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Co-op ideas

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GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: Co-op ideas

Post by GreatEmerald »

What?! Server now RESTARTS each time you die?! That's just ridiculous! It's impossible to advance now, especially on a level that high! Make it normal again!
By the way, why do you need that xcoop anyway? What are the features?
Pravin

Re: Co-op ideas

Post by Pravin »

What?! Server now RESTARTS each time you die?! That's just ridiculous! It's impossible to advance now, especially on a level that high! Make it normal again!
By the way, why do you need that xcoop anyway? What are the features?
Well... To clear the confusion, Jackrabbit is currently running a new mod of his which is similar to invasion, but with coop in the background. If you're curious about what xCoop has to offer then simply rtfm at my site. Also, yelling at people to change things isn't _exactly_ the best way to get what you want. >.>

EDIT- Jackrabbit told me he's going to lower the difficulty.
Last edited by Pravin on Tue Jun 02, 2009 10:29 am, edited 1 time in total.
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GreatEmerald
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Joined: Mon May 21, 2007 2:30 pm

Re: Co-op ideas

Post by GreatEmerald »

If you're curious about what xCoop has to offer then simply rtfm at my site.
I can't find it... Either the manual or your site. The only site I see has "This space for rent" instead of any information :D

By the way, another suggestion for the mutator: maybe it's possible to somehow mark what you can't pick up? Like, make their drawtype to DT_None or DT_Translucent... It's rather hard to remember what you can and can't pick up now.
Last edited by GreatEmerald on Tue Jun 02, 2009 12:09 pm, edited 1 time in total.
Jâçkrâßßit

Re: Co-op ideas

Post by Jâçkrâßßit »

GE... I think your a bit confused in terms of the xcoop capability.  XCoop clearly states in the README.DOC that xcoop is "The modders choice gametype".  This means that this gametype has plenty of options to choose from to make your server unique (unlike JcoopZ in particular).  The good definitly outways the bad here.  Admins are given the option to completely customize their co-op server using the extremely broad xcoop standards.  It will take sufficient time for admins to configure their server to their own needs.  This would probably be the one and only drawback for using xcoop, but thats inevitable with a custom gametype such as this. (and its what makes xcoop xcoop).

If your interested in running an xcoop server that fits your needs, you could do an offline test and then upload your xcoop.ini and maybe someone would host that server for you.  Thats all I can recommend.

As for my server... well.. I have decided to take that to the next level.  Survival coop will feature dynamic difficulty loading (difficulty gets harder/easier depending on current number of connections).  If you die in my coop server, you spectate the next living player.  If everyone dies in the server the map restarts.  If you make it to the end of the map, you advance to the next level.

The next think i'm going to work on is the dynamic difficulty modifiers (hopefully that can be done easily).
Last edited by Jâçkrâßßit on Tue Jun 02, 2009 4:37 pm, edited 1 time in total.
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GreatEmerald
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Re: Co-op ideas

Post by GreatEmerald »

Oh, that's what! So quite like invasion. Interesting idea, but needs more players... Though lower difficulty will work too. I got really frustrated after being killed by SkaarjScouts 10 times in a row... Hmm, is there a place for a description somewhere, so people would know what's happening?

And too bad your server is no longer a pure one... That leaves us with 0 pure servers then :( Very much like in UT1 and such, very hard to find a vanilla install server...
Jâçkrâßßit

Re: Co-op ideas

Post by Jâçkrâßßit »

Oh, that's what! So quite like invasion. Interesting idea, but needs more players... Though lower difficulty will work too. I got really frustrated after being killed by SkaarjScouts 10 times in a row... Hmm, is there a place for a description somewhere, so people would know what's happening?
good idea! Yes, I will probably use the TransMutator mod for a brief description of what is going on. For now, the server name description should be enough.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Co-op ideas

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

My server was pure until I started working on DarkCoop and OverKill1 (both in pre-alpha v0.1 atm, let's hope I make it to v1.0 :D).
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Holy_Embrace[iC]
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Re: Co-op ideas

Post by Holy_Embrace[iC] »

Jackrabbit's Survival Co-op ftw. Oh and xCoop =)
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GreatEmerald
OldUnreal Member
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Joined: Mon May 21, 2007 2:30 pm

Re: Co-op ideas

Post by GreatEmerald »

I've found a bug in the mutator... Not sure if it's because of conflicts with xCoop/Survival, but it's on Jackrabbit's server:
If you touch a pickup when you don't need it (like health when you have 100 HP), you will not be able to pick it up again once you need it.
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Shivaxi
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Re: Co-op ideas

Post by Shivaxi »

I've found a bug in the mutator... Not sure if it's because of conflicts with xCoop/Survival, but it's on Jackrabbit's server:
If you touch a pickup when you don't need it (like health when you have 100 HP), you will not be able to pick it up again once you need it.
That's not a bug. Jackrabbit is running the mutator where you can only pickup items once. So it's more realistic. :P
Image  Image
Jâçkrâßßit

Re: Co-op ideas

Post by Jâçkrâßßit »

I've found a bug in the mutator... Not sure if it's because of conflicts with xCoop/Survival, but it's on Jackrabbit's server:
If you touch a pickup when you don't need it (like health when you have 100 HP), you will not be able to pick it up again once you need it.
That's not a bug.  Jackrabbit is running the mutator where you can only pickup items once.  So it's more realistic. :P
actually no.  This might be a bug in the OPPM by .:..:'s.  He is saying if you have full health and you go over a health pad and it gives you nothing.. then when you loose health and try to pick it up when you need it it will be registered null.  Going to check it out now...

edit:

I can confirm this bug does not exist (at least for nalifruit). I had 100 health and went over a nalifruit. After I touched the nalifruit I dealt some damage to myself with the Eightball. I toched the nalifruit again and my health was properly increased back to 100.
Last edited by Jâçkrâßßit on Fri Jun 12, 2009 8:17 pm, edited 1 time in total.
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GreatEmerald
OldUnreal Member
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Joined: Mon May 21, 2007 2:30 pm

Re: Co-op ideas

Post by GreatEmerald »

Hmm, try clips in Rrajigar mine... As you start with full ammo, you won't be able to pick it up, then shoot the brute and you still shouldn't be able to pick it up...
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GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: Co-op ideas

Post by GreatEmerald »

Yes, I stand corrected. It's really clips in Dig. Try them out - walk over just as you spawn, then fire and see how they refuse to be picked up. I believe this has something to do with spawning with full ammo..?
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
OldUnreal Member
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Joined: Wed Sep 03, 2008 8:19 am

Re: Co-op ideas

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

If there is a mod for inventory accounts, etc., save inventory, restart Unreal or whatever, load inventory, ???, profit.
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joel96
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Joined: Sat May 16, 2009 5:24 pm

Re: Co-op ideas

Post by joel96 »

The mod for single item pickups per person is over here: http://www.klankaos.com/downloads/OPPM.rar. I think it is created by .:..:. It is only for UR1. The mutator requires that additional steps be taken to apply the single pickup to other items:
[UnrealShare.CoopGame]
bInstantWeaponRespawn=True
bInstantItemRespawn=True
bHighFlareAndSeedRespawn=False
bCoopWeaponMode=False
Apparently there are some bugs as well, but it is not clear whether they are due to the mutator, or to the server that hosted the mutator. One of the bugs is that touching an ammo pack when the ammo is at 100% results in not being able to pick up the pack when at less than 100%. The item is still visible to the player that has already picked it up. It might be just due to the server, but it appears that this mutator also results in the player having certain weapons when joining a server already on a later map. Players should only have the weapons upon spawning that the player ordinarily would have on that map prior to reaching it. In short, the mutator should have the additional settings already built into it and requires several bug fixes.
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