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UT2003RPG

Posted: Thu Dec 04, 2003 6:46 pm
by velofire
it there anyway i can get this to work with your mod? i wanna hav it able to go and increase weapon speed,increace damage, jump higher ect.... but weapon speed not working.... anyhelp on this would be nice....

oh! and um... forgot.
oh ya! would it be possible to have ALL the weapons and be able to switch between them in the middle of combat?

Posted: Thu Dec 04, 2003 7:05 pm
by jeditobe1
if you are talking about melee weapons, because the built in animation rate control (ie.. ability to speed up/slow down animations) doesnt work, firespeed isnt really going to work.

As for all the weapons.... try mappers choice. Its not all of them but should show you that you can switch between melee/normal/chaos weapons.

Posted: Thu Dec 04, 2003 7:47 pm
by Shadowstar
The problem with UT2k3's animations is that you can't change thier speed. You can only make a new animation that's faster. So, UT2k3RPG's modifiers won't change the speed that the weapon swings at, in fact, it may screw something up and make you LESS effective at higher rates.

BUT, the new magic weapons feature does work with Chaos Duel. If you set it to generate magic starting weapons, each Duel round you will get a random magical melee weapon. Try that and see how you like it. You can also try it with Mapper's Choice, where you usually get a mix of melee and ranged weapons.

Posted: Thu Dec 04, 2003 7:54 pm
by NeoNight
yeah but the problem is it'll cause ut2k3 to crash at one point.... :/

Posted: Thu Dec 04, 2003 7:55 pm
by Shadowstar
Well, now that PR2 is available to the public, Mysterial should be able to poke around and see how he can improve his mod (or make suggestions to us) to get the two to work together smoothly.

Posted: Fri Dec 05, 2003 7:13 am
by Kyllian
Shadowstar wrote:Well, now that PR2 is available to the public, Mysterial should be able to poke around and see how he can improve his mod (or make suggestions to us) to get the two to work together smoothly.
That's gonna be interesting, hopping on a duel server to see the other guy has a 300lvl and swing the hammer like he's a crazed rabbit on a meth/coke/caffiene/steroids cocktail swinging a feather around 8O

Posted: Fri Dec 05, 2003 1:09 pm
by jb
Kyllian wrote:That's gonna be interesting, hopping on a duel server to see the other guy has a 300lvl and swing the hammer like he's a crazed rabbit on a meth/coke/caffiene/steroids cocktail swinging a feather around 8O
naw. Remember that first Indiana Joones movie..were Indy is confronted in a crowd by that Long Sword weilding fellow? So ya you pull out your ERDW and pop him in da head. Then ask him if he is felling lucky :)

Posted: Fri Dec 05, 2003 1:26 pm
by Kyllian
jb wrote:naw. Remember that first Indiana Joones movie..were Indy is confronted in a crowd by that Long Sword weilding fellow? So ya you pull out your ERDW and pop him in da head. Then ask him if he is felling lucky :)
I doubt he would feel lucky. :D Be interesting in straight-up melee duel tho

Posted: Fri Dec 05, 2003 9:19 pm
by halprin
Haha! Well, for some reason I get a UT2003RPGv4 version mismatch when I join a server (this has nothing to do w/ CUT2). Does this happen to you guys?

Posted: Fri Dec 05, 2003 9:58 pm
by NeoNight
yeah seeing as there is about 13+ versions of beta 4 (which mysterial didn't want people to put on there servers till it was done.. but meh how can you expect people to not put it on there servers? ) anyway the final version 4 of ut2k3rpg should be named differently so that'll fix that problem.. hopefully.

Posted: Sat Dec 06, 2003 2:51 am
by Mysterial
Shadowstar wrote:The problem with UT2k3's animations is that you can't change thier speed. You can only make a new animation that's faster. So, UT2k3RPG's modifiers won't change the speed that the weapon swings at, in fact, it may screw something up and make you LESS effective at higher rates.
You absolutely can change an animation's speed. Most of the animation functions take a Rate parameter for exactly that purpose. Unless you're doing something weird... I didn't look.
BUT, the new magic weapons feature does work with Chaos Duel. If you set it to generate magic starting weapons, each Duel round you will get a random magical melee weapon. Try that and see how you like it. You can also try it with Mapper's Choice, where you usually get a mix of melee and ranged weapons.
Didn't work for me. Well, actually it kinda-sorta worked. See this post.

Posted: Sat Dec 06, 2003 2:52 am
by Mysterial
NeoNight wrote:yeah seeing as there is about 13+ versions of beta 4
Well, it wasn't supposed to have that many betas. I think I'm overworking myself. ;)
(which mysterial didn't want people to put on there servers till it was done.. but meh how can you expect people to not put it on there servers? )
Well, none of my other mods appeared on many servers, so why would I expect this one to be any different?
anyway the final version 4 of ut2k3rpg should be named differently so that'll fix that problem.. hopefully.
Correct. :D

Posted: Sat Dec 06, 2003 3:09 am
by jeditobe1
Mysterial wrote: You absolutely can change an animation's speed. Most of the animation functions take a Rate parameter for exactly that purpose. Unless you're doing something weird... I didn't look.
I beleive the conclusion we came to was that the animations we were trying to scale the animation rate on we were using that parameter, but it had no effect/ does not work.

Though that was decided before i started programming i think, i beleive the decision was that there was supposed to be support for it but it was apparently broken. I know ive seen *some* animations scale in game, but ive seen some also scale backwards using UT2003 RPG and a high fire rate. By backwards i mean the firing animation plays slower when firing at high speeds.

Posted: Sat Dec 06, 2003 3:19 am
by halprin
So what is the absolute latest/most played version and where can I get it?

Posted: Sat Dec 06, 2003 3:23 am
by velofire
Shadowstar wrote:Well, now that PR2 is available to the public, Mysterial should be able to poke around and see how he can improve his mod (or make suggestions to us) to get the two to work together smoothly.
well in THAT case....
i was wondering, is there a way to have an option to have MORE than 2 players fighting to stay in? just have a 3,4,5,6,7,8..... way duel! problem is, i only saw two starting poinst in some maps.... for my maps i will have like 12 of course... but you would have to update the maps somehow.... would that be an acceptable to go through the effort to increase the chaos factor?