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Co-op ideas
Posted: Wed May 27, 2009 3:52 pm
by GreatEmerald
Are there any Co-op mods that would leave the same amount of monsters in the game and overall everything the same as in UnrealShare.CoopGame, with the exception of pickups - they should be like pickups in UT3, that is, they don't respawn per player, if you picked up a pickup, other players would be able to do that too, but only once. That way it would be a very fair coop gametype.
Re: Co-op ideas
Posted: Wed May 27, 2009 7:26 pm
by Shivaxi
...
How bout setting bCoopGame to true in the general settings...
I run xcoop and nobody can pick up a weapon more than once on my server. Although my server is currently down now and you can't see that, but xcoop allows you to do that, and jcoopz1 as well i believe.
Re: Co-op ideas
Posted: Wed May 27, 2009 8:33 pm
by GreatEmerald
Really? You mean, if there's n eightball pickup, there are 10 people on a server, they can all take it, but only once? Where's the code?
Re: Co-op ideas
Posted: Wed May 27, 2009 9:54 pm
by (T:S:B)Legionnaire
i think what shivaxi means is only with weapons.. its also known as the WeaponStay option, but yes i get what u mean. i dont think its out on the market yet, but yes i'd like something like that too. shouldnt be too hard to program imo. fukk 2 mosquitos here.. anyway ye cya
Re: Co-op ideas
Posted: Wed May 27, 2009 11:49 pm
by []KAOS[]Casey
bCoopWeaponMode
Re: Co-op ideas
Posted: Thu May 28, 2009 1:13 am
by Pravin
GreatEmerald raises an interesting point, he doesn't want just weapons to "stay", but all inventory, so all players can get them. I'm not really sure how this would work out, unless you make special subclasses, and I mean SPECIAL subclasses.. i.e. really BS code. I've never heard of this being done, but it would require some internal variable (or list.. hmm..) keeping track of what player picked up what. It COULD be possible with a dynamic array (or linked list, or hash, whatever works) that keeps track of what player picked up what, but it would still require some bs to determine when a player picked it up (without making a whole new set of inventory classes, and I'm sure noone wants to do that)... Or, the backing list could be kept in a custom playerpawn run under a gametype supporting non-stock playerclasses (coopgame works)... I guess there are a variety of ways to do this, playerpawns being the least hackish.
Re: Co-op ideas
Posted: Thu May 28, 2009 12:45 pm
by GreatEmerald
GreatEmerald raises an interesting point, he doesn't want just weapons to "stay", but all inventory, so all players can get them.
(without making a whole new set of inventory classes, and I'm sure noone wants to do that).
Exactly
Why not? There aren't all that many inventory classes. Weapons are already taken care of, only ammo and health/suits/etc. are left. Including UPak, only 40 classes. That's quite a lot, but would work as expected...
Though I can also understand the playerpawn-kept list. An array of all Inventory items per level, and checks in Pickup if you're allowed to take it. If you are, remove the item from the array.
Re: Co-op ideas
Posted: Thu May 28, 2009 3:24 pm
by .:..:
Good idea actually, but it's not really any harder than this (when done in 227f):
http://www.klankaos.com/downloads/OPPM.rar
..so this mutator will only work on 227f server (old clients may still join), and it may not entirely work on some heavily modified gametypes.
Re: Co-op ideas
Posted: Fri May 29, 2009 7:13 pm
by GreatEmerald
Cool! Are there any servers willing to host the standard, fair co-op?
Re: Co-op ideas
Posted: Fri May 29, 2009 7:14 pm
by Jâçkrâßßit
sure.. jackrabbits meadows GO!
Re: Co-op ideas
Posted: Fri May 29, 2009 8:12 pm
by Shivaxi
The mutator failed horribly. None of the items stayed, Of Course weapons stayed...but all Items did not :-/
And Jackrabbit hosted a normal coop game as well with no modifed content other than that mutator
Re: Co-op ideas
Posted: Fri May 29, 2009 10:03 pm
by .:..:
The mutator failed horribly. None of the items stayed, Of Course weapons stayed...but all Items did not :-/
Of course, the mutator only limits what players can PICK UP, you still must set items to respawn:
[UnrealShare.CoopGame]
bInstantWeaponRespawn=True
bInstantItemRespawn=True
bHighFlareAndSeedRespawn=False
bCoopWeaponMode=False
Re: Co-op ideas
Posted: Fri May 29, 2009 11:05 pm
by Shivaxi
The mutator failed horribly. None of the items stayed, Of Course weapons stayed...but all Items did not :-/
Of course, the mutator only limits what players can PICK UP, you still must set items to respawn:
[UnrealShare.CoopGame]
bInstantWeaponRespawn=True
bInstantItemRespawn=True
bHighFlareAndSeedRespawn=False
bCoopWeaponMode=False
I thought he did....ill ask him when I see him again
Re: Co-op ideas
Posted: Sat May 30, 2009 8:40 am
by GreatEmerald
Except the pickup respawn issue, it works perfectly! Feels very true to the original SP campaign. You will explore a lot more now, because I doubt you want to encounter a Stone Titan with a Dispersion Pistol

Progress is a lot slower, thus realistic.
Oh, and Jackrabbit's server has a mismatched NaliBoat.
Re: Co-op ideas
Posted: Sat May 30, 2009 11:36 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
I didn't yet try the mutator but I like the whole idea of this.

Re: Co-op ideas
Posted: Sun May 31, 2009 6:44 am
by Jâçkrâßßit
LOL at mismatched naliboat (yeah.. I modified that map.. whoops!)
anyway.. the server is fixed now and that mutator works properly (I misspelled it in the command line) whoops again... now its not just a pure server but also includes the Limbo difficulty mutator and my power pickup mutator.. come join the fun!
Re: Co-op ideas
Posted: Sun May 31, 2009 4:27 pm
by GreatEmerald
Works nice, except the power pickup mutator which isn't true to Unreal, and that weird Krall counting bug on Dasa Cellars

Oh, and you can actually grab shieldbelt and kevlar from others who spawn. I'd say you shouldn't include these on each spawn, and even weapons have too much ammo. For a nice survival mode, each weapon should have only like 1-2 ammo, and just let players collect the ammo if they die, it should be a punishment.
Re: Co-op ideas
Posted: Sun May 31, 2009 5:13 pm
by Jâçkrâßßit
except the power pickup mutator which isn't true to Unreal
yeah.. is an extremely early beta gametype meant for a RPG like type gameplay. I have halted development on it though... Now XCOOP is running on my server and the powerups have been removed.
Oh, and you can actually grab shieldbelt and kevlar from others who spawn
Yes, I am aware.. and it is now fixed with xcoop (only spawns for each individual player).
and even weapons have too much ammo.
I have now only given the player the first few weapons (DP, AutoMag, Stinger and ASMD). They are maxed out with pickupammocount, but I think that is only fair for those who join the server after the first few levels in Unreal. (probably up to Chizra) This way, they will have some sort of inventory to fight off skaarj at the beginnings of the map.
and BTW,
just as a public sidenote:
Xcoop is now a
secure gametype. This means people
do not need to be frightened to join an xcoop server. With the new client protection enabled, administrators are not allowed to force command upon clients without their consent. I would actually now label XCoop as more secure than JCoopZ or any other gametype for that matter. I have tested the new security and can confirm that it does in-fact work. Just make sure your only downloading the latest XCoop version from the server (you might want to include that in your system directory to ensure that your joining a server which is secure.)
You can find the latest xcoop version @
http://udhq.netau.net
Re: Co-op ideas
Posted: Sun May 31, 2009 6:39 pm
by GreatEmerald
I don't see your server on the list... But anyway, I'm fine with the Stinger and Automag, but don't include ASMD! Instead, you should include more weapons with very low ammo, so item pickups would be useful for players.
Re: Co-op ideas
Posted: Mon Jun 01, 2009 5:40 am
by Jâçkrâßßit
I don't see your server on the list... But anyway, I'm fine with the Stinger and Automag, but don't include ASMD! Instead, you should include more weapons with very low ammo, so item pickups would be useful for players.
yeah.. I think it would actually be better that way.. thanks

will do ASAP
btw, the reason I took my server down was because of the vulgar messages included in the latest xcoop release. When I can find a way to bypass the stupid deathmessage security (not sure if he did that on purpose or not) I will put it back up.
Re: Co-op ideas
Posted: Mon Jun 01, 2009 8:35 am
by GreatEmerald
Why don't you leave it on with UnrealShare.CoopGame until it's fixed? And why do you need xCoop anyway?
Re: Co-op ideas
Posted: Mon Jun 01, 2009 9:11 am
by Pravin
To answer your question, no I didn't do any of that on purpose. I was provided the deathmessage code from another person, and somehow it saved all of their default deathmessages in the ini as well. I think most of these deathmessages are pretty tasteless and myself also want to use the classic deathmessages, but haven't found the time lately to go through the ini and delete and replace about 200 message entries. I guess now I have to waste a few hours fixing this crap...
Edit - Ok, fixed all of it. Copy in the new set of deathmessages from this updated ini.
http://pastebin.com/m7b7c751
I've also updated the ini in the .7z archive on my site.
Re: Co-op ideas
Posted: Mon Jun 01, 2009 6:17 pm
by []KAOS[]Casey
Yeah pcube, that's why originally the messages were stored in a localization file, unrealed kept saving them and it got freakin annoying, I have NO idea why it does that.
Re: Co-op ideas
Posted: Mon Jun 01, 2009 6:24 pm
by Jâçkrâßßit
yeah.. It seemed like an honest mistake to me as well but I wasn't completely sure...
Anyways, after I posted that reply yesterday I did find a way to bypass it somehow (see MSN pm) so I don't really need that fix (but I might use it anway for the hell of it).
Server is back online

Re: Co-op ideas
Posted: Mon Jun 01, 2009 9:02 pm
by GreatEmerald
Uhh, just noticed: you CAN NOT die in xCoop, at least how you set it up now! That's terrible! That means you don't lose your inventory AND that you can't pick up what you have picked up earlier! After your "death", you are simply teleported back to the start...
Also, give only 20 ASMD ammo, 30 is too much. And to make it true to the original, don't include the Kevlar and instead make the difficulty a little lower. Mantas now are real killers!