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

Help with coop server

Unreal Unreal and more Unreal
Post Reply
User avatar
g3rsiu
OldUnreal Member
Posts: 22
Joined: Sat Sep 19, 2009 3:06 pm

Help with coop server

Post by g3rsiu »

I was looking into making a coop server 227h with jcoopz after playing online a very nice setup with revive kit and player tracking through walls / name-tagging+hp but i cant seem to find any info on how to do that - the server was running 225 UT and was serving unreal coop walk-through. i looked on t3h interw3ebz searching for server setup guides but to no avail. :(

As far as i can tell jcoopz isn't the one responsible for the things i wanted it to do and i didn't find any info on ut or u mutators that do that.

Also - how do i change the difficulty lvl ? If i start via commandline the server isnt advertised as a lan game and if i start via the menu i have no option to set the difficulty.

Thanks for reading/helping.
User avatar
Marzanna
OldUnreal Member
Posts: 446
Joined: Fri Feb 15, 2008 5:47 pm

Re: Help with coop server

Post by Marzanna »

AFAIK, JCoopZ doesn't have such feature.
To set difficulty level add to start command "Difficulty=X" (without quotes) where X is desired difficulty level.
User avatar
g3rsiu
OldUnreal Member
Posts: 22
Joined: Sat Sep 19, 2009 3:06 pm

Re: Help with coop server

Post by g3rsiu »

if i start the game with the command line parameter its not visible over LAN  - what am i missing ?

Unreal.exe Vortex2.unr?Game=JCoopZ1.JCoopZGame?Difficulty=6 -server

if i start it from within  the unreal menu it is visible in lan but no difficulty settings

so if i saw a jcoopz with other things in it then they most likely are mutators ? any clue where to look for such mutators ?

have a look at this server - sadly the mutators are not listed - http://www.gametracker.com/server_info/ ... .193:7777/


-edit-

well it looks like i was wrong - its not jcoopz

looking at the logs


Log: 247315.9ms Loading: Package Bluff
Log: 247420.9ms Loading: Package GreatFire
Log: 247423.9ms Loading: Package ISVFX
Log: 247425.9ms Loading: Package SKYBox
Log: 247432.9ms Loading: Package Activates
Log: 247445.9ms Loading: Package Blufffx
Log: 247447.9ms Loading: Package shaneDAY
Log: 247458.9ms Loading: Package Male2Skins
Log: 247469.9ms Loading: Package Female1Skins
Log: 247477.9ms Loading: Package eversmoke
Log: 247484.9ms Loading: Package Female2skins
Log: 247494.9ms Loading: Package Male1skins
Log: 247502.9ms Loading: Package Male3skins
Log: 247512.9ms Loading: Package SkTrooperskins
Log: 247521.9ms Loading: Package fofi
Log: 247523.9ms Loading: Package xcoop
Log: 247532.9ms Loading: Package DataStructures
Log: 247535.9ms Loading: Package Palettes
Log: 247553.9ms Loading: Package xCoopTextures
Log: 247556.9ms Loading: Package fofa

so its xcoop with other packages - but can i also install the same stuff alongside jcoopz ?
Last edited by g3rsiu on Fri Feb 10, 2012 1:17 pm, edited 1 time in total.
User avatar
g3rsiu
OldUnreal Member
Posts: 22
Joined: Sat Sep 19, 2009 3:06 pm

Re: Help with coop server

Post by g3rsiu »

soo... blindly browsing with notepad in the cached packages i discovered that the "resurrection" thing is present as text phrases in "fofi" package - now what that is or how to load/config i have not found any clue.

what can i do with the cached ? can i rename to something in order to get it loaded as a package when i start my own server ?
User avatar
Marzanna
OldUnreal Member
Posts: 446
Joined: Fri Feb 15, 2008 5:47 pm

Re: Help with coop server

Post by Marzanna »

It seems that server binds to wrong interface try -multihome= parameter.
To recover package from cache - rename file according to appropriate record in cache.ini
Or use cache manager like one I made https://sourceforge.net/projects/unrealcm/
User avatar
g3rsiu
OldUnreal Member
Posts: 22
Joined: Sat Sep 19, 2009 3:06 pm

Re: Help with coop server

Post by g3rsiu »

well this is the cached file

http://dl.transfer.ro/transfer_ro-10feb-b177d1cb803.zip

and the entry in the cache was

9526E2EB4F461D88595A2DBB87095845=fofi

but what it is and how to load it i don't know.

im thinking its a .u file but that needs to be loaded via a .int ?
User avatar
BobIsUnreal
OldUnreal Member
Posts: 806
Joined: Mon Apr 12, 2010 12:34 am

Re: Help with coop server

Post by BobIsUnreal »

That said resurrection device is a pickup roti.rk it can be added to inventory it not a mutator.
User avatar
medor
OldUnreal Member
Posts: 343
Joined: Sun May 17, 2009 7:19 am

Re: Help with coop server

Post by medor »

if you can not find the solution you can ask MrLoathsome http://ecoop.ucoz.com/

UTfiles http://medor.no-ip.org/
Image
Image
Image
Image
User avatar
g3rsiu
OldUnreal Member
Posts: 22
Joined: Sat Sep 19, 2009 3:06 pm

Re: Help with coop server

Post by g3rsiu »

ok - so we have the cached package but how does the client load it and init (int) it ? how does the server tells the client what to do with it since thers no cached int file ?
User avatar
Smirftsch
Administrator
Posts: 9001
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: Help with coop server

Post by Smirftsch »

the .int file is only needed if you want to start/use this package yourself without another server running it. For example a skin package: you can see it on the server, but you can't chose it yourself in the player setup. The .int files tells your unreal installation that it is there and how to access and configure it. It is not needed to run it- if you would enter the skin manually in your user.ini you could still use it- with or without .int file. If knowing the parameters you can run a mod without a .int file also with command line too.
Here an example for the Infiltration mod:
D:\Unreal\System\Unreal.exe INF_teeth2?game=Infiltration.INFIL_StandoffGame -timestamplog

If you download a mod from a server you will only get the .u/.utx/etc files and the server does the initialization.
So if you want to run the .u file yourself you need to either get the .int file from the original package or if not available you can see whats in this package via UED and start it manually or maybe create an .int file yourself.
Last edited by Smirftsch on Mon Feb 13, 2012 7:43 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
User avatar
g3rsiu
OldUnreal Member
Posts: 22
Joined: Sat Sep 19, 2009 3:06 pm

Re: Help with coop server

Post by g3rsiu »

kind of not possible with my knowledge level of unreal scripting (that is equal to none) :( - i explored the package and i did find one reference to xcoop for counting the lives but further than that, i cant say i know what to do.
User avatar
Smirftsch
Administrator
Posts: 9001
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: Help with coop server

Post by Smirftsch »

fofi seems to be bound to xcoop, but the version I have is not compatible it seems...
Sometimes you have to lose a fight to win the war.
User avatar
BobIsUnreal
OldUnreal Member
Posts: 806
Joined: Mon Apr 12, 2010 12:34 am

Re: Help with coop server

Post by BobIsUnreal »

That cause he uses a highly modified version of xcoop to do what he does.

Here is a older version of fofi that was made before he switched to xcoop, its not bound to anything and would work with other gametypes.
http://dl.dropbox.com/u/18734201/fofi2.u

It not that hard to use this , You dont need any int files or anything like that, I dont know how you plan to use this ie, offline play ,on a custom server etc , So i cant really help you further.
User avatar
g3rsiu
OldUnreal Member
Posts: 22
Joined: Sat Sep 19, 2009 3:06 pm

Re: Help with coop server

Post by g3rsiu »

many thanks - i just want to load it and use it in a coop server running jcoopz and unreal coop walk-thru - how do i present the item to the player on a coop dedicated server ? summon fofi2.rk gives the resurrection kit but what about the lives counter in the package ?

thanks isunreal and everybody else
Last edited by g3rsiu on Mon Feb 13, 2012 10:04 pm, edited 1 time in total.
User avatar
g3rsiu
OldUnreal Member
Posts: 22
Joined: Sat Sep 19, 2009 3:06 pm

Re: Help with coop server

Post by g3rsiu »

after a bit more digging i just added the package to my engine settings making it load in the dedicated server package list (simple for most of you to figure out but it took me awhile on google ;)

now giving the item to the player was easy - just added fofi2.rk to the giveitem setting of jcoopz

still curious about the lives system and how and if it could work - giving th item fofi2.lives presents a item but beside the translator msg that you have 3 lives it doesnt count or do anything - just my noobish way of trying to make it work i guess


again - many thanks guys for all your help
User avatar
g3rsiu
OldUnreal Member
Posts: 22
Joined: Sat Sep 19, 2009 3:06 pm

Re: Help with coop server

Post by g3rsiu »

can anybody decompile the fofi2.u for me ? tried exporting form unrealed but it doesn't work.
User avatar
BobIsUnreal
OldUnreal Member
Posts: 806
Joined: Mon Apr 12, 2010 12:34 am

Re: Help with coop server

Post by BobIsUnreal »

You dont really have a reason to export or decompile the work (Other then mabye to better understand how to get it to work) The guy who made it removed the source for some reason (or ego).

Anyway since you dont understand why it not working I guess it ok then thats how you learn things.
You can use utpt  to examine the package.http://www.celticwarriors.net/Downloads ... 0beta5.zip

since you dont know how to do that, I exported it all for you  http://pastebin.com/V9JTajX4


To sum up what it doing here  for the user that dosnt understand uscript , on activation , it looking for a dead carcass with a player owner . Then calling restartplayer on the dead player to have them be living again (Sort of). Then looking for the lives pickup and subtracting a live using the pickups charge value , then displaying the remaining lives on the players tranlator , and starting a timeout possibly using the charge of rk as a timeout 

If I wasnt lazy I would go test it myself and figue out why
it not working , but it dosnt intrest me all that much.

Edit : fixed download link to utpt
Last edited by BobIsUnreal on Wed Feb 15, 2012 9:40 pm, edited 1 time in total.
User avatar
g3rsiu
OldUnreal Member
Posts: 22
Joined: Sat Sep 19, 2009 3:06 pm

Re: Help with coop server

Post by g3rsiu »

that was exactly what  i needed - thanks isunreal

even tho the code is not commented it actually makes sense to me and its easy to understand- i now understand how it works : actor is just given 25% hp then set to walk state and inventory items set to be active again - lives count is decreased - so the lives is a limit to how many times u can be resurrected not respawned.

but what is missing in a way to make the feature "work" as a "lives per level" (as seen in server using xcoop and fofi(1st ver) i guess is a restriction on being able to respawn based  on what the lives count is and for the count to be decreased each time you respawn  - correct ? and that's something that needs to be done in jcoopz as a mutator ? (here i go speaking like i'd actually know how to do that  :-? silly me)  - so to sum it up the framework for the feature is there - it just needs a tie-in in the game mode

to my shame i did miss the decompile option in utpt  :-/
Last edited by g3rsiu on Thu Feb 16, 2012 7:29 am, edited 1 time in total.
User avatar
BobIsUnreal
OldUnreal Member
Posts: 806
Joined: Mon Apr 12, 2010 12:34 am

Re: Help with coop server

Post by BobIsUnreal »

Well the reason that the server owner ended up using xcoop is becuase there isnt a really elegant solution to doing this in jcoopz properly ( at least not very straight foward without 227 gamerules or something).

You could try to check for the value of lives on the player lives pickup and freeze the player when it reaches  0 (set bmovable when it reaches 0 , issue here is that player can still shoot I think . so you need to do all the revive stuff in reverse..

But theres issues with that ,
First if inventory is deleted on real death theres no more lives value ; or it gets reset to 3 each time they actually die. also players can suicide  or reconnect and live again. so the lives value really need to be on the server , not the player.

then theres the issue of when everybody dies what happens , they are all frozen. so then need to check if theres any players with lives remaining before the last person is froze so the game can restart..


it can be done but its awkward..Mutator? mabye..

I swear there was a custom gamerules class made to do just this posted in this forum that would work with jcoopz , 

yes! here is  2 posts that may be of help

http://www.oldunreal.com/cgi-bin/yabb2/ ... 295997521/

and this
http://www.oldunreal.com/cgi-bin/yabb2/ ... 290048063/


edit :
This looks like it may also may work in 225/226 with the new Jcoopz 135 patch? I see gamerules support in the ssf package...

Last edited by BobIsUnreal on Fri Feb 17, 2012 2:09 am, edited 1 time in total.
Post Reply

Return to “Unreal General Forum”