
Many of us use it to display our websites, downloads and other information for players to see.
http://www.stridersrealm.com/Images/serveradds.jpg
Bob_Gneu
12-15-2007, 10:15 PM
oh man, i see what you mean. Uhm, ill start on that as soon as i finish my scroll wheel zoom ****, unless it gets too irritating. ill be in touch, i think its time we start a new thread. Post this in the requests forum and pm me the link. Ill start jotting my notes down there.
As far as i can see, unless someone unearths a bug in the multijump mutator its about done. Ill have a new update tonight, however. I forgot to put my license and notice on the top of my headers. No significant changes to the code.
LordStrider
12-15-2007, 10:28 PM
Thanks Bob,
I loaded multijump and gamespeed and they seem good on my initial test. I'll keep my eye out and check my logs.......Thanks again.
Server adds has requests at: http://utforums.epicgames.com/showthread.php?t=590710&highlight=serveradds in the server section and my initial mod request at http://forums.epicgames.com/showthread.php?t=588603
godmode0
01-13-2008, 05:18 PM
All works fine .. local and on my dedicated server :) all file are uploaded to redirect server gameservers.net
Thankssss for mod
Bob_Gneu
01-13-2008, 05:32 PM
Thank you =)
Neobara
01-13-2008, 05:50 PM
Dunno if i'm the first to ask this, but is there a PS3 version up for this yet? This seems like a better alternative to the low gravity mutator.
Bob_Gneu
01-13-2008, 08:13 PM
I am still unsure about how to distribute the PS3 version. Do you know any information about that? I have cooked the mutator, but i haven't quite figured out what needs to be distributed.
Bob_Gneu
01-19-2008, 03:44 PM
I made a few changes to the mutator and re released it here:
http://utforums.epicgames.com/showthread.php?p=25242059
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