ut2k4 rpg + chaos = ?

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
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L'architecte
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ut2k4 rpg + chaos = ?

Post by L'architecte »

Hi
I talked last week with Mysterial, the author of mut ut2k4RPG.
As you know, this wonderful mutator is unfortunetly uncompatible with melee system.

However there is an other mut, druidRPG, that allows to use magical melee weapons, but it has the same problems of compatibility with melee system (weapons dont disappear) + some minor bugs (like modification of weapon speed stat that alter the animation with some weapons...) exactly like ut2k4rpg.

I propose we could make together something interesting with the chaos mod and the rpg mutator, if you agree.

Here is his answer :

"I don't remember exactly, but I seem to recall explicitly disabling magic weapon
support for the ChaosUT melee weapons because of the issues involved.

If you or anyone else wants to make it work, there's two possibilities I'd agree
with:
1. A separate mutator is made that can be used when both UT2004RPG and
ChaosUT are active. For example, this is how Druid does all the crazy stuff he
does
in the UT2004RPG add-on mod he made, if you've heard of that.
2. Figure out what changes would be needed to UT2004RPG, and send them to me
so I can try to merge them.

The one thing I don't want is a second 'ChaosUT melee' version of UT2004RPG
around, because then people get confused about which to use, there's issues when
one is updated but not the other, etc etc."

voila :)
Be excessive.
rhiawhyn
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Post by rhiawhyn »

not bad id like to see a chaos ut rpg mod. now i can pwn noobs with the chaos mod :lol:
LoQtUS
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Post by LoQtUS »

I wouldnt mind seeing this. I know that Mysterial has worked with us in the past quite well. This would be up to JB and him to work out. Its up to Jb if he wants to presue it.
The Dark Side of Chaos.
jb
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Post by jb »

1. A separate mutator is made that can be used when both UT2004RPG and
ChaosUT are active. For example, this is how Druid does all the crazy stuff he
does
in the UT2004RPG add-on mod he made, if you've heard of that.
I think thats probably the easier route. Let me know what I need to do to see about making this work. As if its something that can be down with out too much effort on our part it something at least working in...

Ask him or copy me on an email of what we need to do...as I have not had a chance to install RPG so not sure how/why it works...

I guess what I need from you folks is to tell me what excatly does not work so I can see about what needs to be done to make it work...
Jb
L'architecte
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Post by L'architecte »

Ok here are the first problems. They occured in every melee game (ie duel, melee DM/TDM/KOTH/TKOTH, HH)

Here I was playing in a melee DM
#1 when weapons are dropped/lost, they dont disappear after a few sec
#2 xp gain and also lvl up work fine, but some stats modification (like weapon speed) alter the animation of several melee weapons (especially warhammer, double axe, mace, axe and daggers), preventing you to hit your opponents.
#3 when I pick up dropped weapons and then change, the view automatically switch to 1st person.

The druidRPG mut allows magical melee weapons to be used but always with all these problems.
I think the best way is to use both codes (ut2k4RPG and druidRPG) and work on these points :
-> dropped weapons must disappear :)
-> some stats have to be modified (especially weapon speed)
-> some skills that are useless or too powerfull, I mean :
* monster tongue for example, that allows monsters from invasion to be summoned (but also from satore monster pack muahahahahaa)
* countershove, taht modifies the momentum of all the weapons I carry (it may cause some troubles with melee weapons, I dont know)
* speed switcher (increases weapon changing speed not very usefull with melee system)

if I have other suggestions I ll post em here :)
Be excessive.
]Infected[
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Post by ]Infected[ »

i am playing with a friend often chaosut vctf with the ut2004 rpg mod (v2.2) on level 99 and some bots online^^ verrrrrrrrry funny.... :D

i can say you: THAT is a performance test... (like when your weapon speed is @600 and you fire napalm grenades with unlimited ammo 8O )


it's a listen server. only add ]Infected[ to your buddy list
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lord_kungai
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Post by lord_kungai »

For bug 3, Larc, just press F4 and it works. This bug is also there in normal UTRPG
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Duke
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Post by Duke »

I agree that having a ChaosUT2 compatible version of the UT2004RPG mutator would be sweet!
jb
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Post by jb »

Sorry let me see if I can get back to this
Jb
L'architecte
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Post by L'architecte »

ah
could be interesting to do something with rgp inst it
Be excessive.
TheDruidXpawX
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RPGWeapon

Post by TheDruidXpawX »

I think I can describe to you what's going on and why. BTW, DruidsRPG isn't separate from UT2004RPG. It's a set of additions to UT2004RPG

In UT2004RPG, all weapons are replaced with a generic container class called RPGWeapon (Similarly, there's a generic pickup class). The container class contains a Weapon member ModifiedWeapon which is the real weapon. The container performs a lot of functions for RPG when the various methods on it are called, and then passes those calls onto the ModifiedWeapon class.

I'm guessing the first problem where the weapons are dropped and stay there is because when they're dropped they spawn a pickup, go through the mutator replacement routine, and end up staying there forever.

You can actually duplicate this in a single player match with only UT2004RPG by performing the `loaded cheat and throwing those weapons, which stick around forever.

The weapon speed problem you describe is perplexing, because all Mysterial does is increase your player's fire rate. (Except for a couple of cases such as the minigun)

The third problem is almost certainly related to the fact when the weapon is dropped it becomes an RPGWeaponPickup, and then when picked up, becomes an RPGWeapon in your inventory.


So, some ideas to solve the problem...

My first guess is that when the melee weapons are given to the player pawn, that they're given directly to them without checking the mutator CheckReplacement method. My supposition is that this causes the melee weapons to spawn as their raw class instead of an RPGWeapon containing the melee class.

The next problem then becomes that the melee weapons aren't actually whatever the base class of the melee set is, so any checks for that will fail. The code that relies on that would potentially have to be tweaked to look for the RPGWeapon.ModifiedWeapon if the weapon is an RPGWeapon.

Hopefully that makes sense. I probably shouldn't type detailed info like this just before bed.

TheDruidXpawX
The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
jb
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Re: RPGWeapon

Post by jb »

TheDruidXpawX wrote:I think I can describe to you what's going on and why. BTW, DruidsRPG isn't separate from UT2004RPG. It's a set of additions to UT2004RPG

In UT2004RPG, all weapons are replaced with a generic container class called RPGWeapon (Similarly, there's a generic pickup class). The container class contains a Weapon member ModifiedWeapon which is the real weapon. The container performs a lot of functions for RPG when the various methods on it are called, and then passes those calls onto the ModifiedWeapon class.

I'm guessing the first problem where the weapons are dropped and stay there is because when they're dropped they spawn a pickup, go through the mutator replacement routine, and end up staying there forever.

You can actually duplicate this in a single player match with only UT2004RPG by performing the `loaded cheat and throwing those weapons, which stick around forever.

The weapon speed problem you describe is perplexing, because all Mysterial does is increase your player's fire rate. (Except for a couple of cases such as the minigun)

The third problem is almost certainly related to the fact when the weapon is dropped it becomes an RPGWeaponPickup, and then when picked up, becomes an RPGWeapon in your inventory.

For the 2nd one, we had to lock the rate of our animations at a set rate. And since everything runs off a timer for doing the hit detection, and speed up or speed down will adversly effect this. We have to live with the firerate for melees to not change or else it will screw up the swings and hit detection.

I am not shure how I can help to fix the 1st and 3rd one. When the weapons are dropped the should be set to the fadout state. Do you think that something is over-riding that and keeping them there (maybe via check-replace)?


For the 3rd person bug it sounds like you could check to see what weapon they have and if its a melee (or ours) switch it back to 3rd person view?

Sorry if none of that made any sense as I have had a cold for the last few days and my head is all stuffy. Well more so than normal :)

Anyways would love to talk to you in person to see what we can do to help, look up my IMs or see the PM I sent you so we can see what we can do. Thanks!
Jb
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