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Changing Flyby/Intro Music?

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gp
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Changing Flyby/Intro Music?

Post by gp »

I was wondering if it's possible to change the music heard during the castle flyby each time Unreal is launched. There's a .umx file that came with the Operation Na Pali addon for UT I'd like to use, so I assume the formats should be the same.  I've tried searching these forums, google, beyondunreal and unrealsp.org and have been unable to find a solid answer.

I'm using the standard Unreal Gold installation with the appropriate Multimedia patch from this site.

Thanks for the time.
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KillerSkaarj
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Re: Changing Flyby/Intro Music?

Post by KillerSkaarj »

I don't think so. You could try renaming the music you want to flyby.umx and replace the original with it, but it may not work. You may also have mismatches when trying to go on servers. I haven't tried it though so I wouldn't know.

You could try opening up the level, set its default music to that, and save it under another name, then opening up Unreal.ini and setting the flyby level to your new flyby. But I'm pretty sure that also causes mismatches.

Don't take my word for it though. I have no idea what I'm talking about.
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Bane
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Re: Changing Flyby/Intro Music?

Post by Bane »

I don't think so. You could try renaming the music you want to flyby.umx and replace the original with it, but it may not work. You may also have mismatches when trying to go on servers. I haven't tried it though so I wouldn't know.
It would not work, and it would cause mismatches.
You could try opening up the level, set its default music to that, and save it under another name, then opening up Unreal.ini and setting the flyby level to your new flyby. But I'm pretty sure that also causes mismatches.
Changing the name of the file obviously will avoid mismatches. You can change the startup map to anything you want in unreal.ini (LocalMap=unreal.unr, change to whatever). Making a copy and changing the music will work fine. Since the music is for UT you shouldn't have any compatibility issues there either.
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DieHard SCWS
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Re: Changing Flyby/Intro Music?

Post by DieHard SCWS »

I use a modified Unreal Flyby for years now, and i never got kicked anywhere so far, and that also includes the use of a modified holding cell. I actually use the one from Klingon Honor Guard. Both are still there because i am too lazy to replace them with the originals again.


But as said, they are sitting there for years now in my game and i never encountered a problem. But i am not saying it wont cause a problem, i guess maybe theres a bit of luck involved as well. Than again, maybe the mismatch story is an urban legend  :P


In case anyone is interested in my FlyBy: [url=http://www.unrealtexture.com/Unreal/Downloads/Maps/Unreal/UnrealUnreal.zip]UnrealUnreal.zip[/url]


It was just a simple experiment for obj files created in Rhino3D.

And in case you want to go back to the original, here is that download too [url=http://www.unrealtexture.com/Unreal/Downloads/Maps/Unreal/UnrealFlyBy.zip]UnrealFlyBy.zip[/url]
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Bane
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Re: Changing Flyby/Intro Music?

Post by Bane »

I use a modified Unreal Flyby for years now, and i never got kicked anywhere so far, and that also includes the use of a modified holding cell. I actually use the one from Klingon Honor Guard. Both are still there because i am too lazy to replace them with the originals again.


But as said, they are sitting there for years now in my game and i never encountered a problem. But i am not saying it wont cause a problem, i guess maybe theres a bit of luck involved as well. Than again, maybe the mismatch story is an urban legend  :P


In case anyone is interested in my FlyBy: [url=http://www.unrealtexture.com/Unreal/Downloads/Maps/Unreal/UnrealUnreal.zip]UnrealUnreal.zip[/url]


It was just a simple experiment for obj files created in Rhino3D.

And in case you want to go back to the original, here is that download too [url=http://www.unrealtexture.com/Unreal/Downloads/Maps/Unreal/UnrealFlyBy.zip]UnrealFlyBy.zip[/url]
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It's luck. Modifying the original files WILL cause a mismatch, but only if they're used by the server. Server admins rarely switch maps to entry.unr or unreal.unr, and few maps use the flyby music. However if someone DOES goto one of those maps or use that music, then you will get a mismatch. Honestly this will probably only happen in a few coop servers, and even then rarely. Since you can avoid it by just using a completely different opening map, why not just do that to avoid the possibility?
The only other way you could get kicked by doing that is by some cheat detectors when using a modified entry.unr. entry.unr is loaded on the client regardless of the map you are on (you can summon stuff in between server maps and it will remain until you close unreal. When really bored I would summon some creatures on the other side of the cage and watch them duke it out), and so any good cheat detector will make sure that the client's copy of entry.unr is unmodified; and yes, it IS a security risk to allow it to be modified.
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[]KAOS[]Casey
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Re: Changing Flyby/Intro Music?

Post by []KAOS[]Casey »

What Bane said ^

:P
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Spike
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Re: Changing Flyby/Intro Music?

Post by Spike »

Not to sure how having a different entry map would cause issues, other than mismatches on a server if they switched to it. I mean I haven't used the original entry map in quite a long time. No issues at all.
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Bane
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Re: Changing Flyby/Intro Music?

Post by Bane »

Not to sure how having a different entry map would cause issues, other than mismatches on a server if they switched to it. I mean I haven't used the original entry map in quite a long time. No issues at all.
It's a security risk for the server. It is possible to put executable code into the entry map, and the map is always loaded on the client. Thus a good cheat detector (and one set to scan every file, of course) will scan the entry map as well and kick anyone using a modified version. If it isn't scanned by the server's cheat detection (assuming it has one), then you won't run into any issues using a custom entry map unless they do switch to the entry map. Modifying the flyby music or map is not a security risk, so with that you just have the extremely small possibility of getting a mismatch - and I already explained how to avoid getting a mismatch, so there's really no need to modify those files at all.
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Spike
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Re: Changing Flyby/Intro Music?

Post by Spike »

Yeah not really any reason for it, I just use one because I get tired of staring at that jail cell all the time =P
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Chaos13
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Re: Changing Flyby/Intro Music?

Post by Chaos13 »

I got kicked for modified Entry.unr by JCZ and mayb for loaded Cube.utx textures. Replacing music will not work because of internal package name mismatch. Import music called "flyby" into UEd, save as flyby.umx (dont forget to rename original file first) and Conform it with original file so you wont get mismatches.
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DieHard SCWS
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Re: Changing Flyby/Intro Music?

Post by DieHard SCWS »

Just for the record, i fully agree with Bane here :)


I merelly was saying, that it can lead to errors, but in reallity it seems doable, seeing my personal history with it. And in my case it could simply be that i always play on servers where the cheatprotection isnt there or isnt set to screen those specific files. I suspect that you could run in trouble more easelly on COOP servers, which is what i never play....
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Changing Flyby/Intro Music?

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Another option could be hex editing the custom entry map by putting original one's headers...

Nah, wtf am I talking about?...
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Hellkeeper
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Re: Changing Flyby/Intro Music?

Post by Hellkeeper »

Why don't you just open the map in unrealed and change the music in the level propreties ? I've been doing this for ages with UT/UT2004 and never had any problem with any anti-cheat. Not sure if it would be the same with U1 but I thinks they's not much problems...
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GreatEmerald
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Re: Changing Flyby/Intro Music?

Post by GreatEmerald »

Uhh... :-? Here's a guide:
1. Open the map in UnrealEd
2. Save As... another file name
3. Change w/e you want
4. Change the LocalMap to your new filename in your Unreal.ini

Is that so hard?
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Spike
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Re: Changing Flyby/Intro Music?

Post by Spike »

Just for the record, i fully agree with Bane here :)


I merelly was saying, that it can lead to errors, but in reallity it seems doable, seeing my personal history with it. And in my case it could simply be that i always play on servers where the cheatprotection isnt there or isnt set to screen those specific files. I suspect that you could run in trouble more easelly on COOP servers, which is what i never play....
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I agree with bane too, but the thing is that i have always had a different entrymap, and flyby/intro map, and i have NEVER been caught by cheatprotecters in coop or dm. Thats just me though.
Last edited by Spike on Mon Jan 12, 2009 8:00 pm, edited 1 time in total.
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DieHard SCWS
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Re: Changing Flyby/Intro Music?

Post by DieHard SCWS »

Uhh... :-?Here's a guide:
1. Open the map in UnrealEd
2. Save As... another file name
3. Change w/e you want
4. Change the LocalMap to your new filename in your Unreal.ini

Is that so hard?

Yep, that would work as a charm :)
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gp
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Re: Changing Flyby/Intro Music?

Post by gp »

Thanks everyone, I got it working.
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