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  1. #1
    God King
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    Default UT3 Style Mutators for UT2004 [b4 - Pickup & vehicle models!]

    The Beta 4 of the UT3 Style Mutators for UT2004 has been released! This version has major changes and fixes, most notably UT3 models for pickups and vehicles, reworked textures and also fixed network support for weapons (vehicles not tested online yet). For the full changelog, see the git repositories of the particular projects.

    Note that since this beta I decided to split the project into two parts, weapons and vehicles. Hence there are two downloads, you need both to have both parts of the mod (but you can use them independently).

    ____________________

    Info on the mod and the source links are on my website:
    http://greatemerald.xmpcommunity.com...owerwheel.html

    Download:
    Download UT3 Weapons for UT2004 Beta 4 (48 MB)
    Alternative mirror: Download from my website

    Download UT3 Vehicles for UT2004 Beta 4 (84 MB)
    Alternative mirror: Download from my website

    ____________________

    Screenshots:
    Look over the last pages of this thread!

    Videos:

    Weapons:


    Vehicles (unfortunately the board doesn't let me embed two videos in one post...):
    https://www.youtube.com/watch?v=USvJzE-qoEI

    ____________________

    The official Readmes:
    Unreal Tournament 3 Weapons for Unreal Tournament 2004
    Beta 4 by GreatEmerald and Wormbo
    Part of the UT3 Style Mutators for UT2004

    This is a mod that backports weapons from UT3 to UT2004.

    The major changes from the last beta include UT3 pickup visuals and network
    fixes.

    While the weapons have been tested online and can be used without major issues,
    do note that this is still a beta, so only put the files on an HTTP redirect
    server if you are confident that you can later update the files to the latest
    version of the mod.

    For the full changelog and source code of this mod, please see the mod's
    Gitorious page:
    https://gitorious.org/ut3-style-muta...ut2004/master/

    The shared bits between UT3 weapons and UT3 vehicles can be found here:
    https://github.com/GreatEmerald/UT3Common


    Installation:

    First make sure you have the UT2004 Editor's Choice or MegaPack official bonus
    packs installed. This mod makes heavy use of their additions. If you see no
    weapons even though you have the mutator enabled, this is probably the reason
    why.

    To install this mod, put all the non-text files in this archive into your UT2004
    directory. If you want to use both the weapons and the vehicles, you will be
    asked if you want to overwrite files, answer yes (both packages have the same
    files and don't include any of the stock game files, so it's safe to overwrite).


    Thanks to everyone who helped with ideas, solutions to problems (esp. meowcat),
    testing and general support.


    For license and legal information, see the included LICENSE.TXT file.

    For any updates to the mod or this readme, check the repositories above and also
    the release thread on the Epic Games Forum:
    https://forums.epicgames.com/threads/636507
    Unreal Tournament 3 Vehicles for Unreal Tournament 2004
    Beta 4 by GreatEmerald, Wormbo, 100GPing100, Wail of Suicide
    Part of the UT3 Style Mutators for UT2004

    This is a mod that backports vehicles from UT3 to UT2004. In this beta only the
    Axon vehicles are ported correctly, the Necris vehicles are in but they are
    highly experimental and still don't work well enough.

    There have been major changes to all Axon vehicles since the last beta, mostly
    in terms of visuals, but also a whole lot of minor tweaks as well.

    The vehicles have not been tested online, and as such should not be attempted to
    be played online. If it works, great, but I wouldn't count on it. Also, do not
    put this package on HTTP redirects for the same reason (unless you can be sure
    to update it promptly after the next beta is released).

    For the full changelog and source code of this mod, please see the mod's GitHub
    page:
    https://github.com/GreatEmerald/UT3Vehicles

    The shared bits between UT3 weapons and UT3 vehicles can be found here:
    https://github.com/GreatEmerald/UT3Common


    Installation:

    First make sure you have the UT2004 Editor's Choice or MegaPack official bonus
    packs installed. This mod makes heavy use of their additions. If you see no
    vehicles even though you have the mutator enabled, this is probably the reason
    why.

    To install this mod, put all the non-text files in this archive into your UT2004
    directory. If you want to use both the vehicles and the weapons, you will be
    asked if you want to overwrite files, answer yes (both packages have the same
    files and don't include any of the stock game files, so it's safe to overwrite).


    Thanks to everyone who helped with ideas, solutions to problems (esp. meowcat),
    testing and general support.


    For license and legal information, see the included LICENSE.TXT file.

    For any updates to the mod or this readme, check the repositories above and also
    the release thread on the Epic Games Forum:
    https://forums.epicgames.com/threads/636507
    Last edited by GreatEmerald; 07-28-2014 at 05:56 AM.

  2. #2

    Default

    Excellent work GreatEmerald! Downloading and testing straight away!

  3. #3
    Redeemer
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    Default

    I can't seem to download it... Maybe Filefront's on the fritz.
    Official Idea Creator.

    Number of Ideas created: 5

  4. #4
    God King
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    Default

    Yea, Filefront doesn't like me downloading it too, but I can upload just normally. Odd.

  5. #5
    Redeemer
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    Default

    Maybe there's something wrong with your FF Account?
    Official Idea Creator.

    Number of Ideas created: 5

  6. #6
    MSgt. Shooter Person
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    Default

    woww!!! downloading....

  7. #7

    Thumbs up

    I gave it a few runs, I am very interested with this and the sounds are very nice, and great work on the Leviathan and crosshairs! Keep up the good job
    What was different about the Raptor though? Was it the firing rate of the alt fire/missiles?(Sorry, I dont have UT3)

  8. #8
    God King
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    Default

    Lorin, nope, that's a global FileFront problem. I guess I could host some more popular mods in an alternative location as well...

    Tawn, thank Wormbo for the Leviathan, and yea, it's very cool
    And yes, the difference of the Raptor is the alt fire speed. I guess there's also something else, but I haven't started working on the vehicles yet, so can't say too much.

    EDIT: I'll also add the files to UT200XFiles.com (it just pretends being the same filefront, it's actually another site ). They're pending now.
    Last edited by GreatEmerald; 11-15-2008 at 05:54 PM.

  9. #9
    MSgt. Shooter Person
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    Default

    Something ur missing:

    A mouse controlled SPMA.
    Well this was a project I scrapped long time ago as I lost intrest in developing it.

  10. #10
    God King
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    Default

    Cool. Care to share?

    And I'm not missing it, it's in the TODO list Yet you could save me some time... And heck, I wouldn't be able to do it by myself anyway

  11. #11
    God King
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    Default

    No it's not... What do you mean?
    By the way, it's very fun observing the weapons in Assault. The Link Gun makes a helluva defence weapon - the alt fire has quite a nice knockback effect on the target, and that makes it hard to get to the hold objectives. But on the other side is the Stinger Minigun which makes a helluva attack weapon - the alt fire is absolutely perfect for taking out damageable objectives.

    Also, the knockback effect in UT2004 is a lot bigger than in UT3, where I hardly ever notice any at all. And I'm not sure which is better, and which is a bug.

  12. #12

    Default

    Quote Originally Posted by W3RM View Post
    Shock Rifle

    Right Mouse
    Left Mouse

    Nothing happens.
    Ditto. Nothing.

  13. #13
    MSgt. Shooter Person
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    Default

    I noticed pawns were "heavier" in UT3, that's why UT3 knockback values will affect UT2k4 pawns more.

    Agreed on Stinger Alt, I looked at the code for that a while ago. Very high speed, lifetime of 10 seconds, double the range of the sniper rifle, and no reduced damage on vehicles, it's a beast.

    I look forward to giving this mutator a spin.

  14. #14
    The Sacrifice
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    Default

    Recently downloaded and played it, too.
    All I can say is nice job!

    I did not expect the kickback from the link gun (either it felt different in the UT3 or is it just me.) I was hoping if the grenade launch function worked on the Rocket Launcher, but I guess it is not there.

    Quote Originally Posted by W3RM View Post
    Shock Rifle

    Right Mouse
    Left Mouse

    Nothing happens.
    I also used the UT3 shock rifle and the shock combo does not work.

    Meanwhile, as a response to the clouded sniper rifle. Since I think the UT3 sniper rifle is a subclass of the ClassicSniperRifle (from UT2004's UTClassic.u). I found this in the ClassicSniperAttachment, which also affected the UT3 Sniper Rifle's attachment.
    Code:
    simulated event ThirdPersonEffects()
    {
    	local vector SmokeLoc, SmokeOffset;
    	local coords	C;
    
        if ( (FlashCount != 0) && (Level.NetMode != NM_DedicatedServer) )
    	{
            if (FiringMode == 0)
     			WeaponLight();
    
     		if ( Instigator.IsFirstPerson() )
     		{
    	 		SmokeLoc = Instigator.Location + Instigator.Eyeheight * vect(0,0,1) + Instigator.CollisionRadius * vector(Instigator.Controller.Rotation);
    			SmokeLoc.Z += SmokeOffsetZ;
    			Spawn(class'ClassicSniperSmoke',,,SmokeLoc);
    		}
    		else if ( Level.TimeSeconds - Instigator.LastRenderTime < 0.2 )
    		{
    			if (mMuzFlash3rd == None)
    				mMuzFlash3rd = Spawn(class'XEffects.AssaultMuzFlash3rd');
    
    			C = Instigator.GetBoneCoords('righthand');
    			SmokeOffset =  -1 * C.ZAxis * (Instigator.CollisionRadius + 35);
    			mMuzFlash3rd.SetLocation( C.Origin + SmokeOffset + C.ZAxis * 23 + C.YAxis*4.5);
    			mMuzFlash3rd.SetDrawScale(1.0);
    			mMuzFlash3rd.SetRotation(rotator(-1 * C.ZAxis));
    			mMuzFlash3rd.mStartParticles++;
    	 		SmokeLoc = C.Origin + SmokeOffset;
    			Spawn(class'ClassicSniperSmoke',,,SmokeLoc);
    		}
         }
    
        Super.ThirdPersonEffects();
    }
    The ClassicSniperSmoke might the smoke that is obscuring the sniper rifle when in zoom.

    EDIT: What was bolded in red is what causes the smoke in screen. The other smoke is produced in third person.
    Last edited by DougC-Icarus; 11-15-2008 at 11:33 PM.
    Shorter alias: DCI (in case typing DougC-Icarus is too long )

    Not as active I once was, but still gaming (not multiplayer though) ~ 2012-05-12

  15. #15
    God King
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    Oh, you're right about the Shock Rifle. It worked earlier, hmm...

    9ades, there is damage reduction for vehicles. 0.6:
    http://www.codekisk.com/unreal/ut3/s...ngershard.html

    Thanks DougC-Icarus, I never thought something could be in Attachment.

    EDIT: Oh bummer, I forgot to tell the Shock Ball to explode when hit from UT3ShockRifle instead of ShockRifle...
    EDIT2: No, it was actually the damage type issue all along. Bah, I don't like how Epic used hacks in their code :\ ) Uploading a new version now.
    Last edited by GreatEmerald; 11-16-2008 at 08:09 AM.

  16. #16
    God King
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    Default

    Updated to Beta 1.1:
    http://files.filefront.com/UT3+Style.../fileinfo.html

    ---------
    CHANGELOG
    ---------

    * b1.1 Fixed the Shock Rifle bug that prevented it from doing combos.
    * b1.1 The Sniper Rifle no longer creates a smoke screen.

    EDIT: And here's another screenshot that shows you how rapid the Link Gun now fires:
    Last edited by GreatEmerald; 11-16-2008 at 10:23 AM.

  17. #17
    MSgt. Shooter Person
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    Default stinger minigun

    mmm.... i test the mutator and is good, but need some fixes. for example, the stinger minigun is mi favorite weapon but for some weird reason, the bots never employ the minigun...
    in other things, personaly, i hate the especial efect from the link gun, is very anoying when a bot push me to the abyss...
    another thing: the armor never apears in my hud...
    Last edited by Dark Kontroll; 11-16-2008 at 06:49 PM.

  18. #18
    God King
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    Default

    Yeap, I don't know how to code AI yet...
    And yes, armor doesn't appear in the HUD, but it's there. Forgot to mention in the bugs.

  19. #19
    MSgt. Shooter Person
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    Default

    Good project. I'm looking forward to future versions.

    I don't have numbers to prove it but the flak's primary seems to travel too fast. Maybe that's the exit speed in UT3 but the chunks feel a lot slower in UT3. Maybe they are slowed down over time and you forgot that in the UT2004 version?!

    I didn't get to hit someone with the charged biorifle yet but does it have such a huge hitbox as in UT3 too and does it leave the opponent a second to be disintegrated?
    The Murph abides.

  20. #20
    God King
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    http://www.codekisk.com/unreal/ut3/s...flakshard.html
    It's the same speed here and there. And wearing out is in UT2004 too, though not sure about slowness.

    I didn't change any collisions as there is no collision info in the UT3 source (at least usually). And no, the opponent doesn't "wear green" yet.

  21. #21
    MSgt. Shooter Person
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    Default

    hmm, as far as i see on the screenshots, the weapons don't change in first-person view. or is it just that this mutator changes the way the weapons fire?

  22. #22
    God King
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    Default

    Like I've said, it changes sounds and the way weapons work.

  23. #23
    MSgt. Shooter Person
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    Default

    As for bots and the minigun, have you messed with the AIRating setting? It's supposed to act like a selection weight for weapons, though I haven't tested it much. Most weapons have around 0.70, Assault rifle has 0.40.

    Momentum for the Link beam needs to come down, it just pushes people around the map. Did UT3's link even have lockdown?

    Nice job on the Levi. Good luck with the Hellbender and Scorp.

    I never expected to see (and hear) UT3 styled respawns for pickups. Good job on that too.

  24. #24
    God King
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    I know I should change AIRatings and such, but I don't know the syntax...

    No, in UT3 people are too heavy to be able to notice that effect.

  25. #25
    The Sacrifice
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    Post Stinger Minigun's firing sounds.

    One thing, when I am using the Stinger Minigun's alt-fire, the fire sound (sounds like the stinger minigun winding down) is not like the UT3 version. In speaking, the stinger's alt-projectile impact sounds like the firing sound (I meant alt-fire.).
    Shorter alias: DCI (in case typing DougC-Icarus is too long )

    Not as active I once was, but still gaming (not multiplayer though) ~ 2012-05-12

  26. #26
    God King
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    Really? It sounds like I hear it in Beta Demo, maybe it was changed since then?

  27. #27

    Default

    Hey, is this project still being worked on, or is it on hold due to lack of resources? I really like how the weapons work, and the Stinger Minigun works very well (except the altfire bugs me with it being a blue linkgun projectile. But that's just me).

    I wish I could help with the meshes and animations, but the UT3 editor refuses to open. Maybe it's due to my crappy specs. I dunno.

  28. #28
    God King
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    It's active, but I have to set up UnrealScript again after reinstalling, and I'm also working on numerous other projects, one is really interesting and near beta, another one is a mapping project. So I will work on it once I'll have time, and all reports go to the "UT3 Ports?" thread in Mod Ideas.

  29. #29

    Default

    Ah, ok. Thanks for the info.

  30. #30
    MSgt. Shooter Person
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    I'm wondering...is it possible to implement the distortion effect as in UT3? It should be (I think they work by normal maps) but I don't know if UE2 supports it.

  31. #31
    God King
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    Yeap, as far as I know, you can't. At the very least you need a new renderer, but I guess it's just not supported.

  32. #32
    MSgt. Shooter Person
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    Well, apparently the Farseer weapon mod included the distortion effect thingy, but I've never seen it. So perhaps you could ask him.

  33. #33

    Default Cool, but...

    Do you think weapon models are in the cards?

  34. #34
    MSgt. Shooter Person
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    I think it's certainly possible. There is a utility called Game Extractor that can read UT3 files (and most other games on the planet as well). The hard part would be the animations. It's quite an ambitious project.

    ++EDIT++

    Yay, only 1000 more posts till 1337 posts! W00T!

  35. #35
    God King
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    Yeap, we could get models, but not animations... I'm planning to use them for static meshes in some future release.

  36. #36

    Default

    So wait, in the aforementioned future release, only the weapons' pickup meshes will be the UT3 ones?

  37. #37
    God King
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    Not in the nearest release anyway.

  38. #38
    MSgt. Shooter Person
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    Yet another great mutator by GreatEmerald, Keep up the good work!
    1. Touch My FLaG, Feel my bullet!
    2. I'm Welsh and proud.
    3. I have already overloaded all my USB ports

  39. #39
    God King
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    A new version should be out shortly, I had to test Linux again this weekend and didn't work on it yet. Wine has really progressed, and I'm very impressed with this! The whole weekend I didn't need anything else than Linux, no Microsoft products at all

  40. #40
    MSgt. Shooter Person
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    GreatEmerald, any idea when you'll have an update?


 
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