This is the delayed fix for oldquadshot, which for example redeem your space use:
NewQuadshot
It works with 227 as well and doesn't conflict much with the 227 quadshot.
There are two mutator packages, to use them either use umenu mutator system, or open map with Open mapname?mutator=NQSMut.NSQmut
If you want to add more mutators you can do it this way for example:
?mutator=packagename.mutatorname,nextmutator.nextmutator
NQSMut.NQSmut replaces only oldquadshot.oldquadshot, QREPMUT should instead replace all quadshot classes, in case there is normal quadshot thrown in the map somewhere. Replaces shells now too, I updated the file now.
In the old version I had weapon priority in 3, but I decided to change it back to 6 like the oldquadshot has it, I would need to create new ammo class to reflect the ammo rise on hud, but I decided to not do that.
For direct access use https://forums.oldunreal.com
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
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
NewQuadshot
- Leo T_C_K
- OldUnreal Member
- Posts: 3854
- Joined: Sat Aug 27, 2005 6:24 pm
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
- Leo T_C_K
- OldUnreal Member
- Posts: 3854
- Joined: Sat Aug 27, 2005 6:24 pm
- Leo T_C_K
- OldUnreal Member
- Posts: 3854
- Joined: Sat Aug 27, 2005 6:24 pm
Re: NewQuadshot
I updated the file with another mutator to fix the wave so wepaon won't float, it is however required to use ryspak, so this is for these rys maps only and checks only for marineweapons[2]
EDIT: Updated again to work in 227, if you use 227 and use RyS, use the NQSMUT and it will work with marinewaves. The QREPMUT is for replacing quadshots only, I found it ignores the subclasses.
EDIT: Updated again to work in 227, if you use 227 and use RyS, use the NQSMUT and it will work with marinewaves. The QREPMUT is for replacing quadshots only, I found it ignores the subclasses.
Last edited by Leo T_C_K on Fri Apr 16, 2010 9:17 pm, edited 1 time in total.

