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MonsOlympus
11-26-2007, 01:03 PM
Name: Newtators
Version: v1.9e
Compatibility: UT3 1.20

Description:
Well this started out as just a way for me to make some stuff that I would have liked in UT3 such as a few remakes of Epic's classic muts included across other UT games, acouple were taken from options also. It grew into something much larger, the idea has always been to keep the pack as small and tight as I can providing quality mutators with compatibility between them all. I ended up adding a few customs things after I got done with a few of the remakes and things evolved from there, alot of stock assets have been reused and remixed to create some extended gameplay.

The list has been cut since last time but I do have another mutator pack on the way, it should see public testing as this one is going final. This just makes the pack of higher quality and I can include some of the other mutators in the next pack. Since around v1.0 though I started on a Mutator Framework after I realized how much code I was reusing, this will have the source released to the public eventually for some extra input but for now its just an easy way for me to prototype gameplay changes.

To that end the next mutator pack should come quicker. Lets not get too ahead of ourselves though, some of the new features that have been added I think are really worthy of some attention. Like the ability to set Custom Vehicle sets per map! Theres more though, Vampyric Damage got a complete overhaul and is now Bloodlust, Booster and Speedboots also recieved some reworking. Energy Leech and Vampire/Bloodlust now display the amount of health taken per shot on the HUD, I could keep going on with the full list...

Well the link is there, give it a shot and let me know what you think :)

Mutator list:
Agile - Adds dodge-jump, wall-dodge-jump and removes the delay on jumps, dodges or jumps with smaller falls.
Bloodlust - Replaces the UDamage with a Red Vampyric version which allows you to suck health from damaged enemies.
Booster - Replaces the Berserk Powerup with a new Booster Powerup which works much like the 2k4 combo.
Dual Enforcers - Gives you dual enforcers on spawn.
Energy Leech - Leeches a percentage of the Shields/Armour from damaged players and gives it back to you. (UI)
Extra Self Damage - Players take more damage from their own shots.
Fast Weapon Switch - Weapons switch faster.
Hardcore - Like UT's Harcore option this raises all damages to 125% of their original.
Hoarding - Lets you choose which items players can horde and which they cant. (UI)
No Double Jump - Removes double jumping and adds a single higher jump, wall dodging is still enabled.
No Health Pickups - Removes all health pickups from the game.
No Super Weapons - Removes all super weapons from the game.
Quad-Jump Boots - Spawns new jump boot pickups which gives the user quad jumps.
Speed Boots - Spawns speed boot pickups instead of jump boots.
Strong Vehicles - Makes all vehicles stronger vs most damage types.
SuperBots - Will make Bots deal more damage to Human players.
Translocator - Will add the Translocator to Deathmatch or Team Deathmatch.
Vampire - A percentage of damage done to enemies will be given back to you in health. (UI)
Vehicle Replacer - Allows you to choose which vehicles to replace and with what. (UI)
Vehicle Team Swap - Allows you to set Red/Blue to use Necris/Axon vehicles regardless of the map defaults. (UI)

Removed Mutators:
Vehicle Arena - Replaces all vehicles on a map with the selected vehicle.(No UI, INI settings only atm)
Classic Arena - New Arena mutator which goes back to a more classic styled Arena.
Item Replacer - Like Weapon Replacement or Vehicle Replacer, this allows people to change out things like health factories,
shield factories or even powerups with other types.

Screenshot:
http://i10.photobucket.com/albums/a123/OlympusMons/Newtator/Newtators_Ingame4.jpghttp://i10.photobucket.com/albums/a123/OlympusMons/Newtator/Newtators_Ingame3.jpg
http://i10.photobucket.com/albums/a123/OlympusMons/Newtator/Newtators_Ingame1.jpghttp://i10.photobucket.com/albums/a123/OlympusMons/Newtator/Vampyric-SS4.jpg
http://i10.photobucket.com/albums/a123/OlympusMons/Newtator/SpeedBoots-SS9.jpghttp://i10.photobucket.com/albums/a123/OlympusMons/Newtator/Booster-SS22.jpg

A few work in progress pics to show some of the new features :cool:

http://i10.photobucket.com/albums/a123/OlympusMons/Newtator/BloodlustWeap_SS00004.jpghttp://i10.photobucket.com/albums/a123/OlympusMons/Newtator/SpeedbootsEffect_SS00006.jpghttp://i10.photobucket.com/albums/a123/OlympusMons/Newtator/BloodlustWeap_SS00014.jpghttp://i10.photobucket.com/albums/a123/OlympusMons/Newtator/SpeedbootsBloodlust_SS00016.jpg

Honestly, stills dont do the realtime justice and no the trails arnt that long anymore but its nice and dramatic for the screens :)

Comments: Comments welcome and requests welcome although requests will make it into the next mutator pack as this one is entering final phases. Just thought I would put it up here to get some feedback :cool:

Credits: MonsOlympus, Captain Snarf (for the vehicle replacer menu code) and Epic Games.

Help/Changes/Fixes: Full ChangeLog and ReadMe comes with the mutator.

Download: newtatorsv1.9 (http://www.uc2004.com/newtatorsv1.9.exe)

Akira Kurosawa
11-26-2007, 01:22 PM
Sounds awesome, but link not working for me.
Anyone else?
EDIT: I got the link working.
There was a backslash in stead http://www.uc2004.com/Newtatorsv0.7.rar

MonsOlympus
11-26-2007, 01:29 PM
Yeah my fault, bad dos habit or something I seem to always type backslash instead of forward slash when I do it manually. Fixed the link ;)

Akira Kurosawa
11-26-2007, 01:43 PM
I'm loving the vehicle replacement mutator. : D
More Hellbenders less manta's. XD

ColdfireRik
11-26-2007, 01:49 PM
Love this!! Tnx m8!!

m4tze
11-26-2007, 02:14 PM
Best things is the Hardcore mut and no doublejump :F

AnubanUT2
11-26-2007, 02:50 PM
Spawning with dual enforcers rocks ... this is the way it should have been by default. Also thanks for bringing back the Vampire mutator ... it's always been one of my favorites.

Kolnedrax
11-26-2007, 02:55 PM
do i need to make the published folder myself? only got unpublished...which makes them pop up in the mutator list, but doesnt seem to work :o

MonsOlympus
11-26-2007, 02:58 PM
Yeah you'll have to make that folder, you can run from unpublished but you need to run UT3 -useunpublished switch.

There is a bug with the dual enforcers as well AnubanUT2, working on fixing it though. When you first spawn in the single enforcer anim is player over the top of the already equiped other enforcer.

Thanks for the support guys :)

Kolnedrax
11-26-2007, 03:06 PM
still doesnt work ;o...
or isnt it suppose to work in vehicle capture the flag ?

Crotale
11-26-2007, 03:08 PM
Doggone it Mons, I'm at work and can't try it until tonight. I can't wait!

Chromatik
11-26-2007, 03:31 PM
Dual Enforcers + Hardcore FTMFW!

I love you Mons. I really do. You have made my life complete just now, and for that I thank you.

Looking forward to checking it out tonight...

Kolnedrax
11-26-2007, 03:33 PM
-useunpublished worked, awesome mut dude, love the dual enforcers !

kisk
11-26-2007, 06:34 PM
NO UI CONFIG!? Dude you're slacking! No I'm kidding -- I think everyone is haven't trouble getting even one custom UI working. Nice job Mons!

Mr.UglyPants
11-26-2007, 08:30 PM
Seriously, all this, in 1 pack! Holy crap Mons your my hero!

Now if only their was a mut which allowed you to assign a team the Necris Vehicle set or the Axon vehicle set... oh and a Arena mut, then i'd be as happy as a pancake.

MonsOlympus
11-27-2007, 06:32 AM
Yeah Im gonna be looking into adjusting the vehicles per team alittle later, I was hoping to do like a random one which picks a mix of axon and necris per team or something like that so one which turns one team into axon or necris from there shouldnt be too big of a stretch :cool:

CVROY
11-27-2007, 12:19 PM
To get full use of all vehicles maybe make a rotator for the vehicles. Like at a scorpion spawn point spawn the following vehicles, scorpion, manta, darkwalker etc. Let the user put the vehicles they want rotated in that spot. I do not mean spawn all those vehicles at once, but using the example above have it start off with a scorp, when it's time to respawn a vehicle at that spot go the next one in the list and spawn that one, then at the end of the list start over.

It would be cool to be able to rotate the tank and the paladin at a tank spawn, it would add a whole new dynamic to the game!

:)

Unknown Target
11-27-2007, 04:46 PM
Awesome ,I'll grab it when the vehicle stuff gets UIs :)

Mr.UglyPants
11-27-2007, 05:35 PM
Yeah Im gonna be looking into adjusting the vehicles per team alittle later, I was hoping to do like a random one which picks a mix of axon and necris per team or something like that so one which turns one team into axon or necris from there shouldnt be too big of a stretch :cool:

Cool. Still think it'd be great to have a mut to just set the vehicles for the team (Necris or Axon)

Greg16NL
11-28-2007, 09:12 AM
Hi, little question... It keeps saying ''this mutator is not configurable''. what's the cause?

MonsOlympus
11-28-2007, 03:21 PM
Theres no UI for the vehicle arena or vehicle replacement mutators yet, I am looking into it. For now you have to edit the UTNewtators.ini, at the top there is two sections one for each mutator, you'll need to know the names of the vehicles though.

For the vehicle replacement one you can copy:

VehiclesToReplace=(OldClassName="UTVehicle_Manta_Content", NewClassPath="UTGameContent.UTVehicle_Viper_Content")
these lines as many times as you need them to replace vehicles. As far as I know the NewClassPath needs a full "Package.VehicleName" where the OldClassName doesnt. Well hope that helps people alittle, I understand its tricky :cool:

I have been working on some other smaller mutators and have fixed the bug for the Dual Enforcers mutator so thats good. I think there is only one other minor one with the No SuperWeapons mutator at the moment, where the redeemer still shows up but when you walk over it, it dissapears and nothing is added to your inventory.

MonsOlympus
11-29-2007, 11:32 AM
Sorry for the double post but I thought Id let everyone know Ive updated to v0.9! Its got acouple new things in there, a bug fix or two and some start on a UI which isnt really functional at the moment but I am making some progress in that department. Hoping to get it sorted soon so its easier to use :)

As usual any problems, suggestions, feedback etc just holla :cool:

CVROY
11-29-2007, 07:49 PM
Nice! Have you given any thought to having the vehicles rotate at the spawns with configurable options for what vehicles you want to spawn at say a scorpion spawn point?

BuffyTheSlayer
12-04-2007, 05:02 PM
and didnt work in game ...
:confused:
also I dont even have Published Folder in UTGame folder too
it Unpublished folder for me
what sould I do to make work this mutators ?
thank you

Emo Von Peeblabis
12-05-2007, 12:06 AM
You Will Need To Create The Published Directory Inside

("My Documents\My Games\Unreal Tournament 3\UTGame")


And Inside That Create Folder Called CookedPC

So Its Like This: My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\

And Put The U. File In There

BuffyTheSlayer
12-05-2007, 12:40 AM
You Will Need To Create The Published Directory Inside

("My Documents\My Games\Unreal Tournament 3\UTGame")


And Inside That Create Folder Called CookedPC

So Its Like This: My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\

And Put The U. File In There

thank you very much !!!
you are my hero http://www.ini.hazelwhorley.com/images/heart.gif http://www.ini.hazelwhorley.com/images/heart.gif

MonsOlympus
12-05-2007, 12:19 PM
Okay so Ive updated! Sorry but no Vehicle Replacment or Arena UI's yet but I did add UI's for Vampire and Energy leech :cool:

Acouple of new mutators and Vehicle Team Swap will probably be the last one I add to this pack aside from UI updates, fixes and changes. So yups just looking for problems people so if you find anything or try these on a server and they dont work feel free to drop me a line :)

@CVROY: I'll probably add that to my next mutator pack which I already have in the works, should kinda fit with the other ideas I got going on ;)

CVROY
12-05-2007, 12:32 PM
@CVROY: I'll probably add that to my next mutator pack which I already have in the works, should kinda fit with the other ideas I got going on ;)

That's great news :)

Thanks for all your hard work on these new mutators, I love them.

theteck
12-05-2007, 03:36 PM
i go test strong vehicle mutator

:)

if you need to test on a server..

and can you put version in your files .... because when redirect its ON we need files version because mismatch files append ... from cache and when we put un redirect ... we need to ask for delete before put ....

thanks :)

MonsOlympus
12-05-2007, 04:35 PM
ummz so I need a version in the newtators.u or do I need to put them in the *.uc's? Like for eg newtatorsv1-1.u? This is interesting what you are saying about appending, Im assuming that if someone is running v0.7 and the server is on v1.1 the connection will hang or disconnect because the file versions dont match as it doesnt have disk access to overwrite the old newtators.u? Then again if one is in published the other should be going to cache so I dunno if thats actually a problem unless someone connects to 2 different servers each running different versions of the mutator.

Im assuming the psk for the UI will autodownload as well from the server even if it doesnt contain any links past the UI. Also Ive been testing on v1.0 as Im waiting on the first official patch for bumping support so not all config or localized variables have defaults. I kinda just thought people could link it and grab it as they need it for now until the first patch.

I'll try my best to get server support up to par, as of beta patch 3 I think custom mutators show correctly on server lists or maybe that was before that. Either way Id prefer not to have to patch my own install until its official, then I can work from there without any bugs filtering down, not that, that would be a major issue for something of this scale :cool:

Anyways any info from server admins on issues is greatly appreciated :)

Mr.UglyPants
12-05-2007, 06:33 PM
Hey, will you include a Arena mut (since you've somehow got it working) in it (would mean alot). Also, i like whats on the to do list. can't wait.

FalseEmperor
12-06-2007, 07:50 AM
Love it. One of my complaints about retail UT3 was the lack of mutators that were present in the older games, especially those concerning the vehicles. You're additions to the mutator list are extremely welcome and I can't wait to have UI configuration of the vehicle mutators. Thank you once again and keep up the great work.

~FalseEmperor aka False

Mr.UglyPants
12-06-2007, 09:15 AM
Yeah, i'm just waiting to the UI configurations to show up to download this awesome set of mutators.

MonsOlympus
12-06-2007, 10:42 AM
Yups Im working on it, I basically have it all setup but Im having a problem. Ive made a thread on the unrealscript forums so hopefully someone can point me in the right direction so I can get the last 2 UI's I need working: http://utforums.epicgames.com/showthread.php?t=590445

The scenes themselves are done its just nothing is showing up on them which kinda makes them useless :(

ez_jamin
12-07-2007, 12:14 AM
Very cool. Particularly like dual enforcers on spawn and no double jump.

Mr.UglyPants
12-12-2007, 06:03 PM
Still no luck, post your problem on the BeyondUnreal forums in the coder section for UT, your sure to get some help, or even try contacting [SAS] Solid Snake on the BU forums, he's quite adapt at the UT3 coding already.

Also, any chance of letting us know what those 6 other ideas of yours are?


And if i may give a request... Arena mutator!

ElDiablo2k3
12-12-2007, 07:23 PM
Wow, some cool stuff there mate! Cheers.

DL'ing now! :)

MonsOlympus
12-12-2007, 10:11 PM
Still no luck, post your problem on the BeyondUnreal forums in the coder section for UT, your sure to get some help, or even try contacting [SAS] Solid Snake on the BU forums, he's quite adapt at the UT3 coding already.

Also, any chance of letting us know what those 6 other ideas of yours are?


And if i may give a request... Arena mutator!

There is already an arena mutator in UT3 but the UI is broken or somethin, I think when its compiled it adds the ini stuff so it shows up in the list.

SolidSnake has given me a piece of code Im looking at, I should be able to work something out to get around my problem but its going to take longer unfortunatly. Im also updating Newtators to support v1.10, which means I'll probably stop supporting v1.00 as of Newtators V1.1 :cool:

The 6 other ideas were slowly added from the first version to the latest, if you look now the mutator list has expanded to cover things like energy leech, speed boots, strong vehicles and a few others.

Edit: Yeah also what do people think of the vampire and energy leech configuration screens? Like do they look alright and stuff :)

Mr.UglyPants
12-15-2007, 12:49 PM
Cool, though how would a newb like me get the Arena mut to be compiled or show up?

Great to hear you got help.

I would try them, but i don't know how to install mutators.

Leo
12-15-2007, 02:48 PM
^^ can you build a team-rocket-launch and a hammer launch modul too ?

Mr.UglyPants
12-15-2007, 03:31 PM
What do you mean by Team-Rocket-Launch and Hammer-Launch-model?

Leo
12-15-2007, 07:23 PM
not model ^^
do you know ut99 -
you shoot 3 rockets under the feets of you teampartner and he makes a smal-big fly over the map.
or
you load your hammer (target on at a fix point of the map) ..if someon from you team jump in this charged hammer he get a catapult in your (loaded) target direktion.

just a idea from classic assault ^

Mr.UglyPants
12-15-2007, 07:44 PM
Ah, never played the first UT, but i get the understanding of what you want, well it does happen sometimes. Would be neat to have.

MonsOlympus
12-16-2007, 12:44 AM
[UTMutator_Arena UTUIDataProvider_Mutator]
ClassName=UTGame.UTMutator_Arena
FriendlyName=Arena
Description=
GroupNames=WEAPONMOD|WEAPONRESPAWN
UIConfigScene=
bStandaloneOnly=False
bRemoveOn360=False
bRemoveOnPC=False
bRemoveOnPS3=False

[UTGame.UTMutator_Arena]
ArenaWeaponClassPath=UTGame.UTWeap_ShockRifle

Well Im not sure if this would work as having 2 ini entries for the same mutator, one might just get dumped. But you could try putting this in like an arena.ini or something and seeing if it'll work, I think though there is a problem with the UI. I'll have to look into it some more and see what the problem is, I did hear someone mention that theres something wrong with it when you actually play it as well so maybe making a new one isnt such a bad idea.

As for the rocket and hammer idea, Im guessing the hammer might still have a fair bit of knockback if you hit teammates. Rockets dont seem to have as massive knock back as they used to but they certainly still have it. So whats Im guessing is this would be a request for increased momentum when you cause damage to team mates just like boosting in instagib.

Mr.UglyPants
12-16-2007, 09:38 AM
I haven't even a clue where to put it an stuff. Maybe i'll just get lucky and Epic's next patch will fix it. Til then, i'll wait.

Skill
12-16-2007, 05:52 PM
this is exactly the kind of thing i was hoping someone would do, take all the work out of grabbing the best muts for me. i'll make sure to swing by and pick this up once I can port it to ps3

MonsOlympus
12-17-2007, 02:39 AM
Well I have been speaking to acouple of people about the arena mutator, they arnt too happy with it because it doesnt function the way the old one used to. This opens the door for me to create a Classic Arena mutator which functions like it did in the past, this should allow me to fix any problems there might have been with Epic's UT3 Arena mutator.

So... You'll probably see that in the next release, I am having acouple of problems still, the Vehicle Team Swap is turning out to be harder than I originally planned but thats okay because Im sure the end result will be worth it. I checked a large number of these in net games and alot of them worked, the fast weapon switch was the only one I needed to fix in relation to that but I have found other small bugs. Im not sure exactly but there seems to be that enforcer loading bug still in net games after the first death.

I got a small list of things to fix up, I will try to support the PS3 with this mutator pack because it includes alot of classic mutators from previous games so it'll be good for people playing on console to get a taste of those if they havent before. Im not entirely sure on the proceedures with *.u's and the PS3 but once theres more info I should be in a position to port it over and provide a download specific to PS3 :cool:

Mr.UglyPants
12-17-2007, 09:59 AM
Seriously, a Classic Arena mutator, MonsOlympus, you a God!

You know how the Arena mutator of old would register all the weapons (even custom ones) in your game, you think your Classic Arena mutator will be able to do the same?

AnubanUT2
12-19-2007, 08:39 AM
Bump for this most excellent of mutators ... everyone needs to have this in their collection. :D Once there is a GUI for this this baby will be perfect.

Hedge-o-Matic
12-19-2007, 11:02 AM
Could you make a mutator that has the bots do 1.5 damage, and the humans do the normal amount? This would help a lot for training in offline play.

Oh, great work, BTW.

Mr.UglyPants
12-19-2007, 03:05 PM
So that'd be a Bot handicap?

Crotale
12-20-2007, 10:33 AM
I get the impression he wants Superbots.

Mr.UglyPants
01-08-2008, 12:38 PM
Yeah, Superbots.

So any luck fixing that problem Mons?

Also, here's an idea of mine; Namely its a little mut that allows you to switch powerups with other powerups, like Weapon Replacement, cept for powerups so i'd be a list of the powerups then beside it would be the powerup it would replace.

Dan50
01-13-2008, 11:05 AM
Can you cook it for the PS3??? I would love to use these.

Mr.UglyPants
01-13-2008, 11:46 AM
Well he first has to reply to the thread.

MonsOlympus
01-17-2008, 03:26 AM
Yeah sorry about the timely delay in the response, been on holidays over newyears but Im back at home now so I can get back to it.

I can cook for PS3 it now the tools are out and stuff, might take me alittle time to work it out but thats no biggy. There are a few issues especially with the translocator mutator in WAR, theres a minor one with it in DM with bots as well where they get stuck but Im thinking of just removing support for WAR and the trans because of the possibility of exploitation. Id just like to keep this mutator pack as solid as I can without strange side effects :p

Yeah Im still having issues with vehicle team swap, its mainly because vehicle factories being navigation points are flagged a certain way since they are part of the pathing system which is posing the biggest problem for me atm. To that end Im looking for a work around to my work around so its only gonna get ugly from here on in lolz

Right now though Im concentrating on getting it going in Warfare as I think thats where it'll be the most beneficial and from there I'll extend it to VCTF.

So yups just thought I better drop in and let everyone know Im back workin on this now and that its all still a go. The next release however might end up being close to final so if you have found any problems, exploits or whatever please bring them to my attention now so I can get them out of the way :cool:

Thanks for the feedback and input guys :)

AnubanUT2
01-17-2008, 04:40 PM
Don't bother cooking the current version for the PS3. I already did it as an experiment and it doesn't work on the PS3. It shows up as one mutator not several different ones. You would probably have to write the mutator similar to the TVGMutator pack which does actually work correctly. Unless you have to cook these types of mutators differently but that doesn't make any sense to me. When you take a look you may be able to figure it out.

Mr.UglyPants
01-17-2008, 05:34 PM
Yeah sorry about the timely delay in the response, been on holidays over newyears but Im back at home now so I can get back to it.

I can cook for PS3 it now the tools are out and stuff, might take me alittle time to work it out but thats no biggy. There are a few issues especially with the translocator mutator in WAR, theres a minor one with it in DM with bots as well where they get stuck but Im thinking of just removing support for WAR and the trans because of the possibility of exploitation. Id just like to keep this mutator pack as solid as I can without strange side effects :p

Yeah Im still having issues with vehicle team swap, its mainly because vehicle factories being navigation points are flagged a certain way since they are part of the pathing system which is posing the biggest problem for me atm. To that end Im looking for a work around to my work around so its only gonna get ugly from here on in lolz

Right now though Im concentrating on getting it going in Warfare as I think thats where it'll be the most beneficial and from there I'll extend it to VCTF.

So yups just thought I better drop in and let everyone know Im back workin on this now and that its all still a go. The next release however might end up being close to final so if you have found any problems, exploits or whatever please bring them to my attention now so I can get them out of the way :cool:

Thanks for the feedback and input guys :)

Lol, i saw that pun.:D


And i guessed as much, holidays are for getting away aren't they?

Still, i cannot wait for this pack to be finished, for this surely will be on my list of muts which shall always be on, next to gibalicious.


Also, another mutator idea (well stolen anyways) is the Vendetta mutator from UT2k4, it was really great, would be really cool to see it back, then i could finally realize who've i've killed so many times, or who has killed me.

AnubanUT2
01-17-2008, 06:21 PM
Also, another mutator idea (well stolen anyways) is the Vendetta mutator from UT2k4, it was really great, would be really cool to see it back, then i could finally realize who've i've killed so many times, or who has killed me.

yeah Vendetta would be cool and it is different enough from Revenge that it makes sense to bring it back.

MonsOlympus
01-18-2008, 10:02 AM
Ahh well I went through all the mailing list discussions I missed over the last few weeks and it seems the PS3 is best suited to mutators which dont require custom assets or UI's. I'll actually get down and dirty with the tools over the weekend but from what Im seeing so far is I might have to cut acouple of the mutators out to make it work correctly on the PS3.

Not a big deal really and I can set the mutators with UI's to specific settings rather than having the options (except maybe vehicle replace/arena) but still theres a flag in the INI for disallowing certain muts on PS3 so maybe thats the go. I dont actually have a PS3 myself which kinda sucks (I'll be looking later this year) so yeah if anyone with one wants to lend a hand on that side of things that would be kewl, just send me a PM or somethin :cool:

I got a few idea's Im wanting to try out in the next version so I'll see about trying some of the ones suggested as well. The list is starting to get rather full now so thats good, I didnt want to just release one mutator in a *.u, the idea was to make a nice full solid pack of mutators people would use. I also got acouple of idea's for my next pack which I rekon will blow people away but I dont want to get too far ahead of myself, but I'll let you guys know when newtators gets into final :)

Thanks for adding this mutator to your pack as well Anuban, I was alittle worried this might not get much attention because its not really technically savvy or highly original so I was pleasantly surprised ;)

What I will say about technical stuff I have isolated repeating code in this pack and moved it out into its own package, now youre probably thinking WTF why?

so lemme go into this descision alittle, while roughing up my next pack (basically making placeholder classes with loads of comments) I realized how much of this code could be reused or be useful in a number of different situations. I made this mutator framework (temporary name) which allows me to extend this classes for rapid prototyping.

From there I actually started to use this framework which is making things easier, with the number of mutators in this package increasing and my future packs (and other side projects) every little bit of time I can save is great. Not only that but the source for this package will be released so scripters can look it over and perhaps offer some feedback or use the framework themselves if they would like. Just thought Id give you alittle info on that since thats going to be in the next release.

Anyways been holding that tidbit in since before I went away, I'll try and get an update out in the next few days or so if I can but Im kinda holding off since I would like to get the longer running issues sorted. Im liking the new engine alot so far myself, its certainly different from the last and its not without its problems but I just feel alot more confident working with this version for some reason.

Thats about all I can think of atm :p

AnubanUT2
01-18-2008, 02:49 PM
Dude you know I will test anything so just let me know what you want me to test on my PS3 ... I'm always happy to help out fellow PC modders. :) Plus I love these mutators so this is my way of saying thanks for allowing me to enjoy my game even more.

Edit: Hey Mons are you guys ever going to release that UC2004 mod ... that looks soooo sweet!!! Man I want those models! :p

CaptainSnarf
01-31-2008, 09:34 AM
FYI, Newtators and my Vehicle Replacement mutator ( http://utforums.epicgames.com/showthread.php?t=600763 ) are incompatible. We both used the same name for our mutator.

MonsOlympus
01-31-2008, 02:35 PM
Thanks for the heads up, I spoooose I could change the name of mine even though I had mine named that first :p Would be a shame for people to miss out on other muts in this pack because of a minor incompatibility. I think someone else has a dual enforcer mut as well, like in the TCG pack or something, dunno if theres any problems there.

Been busy busy on this though, hoping to have a release out in the next couple of days actually. Something like version 1.5 Im up to now, got acouple of new mutators in there and the UI for the vehicle replacement, ya beat me to it still CaptainSnarf ;)

Edit: actually looking through your ini here, seems you have done something similar to what I was trying.

[MT_VehicleReplacement.UTUIDataStore_Vehicle]
ElementProviderTypes=(ProviderTag="Vehicle",ProviderClassName="MT_VehicleReplacement.UTUIDataProvider_Vehicle")

I was trying this but using the UTUIDataStore_MenuItems which wasnt working, I subclassed that and put my own in the array but that still wasnt working... hmmz

CaptainSnarf
01-31-2008, 03:02 PM
Sorry, I forgot to upload the source for MT_VehicleReplacement. I'll do that when I get home. Feel free to borrow/steal anything I've done. I started trying to use UTUIDataSTore_MenuItems too, but gave up on that. Instead, I had to make a new DataStore type to get it to work.

MonsOlympus
01-31-2008, 04:20 PM
Hey kewl man, thats nice of you :) I'll give ya some cred for your help in getting the menu up an running. I couldnt get my DataStore showing up in the ed or anything so whatever you've done works. I ended up renaming mine to VehicleReplacer, original huh :p

CaptainSnarf
01-31-2008, 10:45 PM
Ok, I uploaded the source. http://hosted.filefront.com/CaptainSnarf

AnubanUT2
01-31-2008, 11:23 PM
Extra Self Damage - Players take more damage from their own shots.
SuperBots - Will make Bots deal more damage to Human players.
Classic Arena - Like the arena mutator of old and the UI will work

Mons is this stuff still planned? Also where can I get those cool UC2 models for UT2K4.

MonsOlympus
02-01-2008, 07:44 AM
Yups this stuff is either done or in the works, super bots and extra self damage were easier so those are up and running. Theres also acouple I havent formally announced which will make it in the next release but arnt currently 100%, this is still in the beta section mind you :p Once I hit around Newtators V2 that should be around as final as it'll get :cool:

Also once the PC version is closer to final I'll start working out what will work on PS3 and chopping wont work to fit, so far I think there are 3-5 mutators which will need modification or chopping completely because they wont work on PS3. One thing I am alittle concerned about is having 2 different packs because the same incompatibility issues will arise as between CaptianSnarfs mutator and my own, especially if someone has both packs on a PC server where they host for both PC and PS3.

None of the UC2004 stuff has been publicly released yet, we were kinda up in the air on what to do once UT3 hit and wether people would still be interested in content for 2k4. If player counts are anything to go by then perhaps people will give uc2004 a shot, also the gameplay style is closer to UT2k4 than it is to UT3 so that was another consideration. Things are still moving alittle in that area though but we are just trying to reprioritize a few things.

Thanks for the source CaptainSnarf :)

AnubanUT2
02-01-2008, 10:23 AM
Yups this stuff is either done or in the works, super bots and extra self damage were easier so those are up and running. Theres also acouple I havent formally announced which will make it in the next release but arnt currently 100%, this is still in the beta section mind you :p Once I hit around Newtators V2 that should be around as final as it'll get :cool:

Also once the PC version is closer to final I'll start working out what will work on PS3 and chopping wont work to fit, so far I think there are 3-5 mutators which will need modification or chopping completely because they wont work on PS3. One thing I am alittle concerned about is having 2 different packs because the same incompatibility issues will arise as between CaptianSnarfs mutator and my own, especially if someone has both packs on a PC server where they host for both PC and PS3.

None of the UC2004 stuff has been publicly released yet, we were kinda up in the air on what to do once UT3 hit and wether people would still be interested in content for 2k4. If player counts are anything to go by then perhaps people will give uc2004 a shot, also the gameplay style is closer to UT2k4 than it is to UT3 so that was another consideration. Things are still moving alittle in that area though but we are just trying to reprioritize a few things.

Thanks for the source CaptainSnarf :)

Thanks for the reply ... are you going to release (or can you please release) a newer beta with those new things that work? Also you may want to talk to Snky_Bstrd because his mutator pack does work on the PS3 and it comprised of several different mutators and no UI:

http://gearsforums.epicgames.com/showthread.php?t=593813

As far as those UT2K4 models, there are still those of us who do play UT2K4 at least once a week and while installing a new TC may be up in the air new models are always wanted and appreciated so please think about releasing the models you folks have finished. That lauren model is a good example ... it is one hot model ... I would love to have the UC2 Gorge, Brock and Malcolm. :)

MonsOlympus
02-17-2008, 04:18 PM
Okay so I finally updated, theres a fair bit added in this one but its very much a beta version. I was gonna hold off till UT3 1.2 was fully out the door but I thought I would atleast let you guys in on the updates since Im up to 1.6 currently and will be up to 2.0 soon enough. Just figured you guys could look it over and let me know if theres any bugs :cool:

There are acouple of messy bits in this because its straight from the lab, meaning this is the exact development version Im working off atm :p

Its got acouple of new mutators in there, the vehicle team swap is partially workable if you use a map with both vehicle sets in it but still buggy. Theres a UI for vehicle replacer but not vehicle arena yet, Im working on this framework to make a reusable UI like the 2k4 one which should also bring the download size for the next version down alot. Its taking alittle longer then Id hoped so yeah thats what the major delay is atm.

AnubanUT2
02-17-2008, 04:21 PM
Cool man ... I will definitely download this pack and check it out and let you know what I think. I love your mutator man ... I really enjoy the energy leech probably a bit too much. :D

MonsOlympus
02-17-2008, 04:32 PM
Yups I enjoy these alot myself, sometimes I'll boot up to test something add a few and end up playing instead of testing what Im meant to :p

A few notes, "UTMutator_" usually denotes a mutator which is bugged to high hell or doesnt work at all. Anything with a proper name is further along in development and has alot less issues, so just thought you guys should know.

Theres a full changelog in there which is seperate from the readme, I didnt include the source for the framework or the changelog for that because its undergoing heavy development. This framework should be present in any future mutator packs I put together as well so its bundled in this version but may become a seperate download so I can update each independantly in the future to adress bugs with each.

So yups indeed hard at work on stuff, hope you guys enjoy it :cool:

AnubanUT2
02-17-2008, 04:34 PM
I know I will enjoy seeing the superbots in action and that new Vampyric Udamage thing. Those both sound like great additions to this pack. Thanks again. :)

BuffyTheSlayer
02-17-2008, 08:02 PM
I try to use Vehicle Arena but cant chose vehicle in Menu
looks like this
is this happen only me ?:eek:
http://www.zimagez.com/miniature/vehiclearena.jpg (http://www.zimagez.com/zimage/vehiclearena.php)

Vehicle Replacement working ok ;)

MonsOlympus
02-17-2008, 08:07 PM
Yeah that ones alittle buggy atm, I shoulda removed the UI bit from the ini but I just threw this release together. Its certainly in the works as I type this actually, I got a UI system Im working on which should make my life heaps easier in that department. You can still change it in the ini though :cool:

Mr.UglyPants
02-17-2008, 09:32 PM
Awesome, i love this mutator pack, too bad the team vehicle swapper is giving you such a hard time.

Harmatia
02-17-2008, 09:40 PM
I dont know if this is intentional, but with vampire on you don't get health from damage you inflict while in a vehicle. Also, I'd like if you could configure the % of health you receive from damage.

Some great mutators =)

AnubanUT2
02-17-2008, 10:27 PM
Also, I'd like if you could configure the % of health you receive from damage.



Great idea!!! :D That is what has been missing for years ... in the present version it seems like you get too much health back so I actually haven't been using that mute.

Harmatia
02-17-2008, 10:31 PM
Great idea!!! :D That is what has been missing for years ... in the present version it seems like you get too much health back so I actually haven't been using that mute.

Haha, I actually have the opposite problem. I'd love to set it to 100% and see what type of awesome, drawn-out duels could be had.

AnubanUT2
02-17-2008, 10:38 PM
Haha, I actually have the opposite problem. I'd love to set it to 100% and see what type of awesome, drawn-out duels could be had.

If that is what you want you can use either Vasautoshields which makes battles last a much longer time depending on how you set your armor values, and also check out CustomizableUT which will let you set health values as high as 500 (bots as well if you want) and also give shields each time you (and if you want bots as well) spawn ...

MonsOlympus
02-17-2008, 11:02 PM
Yeah vampire is vampire, it leaches health not like ummz vehicle stuff :p

Infact in v1.6b I disabled it in vehicle game modes because it doesnt make as much sense, although I could see energy leech working somewhat against vehicles :)

Oh now if we are talking vehicle to vehicle damage I could sort something out, I just figured infantry getting health from vehicles wouldnt make much sense :p but like I was saying they could get alittle shield bonus back. hmmz

The health is like, lemme check... 0 if they have shields, 0.1875 if they have vest, 0.125 if they have thighpads or helmet and 0.5 if they have nothing. So the shields do block vampire, it works like stacking as well so if you have shields it wont take any no matter what other armour you have so you gotta take out the shields first to recieve health bonus.

Harmatia
02-18-2008, 12:13 AM
If that is what you want you can use either Vasautoshields which makes battles last a much longer time depending on how you set your armor values, and also check out CustomizableUT which will let you set health values as high as 500 (bots as well if you want) and also give shields each time you (and if you want bots as well) spawn ...
Ah thank you, I'll try those out. Just something about stealing health from someone though is a bit more satisfying.


Yeah vampire is vampire, it leaches health not like ummz vehicle stuff :p

Infact in v1.6b I disabled it in vehicle game modes because it doesnt make as much sense, although I could see energy leech working somewhat against vehicles :)

Oh now if we are talking vehicle to vehicle damage I could sort something out, I just figured infantry getting health from vehicles wouldnt make much sense :p but like I was saying they could get alittle shield bonus back. hmmz

The health is like, lemme check... 0 if they have shields, 0.1875 if they have vest, 0.125 if they have thighpads or helmet and 0.5 if they have nothing. So the shields do block vampire, it works like stacking as well so if you have shields it wont take any no matter what other armour you have so you gotta take out the shields first to recieve health bonus.

Well, I actually noticed in Heat Ray with the Dark Walker-- I thought it would make sense to get health from infantry you slaughtered while in a vehicle. Perhaps not when you kill a vehicle on foot, though? It'd be pretty cool if, as you said, killing someone in a vehicle got you some free armor along with health.

Personally I'd like vampire to get you health no matter what-- vehicle to vehicle, infantry to vehicle, vehicle to infantry-- I enjoy playing it with health pickups turned off with leech and vampire. And please bring it back for vehicle gamemodes-- I would enjoy it the best in warfare, as it'd make it possible to take down a node a heavily defended node all by oneself with some skill. =) Maybe you could make all of this configurable?

MonsOlympus
02-18-2008, 12:39 AM
Yeah see a potential problem with this would be vehicle vampire scale would have to be lower since vehicles have alot more health, so essentially if a player keeps hitting they'll stay at full health. Now sure thats similar to how it works for player on player but at some point one of the players dies leaving you with that amount of health. So if Im sitting there hitting rox thats 100 health so bump to 200 if super health option is on and that might keep going until a vehicle is dead. They are a bigger target so it is alittle unfair I guess even if they do get more health, when you are leeching off them it becomes an easy advantage for the infantry.

Shields could work though by giving a small % of vehicle damage back to the infantry for shields. Along with the infantry to vehicle problem is that vehicles would also have to get a rather small scaling otherwise they could gain rather alot from players with 100-200 health. Certainly less of a problem that infantry leeching 0.5 health from vehicle damage though, vehicle scaling I could see being okay on 0.5 or around there like infantry vs infantry is when unshielded.

It wouldnt take me much to add it in, the UI's well Im really getting annoyed with the way the UI's for mutators work and is one thing Im working very hard on to get something which will save me and hopefully other people alot of time.

One reason why Im trying to stay away from too many options though is the fact the server browser doesnt seem to have the ability to show mutator options anymore. Perhaps it does so I'll have to do some testing there but I do like a level of consistancy in that respect, if I jump on a vampire mut server Id like to know I dont have to play for 10mins just to work out which options are on or off :cool:

AnubanUT2
02-18-2008, 12:40 AM
Are the mutators supposed to work on the items the Darkwalker drops on HeatRay because if so then there is a mutator conflict I will have to track down. I had the Vampyric thing loaded as well as booster and neither one worked as advertised when I took the Darkwalker down and claimed my prize. I'm going to try this on Defiance and take out some of my other mutators ... I will let you know what I find out.

AnubanUT2
02-18-2008, 12:43 AM
Yeah see a potential problem with this would be vehicle vampire scale would have to be lower since vehicles have alot more health, so essentially if a player keeps hitting they'll stay at full health. Now sure thats similar to how it works for player on player but at some point one of the players dies leaving you with that amount of health. So if Im sitting there hitting rox thats 100 health so bump to 200 if super health option is on and that might keep going until a vehicle is dead. They are a bigger target so it is alittle unfair I guess even if they do get more health, when you are leeching off them it becomes an easy advantage for the infantry.

Shields could work though by giving a small % of vehicle damage back to the infantry for damage. Along with the infantry to vehicle problem is that vehicles would also have to get a rather small scaling otherwise they could gain rather alot from players with 100-200 health. Certainly less of a problem that infantry leeching 0.5 health from vehicle damage though, vehicle scaling I could see being okay on 0.5 or around there like infantry vs infantry is when unshielded.

It wouldnt take me much to add it in, the UI's well Im really getting annoyed with the way the UI's for mutators work and is one thing Im working very hard on to get something which will save me and hopefully other people alot of time.

One reason why Im trying to stay away from too many options though is the fact the server browser doesnt seem to have the ability to show mutator options anymore. Perhaps it does so I'll have to do some testing there but I do like a level of consistancy in that respect, if I jump on a vampire mut server Id like to know I dont have to play for 10mins just to work out which options are on or off :cool:

I think for vehicles that you should not be able to steal health but instead leech energy in the form of ammo and armor ... I think that would be more logical since we are talking about a non living thing. I don't see a big deal with keeping the armor values high ... they can only max out at 200 anyway ... it would help give the user on foot a chance against the heavy vehicles (a little bit anyway). But whatever you decide I am behind because its a mutator and if I don't like it I don't have to use it ... so cool. :)

MonsOlympus
02-18-2008, 12:52 AM
Ahh you may have found a bug there Anuban, as far as Im aware the darkwalker on heatray is spawned with kismet so perhaps there is some script inside the map conflicting. I havent had any problems myself on the normal factories which spawn them.

Shield is basically the same as health in UT3 since it stops 100% damage and that damage is removed from the shield not health. Basically a 200/100 player is on 300 health :p the problem I was running into with energy leech and vampire early on though before I fixed it players were getting both health and shield no matter how shielded a player was so you could actually gain more.

So yeah instead of leeching it was like a +1.4 bonus for instance lolz

Anyways I'll work on these ideas alittle later on and give em a quick test, I do plan to release alittle more often even if they are a tad buggy. I just like to hear your feedback, which so far has been great :D

AnubanUT2
02-18-2008, 01:19 AM
I just like to hear your feedback, which so far has been great :D

Well that is because this is such a fantastic mutator pick ... :)

AnubanUT2
02-18-2008, 01:56 AM
Okay I played with those two mutators on Carbonfire and they worked as they are supposed to so yep it is definitely the way they spawn after you bring down the DW. But I don't understand how the booster is supposed to work ... could you please explain that a bit better. I didn't notice my health increase when I picked it up ... isn't that was is supposed to happen or is that something I have to configure? Thanks. :)

MonsOlympus
02-18-2008, 01:58 AM
Its kinda like the 2k4 booster combo where your health goes up over time, like 15 every 5 seconds or something. Its not that great, Im hoping to rework it some, perhaps making it so it can go above the max health then slowly drip back down to 200 once its run out or something. The Vdamage and speedboots are alittle better :)

AnubanUT2
02-18-2008, 02:02 AM
Its kinda like the 2k4 booster combo where your health goes up over time, like 15 every 5 seconds or something. Its not that great, Im hoping to rework it some, perhaps making it so it can go above the max health then slowly drip back down to 200 once its run out or something. The Vdamage and speedboots are alittle better :)

Oh okay because it was occuring so slowly while I was taking damage that I didn't even notice it. One thing I was also thinking is that now that you have made this we have everything now since you also made speedboots available. This is great man! Really the way it should have been instead of those crazy pills but hey better late than never. Like I said over on the BU forums this game is getting better all the time. :) Yeah the VDamage rocks ... I really like it ... kinda hard to choose between the regular Udamage and this but if I use another mutator (the luck mutator I think) I can get the double damage effect so now I can really get my game on.

AnubanUT2
02-20-2008, 04:59 AM
Okay so I finally updated, theres a fair bit added in this one but its very much a beta version. I was gonna hold off till UT3 1.2 was fully out the door but I thought I would atleast let you guys in on the updates since Im up to 1.6 currently and will be up to 2.0 soon enough. Just figured you guys could look it over and let me know if theres any bugs :cool:

There are acouple of messy bits in this because its straight from the lab, meaning this is the exact development version Im working off atm :p

Its got acouple of new mutators in there, the vehicle team swap is partially workable if you use a map with both vehicle sets in it but still buggy. Theres a UI for vehicle replacer but not vehicle arena yet, Im working on this framework to make a reusable UI like the 2k4 one which should also bring the download size for the next version down alot. Its taking alittle longer then Id hoped so yeah thats what the major delay is atm.

Hey Mons could you explain how the Item Replacer works and exactly what it is supposed to replace. I don't want to get overly excited but if it is what I think it is dude you are my hero. :D I don't even want to say for fear of jinxing it so I will wait for your post.

AnubanUT2
02-20-2008, 09:30 PM
Mons you may have missed this so I am giving it a nice bump. :)

MonsOlympus
02-20-2008, 11:27 PM
Well I can explain to you how the item replacer doesnt work if you like lolz, I take it its got a UTMutator_ infront of it? I dont even think theres any code inside that class yet hehehe certainly unfinished, undocumented, untested and ummz unworking :p

Buuut, I will be working on that soon enough! I dont really want to get stuck into that just yet till I get this UI out of the way,

Mr.UglyPants
02-29-2008, 02:41 PM
Hows work on that silly annoying UI going?

MonsOlympus
02-29-2008, 02:46 PM
Yeah man its coming along hey, I made some major progress the other day in regards to auto-generating UI options for mutators but now Ive hit a bit of a snag again. Once its done though boy its gonna be so much of a relief, so time which may seem wasted now will be certainly gained back in the future :)

Mr.UglyPants
02-29-2008, 03:57 PM
Great to hear. I await the day when this mutator pack goes into final release, though how does that team vehicle swapper mut working out?

AnubanUT2
05-12-2008, 08:44 PM
I am just curious ... is there anyone at all that actually uses the more self-damage mutator? Also is there a planned Final release any time soon or is this going to be one of those mods that is always in beta?

Edit: Forgot to ask if Item Replacer is working now and if so how do I use it?

riftvalley
05-14-2008, 05:54 PM
I hate good things like this that are either .rar files that i cant freakin get how to use or never come to PS3!!!!

MonsOlympus
05-15-2008, 04:39 AM
Yeah Ive been busy working on acouple of other projects, helping out ChaosUT3 mostly so this has been on the back burner a bit. I still work on things from time to time and I do have a second pack Ive done alittle testing work on.

This probably wont come to PS3 because Id have to cut some things I rekon and Im really wanting to keep it all together. Ive made a fair few updates to my mutator framework though so thats coming along nicely.

Mainly wanting feedback though, Im not sure if this latest version has the vehicle options for vampire and energy shield as we discussed. I did add those in but Im trying to work out how to hack past this kismet stuff to replace the vehicle drops and the key vehicles in maps if people select that option. Getting the vehicle team swap is much the same problem, I have to spawn new vehicle factories but as I said with maps with both teams (Necris/Axon) it does work.

Item replacer is semi workin in the latest version I have but not in the release version, leaving the stuff in there was just an oversight on my part. I was in alittle bit of a rush so I just slapped it together and put it out.

More self damage is mainly one I did for myself, I like to give myself a challange.

Also one thing I have been looking into is writing a tutorial on NSIS installer for use with UT3 mods, thats probably how the final release will come packaged :cool:

One mutator I might consider removing is the booster, it just doesnt fit with the game too well and I dont really have a good idea on how to get it going with the kegs still in place and keep it semi balanced. Vampire and Speed boots work much better in that sense, I did do some minor balances to those in the last release I think, maybe it was alittle later, check the changelog anyways for full details.

Lastly Ive been messing with particle effects to get the pickups finalized, pretty slow going since Im still wrapping my head around the new particle editor. Its getting there though, Im holding off till Im about at final though so if you got any feedback or suggestions now would be a good time :)

Toxic Inferno
05-15-2008, 12:05 PM
I would love to try out the vehicle replacer on my PS3, is there any chance of a PS3 cook?

TheDragonzord
05-15-2008, 12:23 PM
read his above post, and try reading in future man

MonsOlympus
05-15-2008, 12:30 PM
Yeah it could be possible to get it on the PS3 but alot of the mutators would lose a heap of functionality in the process, well so I hear anyways. I just dont know if it would be worth it in the end, like itd be great to get it on PS3 but if I have to cut half the good stuff out then its not really worth it.

Im willing to comprimise on the final mutator list, like booster Im almost certainly going to cut and Im considering getting rid of no delay on jumps, it just doesnt do enough to be a mutator really. Things like hording, classic arena, vehicle arena and vehicle replacer really need the UI's I rekon, Im not willing to lock in hording to a default set of options so without that I dont think any of those are possible for a PS3 cook.

Maybe Im wrong but I havent looked into it a great deal since I dont have a PS3 of my own to test on, I have heard from other sources the pack doesnt work on PS3 for like 1.1 so thats probably true for all versions. Im not sure what changes theres been to the codebase for PS3 either, I do my current testing with v1.2 on PC.

So yups, Im pretty limited in what I can do. I have the option of cutting all muts which wont work on PS3 out but meh Id rather just release it on PC. Shame forsure but hey I just make muts :p

AnubanUT2
05-15-2008, 11:05 PM
I love Booster so I would ask that you not get rid of it. Its just an option anyway so at least keep it for those of us who do like to use it against the bots.

MonsOlympus
05-16-2008, 04:33 AM
Well I was alittle unsure if anyone actually used it or not, so yups kewl, I might tweak it alittle perhaps add some effects or somethin then :cool:

MonsOlympus
05-18-2008, 01:21 PM
Okies sorry about the double post but I updated the vampyric damage picture and the first post alittle. I also wanted to get some feedback on a few ideas.

Someone said something to me the other day which has really stuck with me, they said "make every mutator worth it!" which is why I have been considering removing acouple or rolling one or two up into one mutator instead of multiple.

This just made alot of sense to me and with the depth some of these have Ive been considering it very carefully. Things like vampire, energy leech and hording are well rounded have a few options, where things like no double jump or no delay on jump just do a single thing. So with a new direction in mind Ive been thinking about a few changes I could make to make each of these mutators worth using, even more so than they are now :cool:

The one Ive been looking at so far is the no double jump, the idea of that mutator was to go back to alittle more of a UT feel with movement but I dont think it does enough. People will ask but what if I want to use wall dodge? Cant you just add a heap of options but since I feel UT3's movement works so well as it is I dunno if removing wall dodge for this mutator would be such a big deal.

Another change Id make perhaps is adding walking back in so you can hit walk and jump without activating the jumpboots just like UT. Id Consider changing the name to something like UT movement perhaps, or something better if anyone has any suggestions.

See I could do this in pieces with each mutator adding its own little bit or add one overall mutator which gives people alot of options but I do like to stay away from those as much as I can. Making this a more UT like movement mut all round sounds like a good idea to me but I wanted to get some feedback to see if it would be too much.

Im also Interested what people think of the fast weapon switch speed, speed boots respawn time and the number of quad-jump boots charges, although I have been working on a bug to fix quad-jump boots because there is a way to end up with 255 jumps which is basically unlimited as it seems to roll back under the count.

Anyways yeah Im looking to make as many as these mutators more full as I can, no delay on jumps could perhaps push things in a more 2k4 direction and I could do alittle mutator since thats what was in the back of my head for that one. I might save that for the next pack perhaps, I do have acouple of other movement related ideas I could roll in there. But yeah Im always interested in what people have to say, good, bad whatever hey :eek::cool:

TheDragonzord
05-18-2008, 01:24 PM
singlejump with multi wall dodge would kick every other jumping mutators butt

Mr.UglyPants
05-18-2008, 03:16 PM
Sorry to hear the vehicle muts are being a bother.

MonsOlympus
05-18-2008, 03:29 PM
Yeah they'll get there dude, Ive made some progress on it, its just not working as its meant to at this point. Im gonna try and hammer it out so it'll work on the maps that dont have both sets of spawns, setting the team works so once the factories are in place the necris nodes/core should automagically activate the necris vehicle set same goes for axon on maps without their set.

You tried it out yet? Try on like torlan with both vehicle sets it should work hey. I think I may have it limited to just VCTF or ONS, pretty sure it was ONS only atm. Theres all the checking in place though to check over the map so this, once it works, will work on any ONS or VCTF map :cool: ;)

I am having to code a few map specific things though as in the key vehicles like the tank in kargo for eg, or the darkwalker drops in heatray and recently I found a problem with the volumetrics when replacing the udamage on diesel.

Mr.UglyPants
05-19-2008, 12:57 PM
I'm going to give the newest version a try later tomorrow.

Benfica
05-19-2008, 01:08 PM
http://utforums.epicgames.com/images/rating/rating_5.gif :)

MonsOlympus
05-20-2008, 04:19 PM
Well an update, I just made a breakthrough with the vehicle team swap mutator and it will be making it in full into the next release. It wont be half a mut anymore yay, pretty pleased :D Will keep you guys up to date, I do change the front page as Im workin so just check in on that and you'll see the changes you can expect in the next release :cool:

MonsOlympus
06-04-2008, 09:46 PM
Okies alittle bump, added an installer and all the updates listed are in there :cool: Theres still some UI stuff to be done but its really slow going :(

MonsOlympus
06-19-2008, 07:13 PM
Just alittle moving of discussion to more relevant thread :eek: :cool:


Mons I have been thinking that a nice pickup for Speed would be cool. Something to replace the Missing Adrenaline power since Invis and Berserk have pickups and the Invulnerability pickup is somewhat akin to having a huge Health boost. Do you think that is something you can add. Not speed boots but an actual Speed pickup item?

Whats wrong with Speed Boots? I thought they look rather kewl as silver myself. Having a speed pickup seperate from the boots would cause all kinds of balancing issues since you could use both at the same time.

I do have updates coming for eg Vampyric Damage is now known as Bloodlust (Thanks to the suggestion of Sapphorite :)) and has a few extras which arnt included in the default vampire mut (although they are both going to work in vehicle modes). But yeah anyways I got the pickup effects n stuff done as you would have seen from the last version, the next one will have new sounds and weapon effects (not just straight using epic's gear this time theres alittle creativity there). Ontop of effects though theres some gameplay tweaks and I added alittle something for good measure, yeah you'll have to play it to find out :p

Booster is going to recieve an overhaul as well, pretty much the way it works now will be the same but there will be some added benefits and it'll balance it out with maps that have the keg (you know make it useful still). There should be some added effects and sounds for that as well when I find some goodies :) it might even recieve a new name to suit the new functionality but Booster is pretty spot on for it now, its no longer a simple health pickup.

Speed Boots do need alittle work but I just dont have the time to model anything myself to make it more unique, anyone else can and feel free to send me the package. I'll give cred n all that :cool:


Theres still the possibility that acouple of muts will be removed before the Newtators v1.9 release which will mark Newtators entering final stages. Those would be:

Classic Arena - Dont really think this is worth including, Epic can fix up the one in UT3 n stuff. Its not a great deal different so yeah almost a definate removal at this point.

No Delay On Jumps - I just dunno what to do with this, last release I actually included dodge jumping in there to make the game play faster along with the no delay. No one seemed to notice or just didnt say anything.

Quad-Jump Boots - I got the speed boots are they are alot more complete in the way of graphics, these certainly work but I dont have a clue on updates.

Item Replacer - I might just hold off on this one, Id really like to give it the time it deserves instead of whacking it together. The replacer code is part of the Mutator Framework I got going, the source for that will probably be released at the start of next month if Im happy enough with it. Basically though there could be pathing issues and whatnot it just doesnt come across as solid as I hoped.


There is some issues as well that people have made me aware of (thanks for testing RFlagg ;)) thats on WAR-Downtown the darkwalker gets stuck spawning at the tank node using Vehicle Team Swap. Itd probably do something similar with vehicle replacer as well so I dunno what to do.

I really dont want to do per map exceptions, I think Ive mentioned this but I'll repeat it, theres problems on maps like DM-Diesel with the volumetric fog not getting changed with the pickup probably because of kismet. Same goes for alot of the other problems there like the darkwalker on DM-Heatray spawning a quad damage and berserk all the time and it probably doesnt get replaced properly. Im not sure if theres much I can do about the kismet stuff at this point without risking breaking my muts for other maps or having to code exceptions for every map which adjusts something like that through kismet.

Its certainly coming along and should be entering final within the next few days, Im at work on a gametype which I hope to get into beta around the time Newtators goes final. Anything you'd like to see happen, changed... Suggestions, bug reports, would be a good time now :cool:

No problems with the installer? I dunno what else hmmz

AnubanUT2
06-19-2008, 07:34 PM
Well I would be a bit disappointed to see the Item Replacer pulled from the pack but I understand your reasoning. Of all the new features I was looking forward to that the most. The ability to replace any pickup on a map with one (or NONE) of your liking is just going to be so cool. I know I will play Fearless more with the Invis pickup and I have been dying to play with a Berserk pickup in Defiance in place of the armor helmet. Anyway whenever that comes I will be all over it. :) And I see your point about the speed boots ... its the same thing ... I was just thinking in terms of the visuals and the boots threw me off since they don't look like the other pickups ... its hard to explain but in the end its the same thing.

MonsOlympus
06-19-2008, 07:45 PM
Oh I think I know what you mean, yeah Speed Boots arnt really a powerup like Bloodlust or Booster they are more a utility much like the armour (not shields).

I have actually been trying to add the "NONE" option in vehicle replacer so you can remove certain vehicles but so far its a no go. Another option I have considered is an array for all maps for vehicle replacer and vehicle team swap so servers can add different setups to the ini on a per map basis.

Item Replacer is actually functional in the last release but you need to do some ini hacking to get it going properly. Basically all the pickups have an Item Replacer alternate with a prefix IR so if you know the names of the pickups you can go in and play with it. The ini I included has acouple of settings there for an eg

Edit: Thinking about that alittle more, the speed boots thing, I guess I could change em alittle and make em function more like the jump boots. Like for instance you could have a charge and press run(walk) to use the charge instead of a timer. I did tweak the timer though so it works better, its harder to run around the map and grab all the good stuff and be back in time for the next speed boot spawn :p

MonsOlympus
06-23-2008, 07:32 PM
Bumpity! New version, hope you like it :)

Damn sorry double post :p

Oh and for those that didnt see: http://forums.beyondunreal.com/showpost.php?p=2147938&postcount=5


For eg one of the big things Im working on atm is admin options to be able to set things per map in the ini. It looks alittle like this for all those interested:


PerMapSettings=(Map="WAR-TORLAN",PerMapVehiclesToReplace=((OldClassName="UTVehicle_Manta_Content",NewClassPath="Remove"),(OldClassName="UTVehicle_Raptor_Content",NewClassPath="UTGameContent.UTVehicle_Fury_Content")))

Setting the NewClassPath to remove will now remove that vehicle completely but remember this is map based settings so the manta will only be removed on this version of torlan. This is only for the Vehicle Replacer but Im upgrading the Vehicle Team Swap with very similar settings so for eg:


PerMapSettings=(Map="WAR-TORLAN_NECRIS",PerMapTeamCore[0]=(bTeamIsNecris=True),PerMapTeamCore[1]=(bTeamIsNecris=True))

Will set necris torlan to always be necris vs necris on your server, it can be turned on or off with a simple bUsePerMapSettings=False

Darkdrium777
06-24-2008, 05:21 AM
I've installed with your .exe and looked everywhere for vehicle replacer and didn't see it :confused: Is it not available in VCTF?

MonsOlympus
06-24-2008, 11:56 AM
Yups thanks, its a bug, if you would like to fix it manually start menu/newtators/vehicles.ini then find:

[UTMutator_VehicleReplacer UTUIDataProvider_Mutator]

and add : SupportedGameTypes=UTGameContent.UTVehicleCTFGame_ Content

In there :cool: I have a few other bugs to fix so there is an update on the way shortly but Im not sure when :p

MonsOlympus
06-26-2008, 12:30 AM
Okay I got a new version, its not overly different from the last one but contains a few things I was able to fix before getting it in for MSUC :cool:

Itd be great to get some bug reports going though, I have noticed a few things from 1.9 that I'll have to fix before I can go final so for now updates are all RC. I do have acouple of features to add but its really just polish and bug fixing :)

Download: Newtators-v1.9e (http://www.fileplanet.com/188371/180000/fileinfo/Newtators-v1.9e.exe)

And yups this version has the fix for that bug dude ;)

Ricochet02
07-03-2008, 09:24 PM
Okay I got a new version, its not overly different from the last one but contains a few things I was able to fix before getting it in for MSUC :cool:

Itd be great to get some bug reports going though, I have noticed a few things from 1.9 that I'll have to fix before I can go final so for now updates are all RC. I do have acouple of features to add but its really just polish and bug fixing :)

Download: Newtators-v1.9e (http://www.fileplanet.com/188371/180000/fileinfo/Newtators-v1.9e.exe)

And yups this version has the fix for that bug dude ;)

Just wanted to let you know that vehicle replacer is still not appearing when playing vCTF. :(

Mr.UglyPants
07-03-2008, 10:05 PM
I hate exe files, well for mods anyways, cause i don't like having it embedded into my PC deep caches, so can you make a 1.9e zip file?

MonsOlympus
07-04-2008, 01:47 AM
Yes I can do that, the main reason I made an installer is for ease of use its much easier to double click and hit okay acouple of times than fart arsing around copying things around. It just guarantee's a level of integrity for the mod so there will be less q/a regarding the install.

Im pretty sure the installer only adds a way to uninstall the mod and a few entries to the startmenu thats about it. The only access to the registry aside from uninstall information is getting the UT3 install directory. Infact the compression of the exe seems to be better than rar :p

Not only does the installer give a way to remove the mod easily it also means I can set it so it overwrite or remove files from previous versions which might not be compatible any longer. Doing that with a rar would cause the install instructions to get overly complex and I really dont like having to write out the install instructions for something which should be as simple as clicking a few okay buttons...

Like I said I can do it but youre on your own in terms of how to use the contents of a zip, Im not going to offer any support in that area. Anyways just thought I would offer an explanation for why I moved to an installer now and clarify conditions for an archive.

piotrr
07-19-2008, 06:43 AM
Yes I can do that, the main reason I made an installer is for ease of use its much easier to double click and hit okay acouple of times than fart arsing around copying things around. It just guarantee's a level of integrity for the mod so there will be less q/a regarding the install.

Hi, new visitor, came here simply because I crave the Vampire mutator included in your pack. I bought Unreal Tournament III over the net from Stardock's Impulse service. Basically the service downloads the complete install data and provides the CD key via their service. There's no DVD involved, not even a virtual one, just the contents.

I don't know where the responsibility lies on this but the installer you're using doesn't detect my UT3 install. That's what it says anyway: "Unreal Tournament 3 not found, Install aborted!". It might also help to know that the official UT3 bonus pack had no problems and neither did the CBP3.

If this were a zipfile or even a self-installer based on zip or rar, I wouldn't even need to come here for a q&a regarding the install, but now I do.

Ideas?

HideInLight
07-19-2008, 07:06 AM
Can you please upload it as zip file as an an alternative? See it installs into the C:\games\Ut3 directory, i wanna keep my mods and vanilla game seperate.

Mr.UglyPants
07-19-2008, 10:24 AM
Why remove Item Replacer and Classic Arena?

MonsOlympus
07-20-2008, 03:12 AM
Because I didnt have time to get them in and polished before I entered in into MSUC, also more info here (http://utforums.epicgames.com/showpost.php?p=25413601&postcount=113). They'll be available in my next mutator pack, since Im working on Attrition gametype (http://utforums.epicgames.com/showthread.php?t=615554) as well which was part of the next pack but ended up being alittle big for a mutator. But yeah Ive fallen alittle behind on that but with Newtators ready to go final and just waiting on the patch I might have some time to get Mutatoes out first so you guys can give me some feedback on that :)

Okies so I'll make some adjustments to the installer so people can choose... Wait, it doesnt let you change the install directory? I thought it did, but yes requirement is the uninstall information for finding the default UT3 dir. I should be able to fix this for all those which dont have the UT3 disc but it will take you selecting the appropriate directory.

If they provided the install then I would think the uninstall information should still be available since its the contents of the disc maybe its not the same key as the one the installer looks for.

Anyways Im really just waiting on 1.3 to get into final stages so I can install that and start working/testing with that codebase. When I do the next release which will be 2.0 final hopefully, I'll do both a rar and installer release along with the updated installer :cool:

brisingre
07-20-2008, 05:22 PM
Why remove the powerup swap? I would really like to be able to swap in powerups (including the custom ones you have,) armor, and deployables.

Mostly, this is because I think the game needs more invisibility and spidermines and less UDamage.

Pretty Please?

Mr.UglyPants
07-20-2008, 06:17 PM
Then i shall wait for a zip... whenever that comes.

piotrr
07-23-2008, 05:36 PM
As I wait. :)

MonsOlympus
07-24-2008, 02:01 AM
Okay theres some bugs with this version, these are the ones Ive found:

*Speedboots effect doesnt get destroyed when a player dies with them, it'll die out after the duration and a new one will spawn for players who pickup the dropped boots.

*Agile doesnt work correctly in netgames.

*Bloodlust weapon overlay isnt getting set right in netgames, intermittent, sometimes it does work correctly other times it shows the udamage effect.

*Problem with Vehicle Team Swap in netgames, for some reason this isnt working reliably, some maps it works fine others the cores arnt being set to any team and left white, no vehicles spawn...

brisingre
09-23-2008, 01:18 PM
This still going, Mons?

MonsOlympus
09-25-2008, 12:06 PM
Yeah coarse it is man :)

I been away for acouple of weeks and working on a few other projects before that. I was working on merging the vehicle mutators into one and using a similar UI scheme for item replacer. I have to rewrite bits to find out whats causing this bug with the warfare nodes going neutral, perhaps take another look into vctf as well.

We'll see how it goes, defiantly going to release a final hey :cool:

ez_jamin
09-25-2008, 08:53 PM
Holy crap, ur back.

brisingre
09-25-2008, 09:05 PM
Brilliant. This looks so good. I'm dl-ing this now.

Coreper
10-19-2008, 06:57 AM
sounds awesome
downloading now :D

thosewhobelive
04-19-2009, 08:15 PM
can some one cook this for ps3 players please?

R.Flagg
04-24-2009, 11:11 PM
Looking forward to this

Would like to try the vehicle replacement, and vehicle team swap, hopefully at the same time. I'd like to be able replace all necris sets with axon, and at the same time replace all stealthbenders. And hopefully in VCTF (I think you had them only in warfare).

Would also like to have a fast weapon switch that works online. Guess I could run the dodge-jump one as well. In addition to the beta anti-grav belt you worked up for us, off course.

And of course a zip version, for installing on the server, like.. ya know

framework schmamework... lets have it Cap'n Codypants, neither of us are getting any younger, doncha know

MonsOlympus
04-27-2009, 04:47 AM
Yeah the idea was to integrate them its just been a long haul since I was designing this system from the ground up with UE3. I didnt really know what to expect in terms of uscript before hand but I feel Ive been able to fully harness the benefits of the engine/uscript upgrades, I'll also continue to do so in the future :cool:

The zip version of the last release I could have done but I dunno, Its obsolete and all those older versions are just as good as each other. There is bugs though... Guess I just got alittle busy on other things (like the gravbelt) after getting this out for MSUC.

Personally I think the installer is great and works a treat, maybe not the best choice for everyone and there have been afew things mentioned in terms of server/admin stuff. I will be looking to fix all those types of things up for the final release, yups you heard it, there might be patches if I need to touch up a few things especially with the framework but Im pretty sure this is locked down and ready to sail.

Maybe the fast weapon switch got broken with the new patch, the agility one and fast weapon switch I was sure worked online though :confused:

R.Flagg
04-27-2009, 09:06 AM
Hey, sorry. Think I discombobulated two replies there, as I had just tried two different fast weapon switch muts back-to-back. The other one I tried didn't work online. Yours I hadn't tried online (well, not recently at least), as it was in that there .exe style.

But anyway, just now I went ahead and put yours online (would be much easier to do with a zip though, pretty please), and it does appear that your fast switch is working online, although it's not quite as fast as I was expecting. The agile didn't seem to be working online though, at least not the dodge-jump portion of the program.

Crikey.

MonsOlympus
04-27-2009, 09:59 AM
Not a problem, thanks for the reply. I'll take a look at those and get em all fixed up :cool:

brisingre
07-03-2009, 04:57 PM
Still planning on doing a final release? Or is this officially abandoned?

MonsOlympus
07-23-2009, 02:31 AM
Its on hold indefinatly atm, dunno when I'll have the time to get back into it. Busy as hell lately, workin, moving the whole shebang. I certainly want to get something out, when that'll be I have no clue, gotta look after num1 at this point.

I do have alot of things on the books to get going but without backup I dont think theres much chance of getting it done. The lack of net is making things a hell of a pain when it comes to keepin in touch, soon I should have my netbook and wireless net going but I dont have a specific timeframe....

When its done, when ever that maybe! Quality first, Ive rewritten alot so it does need to go through testing in alpha again before moving forward. Im hoping the stuff Ive written in uscript wont be obsoleted in a hurry, I am lookin forward but I been out of the loop so I have no clue whats happenin on the epic end.

Kazimira
07-23-2009, 11:56 AM
Mons great to see you i've been worried. I'm glad your OK.