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  1. #1
    Skaarj
    Join Date
    Jun 2004
    Posts
    9

    Wink Radar2004, a full featured UT2k4 radar

    Name: Radar2004
    Version: 1.0
    Compatibility: UT2004
    Description: A UT2004 Radar mutator, compatible with all game modes. Shows vehicles, bases, flags, pickups, etc. For a full description, see http://www.BatHotAxe.com/games/Radar2004.htm
    Comments: Attempts to combine some of the best aspects of other excellent UT radars, notably Radar2003, TacticalDisplay, TeamRadar and the Deathball mod radar.
    Screenshot: See http://www.BatHotAxe.com/games/Screenshots/
    Credits: Myself, Pfhoenix (Radar2003), Cheshire Cat (TacticalDisplay) and Snorelax and Airmoran (TeamRadar)
    Homepage: http://www.BatHotAxe.com/games
    Download: http://www.BatHotAxe.com/games

  2. #2
    Veteran
    Join Date
    Dec 2003
    Location
    Finland
    Posts
    5,996

    Default

    Nice!
    Also known as Rask — http://www.ottorask.com/

    UT3 Levels: CTF-Austere (MSU P3 5th place)
    UE3 Tutorials: From Textures To Materials In UE3 Complex Fire In UE3

  3. #3
    MSgt. Shooter Person
    Join Date
    Jun 2003
    Posts
    106

    Default

    awesome radar ive be waiting for something like this. Good job!:up:

  4. #4
    MSgt. Shooter Person
    Join Date
    May 2004
    Posts
    77

    Default

    what's a Scorpion look like?

  5. #5
    MSgt. Shooter Person
    Join Date
    Apr 2004
    Posts
    70

    Default

    Hi,

    Your mut looks very nice but I don't like your issue of people able to display the enemy on the display - cant you force it to show team mates only? Or at least have a server config variable that will disable showing the enemy positions?

  6. #6
    Skaarj
    Join Date
    Jun 2004
    Posts
    9

    Default

    Ooz, a Scorpion looks like a jeep icon - I forgot to put that in the doc, thanks for pointing it out. I'll add it to the doc this weekend.

    Heywood, I agree that a "team only" flag is important. I put one in, but it isn't enforced on the client, limiting its usefulness to games where you know there will be no cheaters (I made sure to put this in the docs). I'd like to change that, but I'm not sure if I'll be able to do it soon. If I get a number of requests to do that I'll look into it.

    The "TeamRadar" mutator, by Snorelax and Airmoran, is a good team only radar for Onslaught. They contributed some graphics and code to this radar as well, and I highly recommend their radar when you want to make sure nobody cheats. You can get it at http://darksci.net/~Snorelax/TR3/

  7. #7
    Iron Guard
    Join Date
    Apr 2004
    Posts
    537

    Default

    sweat, I remember something like this from 2k3, did you do that one to?
    This will be so ****ing awsome with the constant 1 on 1 matches with my little brother next room down, as soon as i can figure out how to properly put all the content from the dvd onto six cd's without ****ing it up LOL

  8. #8
    Skaarj
    Join Date
    Jun 2004
    Posts
    9

    Default

    Thanks Comp. I didn't do the 2k3 radars, but my work is based on them. Pfhoenix did Radar2003, which Cheshire Cat morphed into TacticalDisplay. I took that, changed it around some more, and also incorporated some code and graphics from TeamRadar (courtesy of Snorelax and Airmoran) to come up with the current radar.

  9. #9
    Skaarj
    Join Date
    Mar 2004
    Posts
    22

    Default

    The link isn't working for me... luckily a mirror has been found!

    http://dlx.gamespot.com/pc/ut2004/moreinfo_6100231.html

  10. #10
    Skaarj
    Join Date
    Mar 2004
    Posts
    22

    Default

    Yo man, awesome mod, but I get this error whenever I destroy the enemy power core in Onslaught.

    UT2004 Build UT2004_Patch_[2004-05-10_17.18]

    OS: Windows XP 5.1 (Build: 2600)
    CPU: GenuineIntel Unknown processor @ 2196 MHz with 126MB RAM
    Video: Intel(R) 82845G/GL/GE/PE/GV Graphics Controller (3691)

    General protection fault!

    History: UStruct::SerializeBin <- (Struct Radar2004.RadarInteractionDB.Drawable A[0]) <- UStruct::SerializeBin <- (Struct Radar2004.RadarInteractionDB.DrawableArray D[0]) <- UStruct::SerializeBin <- (Class Radar2004.RadarInteractionDB Projectiles[0]) <- UObject::Serialize <- (RadarInteractionDB Package.RadarInteractionDB) <- TestReach <- (RadarInteractionDB Package.RadarInteractionDB) <- UStruct::SerializeBin <- (Class WinDrv.WindowsViewport LocalInteractions[0]) <- UObject::Serialize <- (WindowsViewport Package.WindowsClient.WindowsViewport) <- UPlayer::Serialize <- UViewport::Serialize <- TestReach <- (WindowsViewport Package.WindowsClient.WindowsViewport) <- UStruct::SerializeBin <- (Class XGame.xPlayer Player[0]) <- UObject::Serialize <- (xPlayer ONS-CBP2-Pasargadae.xPlayer) <- AActor::Serialize <- TestReach <- (xPlayer ONS-CBP2-Pasargadae.xPlayer) <- UStruct::SerializeBin <- (Class XGame.xPawn OldController[0]) <- UObject::Serialize <- (xPawn ONS-CBP2-Pasargadae.xPawn) <- AActor::Serialize <- TestReach <- (xPawn ONS-CBP2-Pasargadae.xPawn) <- UStruct::SerializeBin <- (Class XGame.xBot VisibleEnemy[0]) <- UObje

  11. #11
    Skaarj
    Join Date
    Jun 2004
    Posts
    9

    Default

    Thanks for reporting that, Ted, I'll get right on it. I saw that once but couldn't recreate it, but now that you've seen it consistently I'll make sure to get it fixed asap.

  12. #12
    MSgt. Shooter Person
    Join Date
    Jul 2003
    Posts
    310

    Default

    I like it

    :up: :up: :up: :up: :up: (out of 5)

  13. #13
    MSgt. Shooter Person
    Join Date
    Sep 2002
    Posts
    40

    Default

    I've found a problem with the radar in bot matches. When you try to call up the speach menu ( V key) to issue orders the menu only appears as a small box and you can't see any of the text. Other than that it's a really sweet add-on.

  14. #14
    Skaarj
    Join Date
    Jun 2004
    Posts
    9

    Default

    Thanks for the feedback, Jeff, I'll look into it.

    I've been trying to recreate the "crash on power core destruction" bug with little success.

    On the good side, this hopefully means that it doesn't happen often.

    On the bad side, it's very hard to fix a bug I can't recreate. Though since I've seen it once and Tedhead has seen it a number of times, I'm sure it's real.

    If anybody could give me any info on how often the bug occurs, under what type of gameplay (listen server, instant action, etc.) and so on I'd appreciate it.

    Feel free to email me at jkorein@comcast.net with any info. I want to try to squash it before I release the radar on any more download sites.

  15. #15
    MSgt. Shooter Person
    Join Date
    Jan 2003
    Posts
    160

    Default

    useless if what heywood posted is correct

    possible alternative : only display enemy players that are in los of players on your team

  16. #16
    MSgt. Shooter Person
    Join Date
    Sep 2002
    Posts
    155

    Default

    nice
    not longer you have to feel offended when sombody
    claims you have radar

  17. #17
    Prisoner 849
    Join Date
    Feb 2004
    Posts
    996

    Default

    nice i will try 5/5 my friend :0

  18. #18
    Iron Guard
    Join Date
    Apr 2004
    Posts
    537

    Default

    I was using this thismorning, and I noticed, it killed my console, and the speach menu, theres nothing there when you press ` or v with this mut. Right now I am using the current official patch, if it helps.

  19. #19
    Skaarj
    Join Date
    May 2004
    Posts
    6

    Default

    :up: :up: :up: :up:

    nice:heart:

  20. #20
    Iron Guard
    Join Date
    Nov 2002
    Posts
    766

    Default

    As soon as the bugs are worked out, i'm going to add this to my pc, becasue I want to be able to know where my enemies are behind meshes, and to know exactly when to rush to the power ups to hog them all, just like the my cheeting bots do. Will com in quite handy when playing against them.

  21. #21
    Skaarj
    Join Date
    Jun 2004
    Posts
    9

    Default

    Comp, thanks for the feedback.

    It seems that the console and speech menu both accept input, but they don't display any text. You're right, a major problem. I'll put the bug in the docs and try to get it fixed as soon as I can.

    I'm also trying to replicate the crash on power core destruction bug. Has anyone besides TedHead seen this?

  22. #22
    Skaarj
    Join Date
    Jun 2004
    Posts
    9

    Default

    Neo, have you seen any bugs other than the ones mentioned above and in the radar doc? If so, please report them. In general, I think there are only a few circumstances that would prevent the radar from being used now.

  23. #23
    Skaarj
    Join Date
    Jun 2004
    Posts
    9

    Default

    Comp, there is a workaround for the console and team speech display problems that can be used until the bug is fixed.

    In the Settings/Input/Configure Control menu, you can bind a key that will toggle the radar on and off. If you do that, then you can toggle the radar off if you want to use team speech or the console, and then toggle it back on again when you're done.

    Not a good solution, but one that would work for now.

  24. #24
    Iron Guard
    Join Date
    Nov 2002
    Posts
    766

    Default

    Here is a bug for you to figure out. not sure what it says, but hopefuly it helps you .

    UT2004 Build UT2004_Patch_[2004-06-11_16.51]

    OS: Windows 2000 5.0 (Build: 2195)
    CPU: GenuineIntel Unknown processor @ 2402 MHz with 510MB RAM
    Video: NVIDIA GeForce4 Ti 4200 (5672)

    General protection fault!

    History: UStruct::SerializeBin <- (Struct Radar2004.RadarInteractionDB.Drawable A[0]) <- UStruct::SerializeBin <- (Struct Radar2004.RadarInteractionDB.DrawableArray D[0]) <- UStruct::SerializeBin <- (Class Radar2004.RadarInteractionDB Pickups[0]) <- UObject::Serialize <- (RadarInteractionDB Package.RadarInteractionDB) <- TestReach <- (RadarInteractionDB Package.RadarInteractionDB) <- UStruct::SerializeBin <- (Class WinDrv.WindowsViewport LocalInteractions[0]) <- UObject::Serialize <- (WindowsViewport Package.WindowsClient.WindowsViewport) <- UPlayer::Serialize <- UViewport::Serialize <- TestReach <- (WindowsViewport Package.WindowsClient.WindowsViewport) <- UStruct::SerializeBin <- (Class XGame.xPlayer Player[0]) <- UObject::Serialize <- (xPlayer ONS-STFUandJump.xPlayer) <- AActor::Serialize <- TestReach <- (xPlayer ONS-STFUandJump.xPlayer) <- UStruct::SerializeBin <- (Class XGame.xPawn OldController[0]) <- UObject::Serialize <- (xPawn ONS-STFUandJump.xPawn) <- AActor::Serialize <- TestReach <- (xPawn ONS-STFUandJump.xPawn) <- UStruct::SerializeBin <- (Struct XWeapons.WeaponLocker.PawnToucher P[0]) <- UStruct::SerializeBin <- (Class XWeapons.WeaponLocker Customers[0]) <- UObject::Serialize <- (WeaponLocker ONS-STFUandJump.WeaponLocker2) <- AActor::Serialize <- TestReach <- (WeaponLocker ONS-STFUandJump.WeaponLocker2) <- UStruct::SerializeBin <- (Class Engine.InventorySpot markedItem[0]) <- UObject::Serialize <- (InventorySpot ONS-STFUandJump.InventorySpot5) <- AActor::Serialize <- TestReach <- (InventorySpot ONS-STFUandJump.InventorySpot5) <- UStruct::SerializeBin <- (Class Engine.NavigationPoint nextNavigationPoint[0]) <- UObject::Serialize <- (NavigationPoint ONS-STFUandJump.NavigationPoint2) <- AActor::Serialize <- TestReach <- (NavigationPoint ONS-STFUandJump.NavigationPoint2) <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec ONS-STFUandJump.ReachSpec495) <- TestReach <- (ReachSpec ONS-STFUandJump.ReachSpec495) <- UStruct::SerializeBin <- (Class Engine.NavigationPoint PathList[0]) <- UObject::Serialize <- (NavigationPoint ONS-STFUandJump.NavigationPoint3) <- AActor::Serialize <- TestReach <- (NavigationPoint ONS-STFUandJump.NavigationPoint3) <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec ONS-STFUandJump.ReachSpec222) <- TestReach <- (ReachSpec ONS-STFUandJump.ReachSpec222) <- UStruct::SerializeBin <- (Class Engine.NavigationPoint PathList[0]) <- UObject::Serialize <- (NavigationPoint ONS-STFUandJump.NavigationPoint18) <- AActor::Serialize <- TestReach <- (NavigationPoint ONS-STFUandJump.NavigationPoint18) <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec ONS-STFUandJump.ReachSpec467) <- TestReach <- (ReachSpec ONS-STFUandJump.ReachSpec467) <- UStruct::SerializeBin <- (Class Engine.NavigationPoint PathList[0]) <- UObject::Serialize <- (NavigationPoint ONS-STFUandJump.NavigationPoint5) <- AActor::Serialize <- TestReach <- (NavigationPoint ONS-STFUandJump.NavigationPoint5) <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec ONS-STFUandJump.ReachSpec481) <- TestReach <- (ReachSpec ONS-STFUandJump.ReachSpec481) <- UStruct::SerializeBin <- (Class Engine.NavigationPoint PathList[0]) <- UObject::Serialize <- (NavigationPoint ONS-STFUandJump.NavigationPoint4) <- AActor::Serialize <- TestReach <- (NavigationPoint ONS-STFUandJump.NavigationPoint4) <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec ONS-STFUandJump.ReachSpec239) <- TestReach <- (ReachSpec ONS-STFUandJump.ReachSpec239) <- UStruct::SerializeBin <- (Class Engine.NavigationPoint PathList[0]) <- UObject::Serialize <- (NavigationPoint ONS-STFUandJump.NavigationPoint17) <- AActor::Serialize <- TestReach <- (NavigationPoint ONS-STFUandJump.NavigationPoint17) <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec ONS-STFUandJump.ReachSpec1997) <- TestReach <- (ReachSpec ONS-ST

  25. #25
    Skaarj
    Join Date
    Jun 2004
    Posts
    9

    Default

    Thanks Neo, that's the one I'm trying to track down. Did it happen when you destroyed the Power Core in Onslaught? If not, when did it happen? And even more importantly, can you make it happen consistently? I've seen it once, and at least one other person has (both when destroying the power core), but I can't make it happen consistently (which would make fixing it a lot easier, and at least I'd know that I'd fixed it), so it's driving me a bit crazy.

    So if you have a way of consistenly making it happen, or have anything else to tell me about the conditions when it happened (level, mutators on, when it happened, etc), I'd appreciate it.

  26. #26


 

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