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Posted: Mon Feb 21, 2005 8:26 pm
by Alphasim
OK, now we're getting somewhere. So disabling flag drop on grapple is only available in the Chaos UT boot, not in the base game (even copying the .ini command doesn't seem to work. what about copying the game type? i've not tried that yet). Also, now that I know that weapon disablement is through the .ini, it'd help if I knew how. Any answers?
BTW, with all of this work to configure the game for what would seem to a laymen like me as simple on-off options, wouldn't it be easier (and more user-friendly) to re-instate the menu options (including for the mut in base unreal tournament 2k4)?
Posted: Mon Feb 21, 2005 10:32 pm
by jb
Alphasim,
thanks for your input. The "removal" of the options was more of a design trade off. We wanted to slim down the number of options we had. Yes having more options is a good thing but we can not add every possible option and still keep a clean interface. So we tried to keep the options that were used the most in the GUI. The others that were seldom used that were important were moved to the ini and some we felt were no longer needed so just forced them. And at least one moved into a gametype. Again the goal was not to make it harder for people. It was just trying to slim things up and optimize some setting is all. And we know that not every one will agree with our choices.
To prevent the weapons from swaping in, change in your chaosgames.chaosut section CompatMode to True
If you have any other questions please feel free to ask...
Posted: Tue Feb 22, 2005 9:57 am
by TKATK
i myself would like to see the old options come back too,if you put the melee wep selection elsewhere(or removed the rotating model) there would be more than enough space for a couple of options
Posted: Tue Feb 22, 2005 1:16 pm
by jb
TKATK wrote:i myself would like to see the old options come back too,if you put the melee wep selection elsewhere(or removed the rotating model) there would be more than enough space for a couple of options
I hear ya but the team wanted to consolidate all options down to one page vrs two...
Posted: Tue Feb 22, 2005 2:47 pm
by Kaboodles
I got an idea:
How about we let people save their own "versions" of our gametypes to keep things interesting? We could let them create "mini-mutators" that affect weapon placement, health, shields, etc. They could save these settings into a special folder, and have people vote on them after each game. That way, we could have Sniper/Crossbow/etc. Duels without having to use admin console commands and such.
Posted: Wed Feb 23, 2005 6:44 am
by TKATK
+1
Posted: Wed Feb 23, 2005 12:58 pm
by Zachariah
-2
Posted: Wed Feb 23, 2005 2:11 pm
by TKATK
Pepito wrote:-2

+369
Posted: Wed Feb 23, 2005 5:22 pm
by Kaboodles
Posted: Thu Feb 24, 2005 4:24 pm
by LoQtUS
Kaboodles_The_Assassin wrote:I got an idea:
How about we let people save their own "versions" of our gametypes to keep things interesting? We could let them create "mini-mutators" that affect weapon placement, health, shields, etc. They could save these settings into a special folder, and have people vote on them after each game. That way, we could have Sniper/Crossbow/etc. Duels without having to use admin console commands and such.
You are kidding right?
Posted: Thu Feb 24, 2005 4:57 pm
by Kaboodles
LoQtUS wrote:
You are kidding right?
That depends. What do you think I'm trying to say?
I was thinking of something along the lines of Halo 2's gametype system. They let you make special weapon/shield setups and save them to your hard drive. I have one called Rainbow Six (Human weapons with no shields or radar). I've also tried "Dragon Ball" (Plasma weapons and stuff), and "Dawn of the Dead" (Swords vs Shotguns).
I want a sort of "Mini-Mutators" folder, where you can save these into individual files. People could vote for them after each game in the same way you vote for the next map.
EDIT: I think I understand your concern here. A moddable mod does sound a bit silly. But could we at least use this for Duel? I like Crossbow/Sniper duels, and the only way I've been able to do it is through admin commands with Rythm's AdminPlus mutator.
Also, I'd like to be able to use guns and stuff in Horde Hunters. There's just something about blasting away at hordes of bad guys trying to hack you to pieces.
Posted: Fri Feb 25, 2005 1:34 am
by chaoskirina
Kaboodles_The_Assassin wrote:
Also, I'd like to be able to use guns and stuff in Horde Hunters. There's just something about blasting away at hordes of bad guys trying to hack you to pieces.
Yes, but that would give an unfair advantage. monsters have melee and no long range abilities while you could be on a cliff blasting the monsters away.
A suggestion ofr this is an all melee or all CUT option for this gametype. for instance, if you click all melee option true then you and the monsters just use melee weps. if it is false, then you and the monsters use CUT weps.
Posted: Fri Feb 25, 2005 1:48 am
by Zachariah
chaoskirina wrote: if it is false, then you and the monsters use CUT weps.
you mean like a botmatch. . .
Posted: Fri Feb 25, 2005 2:22 pm
by Kaboodles
chaoskirina wrote:
Yes, but that would give an unfair advantage. monsters have melee and no long range abilities while you could be on a cliff blasting the monsters away.
Yeah, but there's no fun in that, is there?
Oh, and there are 4 monsters that do have long-range abilities.

Posted: Sat Feb 26, 2005 2:12 am
by chaoskirina
Kaboodles_The_Assassin wrote:chaoskirina wrote:
Yes, but that would give an unfair advantage. monsters have melee and no long range abilities while you could be on a cliff blasting the monsters away.
Yeah, but there's no fun in that, is there?
Oh, and there are 4 monsters that do have long-range abilities.

for the first sentence, that is what I am saying. and for the second sentence, four chaos monsters. whats the chance they will show up or even gang up for it to be fun?