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The vigil 220 maps

Posted: Mon May 25, 2009 5:36 pm
by Leo T_C_K
Anyone willing to convert that mappack? The system files (that is what needs to be converted not the maps) work only on 220...if not I might convert it in the future, but this pack should really be converted, it is challenging mappack with new hud etc and weapons.

Re: The vigil 220 maps

Posted: Mon May 25, 2009 6:08 pm
by Gizzy
Link or it didn't happen.

Re: The vigil 220 maps

Posted: Mon May 25, 2009 6:33 pm
by Smirftsch
I think some people tried already but no one succeeded yet, unfortunately. I have to agree, would be really worth to be converted.

Re: The vigil 220 maps

Posted: Mon May 25, 2009 8:01 pm
by Gizzy
I suppose I could try the weapons, so long as they don't contain much old code. Is there a link to this mappack?

Re: The vigil 220 maps

Posted: Mon May 25, 2009 8:03 pm
by Leo T_C_K

Re: The vigil 220 maps

Posted: Mon May 25, 2009 9:27 pm
by Shivaxi
I already tried....but i cant even open the maps in 220....dunno why...but I crash :-/

Re: The vigil 220 maps

Posted: Mon May 25, 2009 10:15 pm
by Leo T_C_K
Are you sure you didn't open it in the 200? 220 has Unrealshare already mind you....so you must open it with that one.

Re: The vigil 220 maps

Posted: Mon May 25, 2009 10:34 pm
by Shivaxi
I'm dead positive.  I made a fresh install from my 220 Unreal disc.

Hold it...just looked in the Unreal.ini....FirstRun=205....how did this happen? :P

Ok well I'll patch it to 220 and convert these maps then.  I've already converted the "Stranded!" map from 1998 by Mark Hartman. ;)


Re: The vigil 220 maps

Posted: Mon May 25, 2009 11:43 pm
by Shivaxi
Ok....just played through them...and I've got to ask something. Is it me? Or is most of the custom content in Vigil99 straight from the U4E mod....or maybe vice versa? Did the same guy who made Vigil99 work on U4E? I mean...even the quadshot to the f*cked up holding animation and knock back to the shrink ray gun is there...

Re: The vigil 220 maps

Posted: Tue May 26, 2009 12:01 am
by KillerSkaarj
Does anyone know how I can "revert" to Unreal 220? I want to try this map pack out.

Re: The vigil 220 maps

Posted: Tue May 26, 2009 12:13 am
by Leo T_C_K
Ok....just played through them...and I've got to ask something.  Is it me? Or is most of the custom content in Vigil99 straight from the U4E mod....or maybe vice versa?  Did the same guy who made Vigil99 work on U4E?  I mean...even the quadshot to the f*cked up holding animation and knock back to the shrink ray gun is there...
It is the same guy who later made U4E.

Re: The vigil 220 maps

Posted: Tue May 26, 2009 1:38 am
by Shivaxi
Ok....just played through them...and I've got to ask something.  Is it me? Or is most of the custom content in Vigil99 straight from the U4E mod....or maybe vice versa?  Did the same guy who made Vigil99 work on U4E?  I mean...even the quadshot to the f*cked up holding animation and knock back to the shrink ray gun is there...
It is the same guy who later made U4E.
Ah...thought as much :P

Re: The vigil 220 maps

Posted: Tue May 26, 2009 9:02 am
by Gizzy
Does anyone know how I can "revert" to Unreal 220? I want to try this map pack out.
You can't revert (AFAIK), you have to make a fresh installation, and oatch that to 220

Re: The vigil 220 maps

Posted: Thu May 28, 2009 3:09 pm
by Leo T_C_K
Btw I tried it and it works under 221 and you can load the files in the editor...But I guess it should all be recompiled in 225 or something because if you load them in normal final editor it just gives you many errors of different variables etc.

For example it complains about rifle zoomon:

in 220 rifle there is var bool bZoomOn;
which is missing in later versions. :(

ALos there is some commented out function which when uncommented makes a static muzzleflash, dunno why they did that...

Code: Select all

simulated event RenderOverlays( canvas Canvas )
{
      local int X,Y;

      if ( Default.PlayerViewOffset.Y == 0 )
      {
            X = Canvas.ClipX * 0.5 - 64;
            Y = Canvas.ClipY * 0.65 - 64;
      }
      else
      {
            Y = Canvas.ClipY * 0.7 - 64;
            X = Canvas.ClipX * (0.5 - 0.0025 * PlayerViewOffset.Y/Default.PlayerViewOffset.Y) - 64;
      }      
      Canvas.SetPos(X,Y);
      Canvas.Style = 3;
      Canvas.DrawIcon(Texture'RocketFlare', 3.0);
      Canvas.Style = 1;      

      Super.RenderOverlays(Canvas);
}
Btw zombies crash game in 221 for some reason. Guess I should have run it in 220.

Guess the code can be taken from U4Etournament zombies from UT btw. When they die they crash the game.

Code: Select all

Critical: appError called:
Critical: SZombie Unreal.SZombie0 (Function Engine.Pawn.Died:0116) Unknown code token 03
Exit: Executing UObject::StaticShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGlideRenderDevice::ShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (Rocket Unreal.Rocket3, Function Engine.Projectile.Touch)
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::MoveActor
Critical: AActor::physProjectile
Critical: AActor::performPhysics
Critical: AActor::Tick
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop