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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Need some UE2 Coder's Help
Need some UE2 Coder's Help
If UT2004 posts are not compatible with OldUnreal forums rules, then please just warn me about writing that post.
That's a post about UT2004. I posted it here, because UT2004 forums are pretty dead or it's very hard to find active forums of this game now. And the second reason, I think that U2 and UT2004 engines are similar between them.
The main reason why I wrote that post is - I need a help from a UE2 coder. I tried to learn UScript myself and read the tutorials, but I can't understand it, because I'm art-oriented person more.
I don't know how to write Custom Species(for Custom Characters) and assigning custom sounds for them, the structure of those things looks like a hard-understandable mess.
If you are experienced UE2 coder and can do that, then please help me if you can.
(I'm UT2004 skinmaker(model-importer), if you are interested in that info).
That's a post about UT2004. I posted it here, because UT2004 forums are pretty dead or it's very hard to find active forums of this game now. And the second reason, I think that U2 and UT2004 engines are similar between them.
The main reason why I wrote that post is - I need a help from a UE2 coder. I tried to learn UScript myself and read the tutorials, but I can't understand it, because I'm art-oriented person more.
I don't know how to write Custom Species(for Custom Characters) and assigning custom sounds for them, the structure of those things looks like a hard-understandable mess.
If you are experienced UE2 coder and can do that, then please help me if you can.
(I'm UT2004 skinmaker(model-importer), if you are interested in that info).
- .:..:
- OldUnreal Member
- Posts: 1635
- Joined: Tue Aug 16, 2005 4:35 am
Re: Need some UE2 Coder's Help
Ah it's been a long time since UT2004 but to get it all working (including for online environment if someone wants to host it on server):
That is the short version of it.
- Create a code package that you name as Mod (in this example let's name it SkaarjGod, so SkaarjGodMod). Read how it's done here: https://wiki.beyondunreal.com/Legacy:Compiling_With_UCC
- Within that package you need to create a PlayerRecordClass that you name after the character (SkaarjGodMod/Classes/SkaarjGod.uc), with following code:
Code: Select all
class SkaarjGod extends PlayerRecordClass; defaultproperties { Species=Class'SkaarjGodSpecies' MeshName="SkaarjGod_rc.SkaarjGM" BodySkinName="SkaarjGod_rc.SkaarjSkin" FaceSkinName="SkaarjGod_rc.SkaarjFace" Portrait=Texture'SkaarjGod_rc.JSkaarjPotrait' TextName="Some Skaarj God?" VoiceClassName="SkaarjGodMod.SkaarjGodVoice" Sex="Male" Menu="Skaarj God" }
- Then a new Species:
Code: Select all
class SkaarjGodSpecies extends SPECIESSkaarj; defaultproperties { SpeciesName="GOD Species" MaleSoundGroup="SkaarjGodMod.SkaarjGodSound" }
- New SoundGroup:
Code: Select all
class SkaarjGodSound extends xAlienMaleSoundGroup; defaultproperties { DeathSounds=() // Empty array DeathSounds(0)=Sound'SkaarjGod_rc.SkaarjDeathSnd' PainSounds=() // Empty array PainSounds(0)=Sound'SkaarjGod_rc.SkaarjPainSnd' }
- New voice pack (if you desire):
Code: Select all
class SkaarjGodVoice extends AlienMaleVoice; defaultproperties { TauntSound(0)=Sound'SkaarjGod_rc.SkTaunt1' TauntString(0)="Gurgle" TauntSound(1)=Sound'SkaarjGod_rc.SkTaunt2' TauntString(1)="More Gurgle" }
That is the short version of it.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
Re: Need some UE2 Coder's Help
Thank you very much, everything works fine! But the only problem is - sounds are too quiet. What I should to do for fixing that?Ah it's been a long time since UT2004 but to get it all working (including for online environment if someone wants to host it on server):
That is the short version of it.
- .:..:
- OldUnreal Member
- Posts: 1635
- Joined: Tue Aug 16, 2005 4:35 am
Re: Need some UE2 Coder's Help
Well primarily you should upper the volume of the sound files.
But if thats not possible you can hardcode a louder volume for player.
Add this code to your species class:
But if thats not possible you can hardcode a louder volume for player.
Add this code to your species class:
Code: Select all
static function bool Setup(xPawn P, xUtil.PlayerRecord rec)
{
P.TransientSoundVolume = 1;
return Super.Setup(P,rec);
}
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
Re: Need some UE2 Coder's Help
So, I chose the code, and I say: Maybe the sounds of armor hits or double damage are too loud, but it's way better than "sounds like nothing" or converting 31 sounds again without knowing what will be next.Well primarily you should upper the volume of the sound files.
But if thats not possible you can hardcode a louder volume for player.
Add this code to your species class:Code: Select all
static function bool Setup(xPawn P, xUtil.PlayerRecord rec) { P.TransientSoundVolume = 1; return Super.Setup(P,rec); }
Big thanks to you, the 1000 year old question "how to do custom pain/death sounds for characters?" is finally solved for everyone!
Last edited by Rodion Kuzevanov on Thu Jun 13, 2019 2:57 pm, edited 1 time in total.
Re: Need some UE2 Coder's Help
Can I ask you again for help please?[/code]
I wanna write a mutator which replaces Lighting Gun to custom weapon.
The difference between my custom weapon and Lighting Gun should be only visual and it should have other sounds.
The Unreal Legacy have tutorial about explosive minigun only: https://wiki.beyondunreal.com/Legacy:We ... r_Tutorial
But I just want to make a weapon with standard statistics. I also looked here: http://greatemerald.eu/uncodex/UT2004/xweapons/sniperrifle.html
I really don't know what is should be the first step.
Edit: Oh, wait, it seems I understood the system. The first thing which I'll try to do - I just will make gun with LG mesh, but with another sounds.
Last edited by Rodion Kuzevanov on Thu Aug 08, 2019 3:44 pm, edited 1 time in total.
- medor
- OldUnreal Member
- Posts: 343
- Joined: Sun May 17, 2009 7:19 am
Re: Need some UE2 Coder's Help
http://medor.no-ip.org/index.php?dir=Tutorials/video-tutorials-Weapon/
http://medor.no-ip.org/index.php?dir=Tutorials/&file=TheDane_WeaponTutorial.zip
http://medor.no-ip.org/index.php?dir=Tutorials/&file=TheDane_WeaponTutorial.zip
Re: Need some UE2 Coder's Help
Thank you.http://medor.no-ip.org/index.php?dir=Tutorials/video-tutorials-Weapon/
http://medor.no-ip.org/index.php?dir=Tutorials/&file=TheDane_WeaponTutorial.zip
That's a Mercury Crossbow which I did with some experience from your tutorials:
https://steamcommunity.com/sharedfiles/ ... 1830606118
https://steamcommunity.com/sharedfiles/ ... 1830606557