Page 1 of 2

Adding Upak to New Game Menu

Posted: Thu Jun 10, 2010 1:00 am
by Deuxsonic
Seeing as Upak is compatible with 227 with a modified copy, I was wondering how the new game menu can be modified to add Upak so it can be selectable.

Re: Adding Upak to New Game Menu

Posted: Thu Jun 10, 2010 2:32 am
by []KAOS[]Casey
in upak.int {for 227f and above when released, though 227g will ship with it}
[Public]
Object=(Name=UPak.GravityMatch,Class=Class,MetaClass=Engine.GameInfo)
Object=(Name=UPak.CloakMatch,Class=Class,MetaClass=Engine.GameInfo)
Object=(Name=UPak.TerranWeaponMatch,Class=Class,MetaClass=Engine.GameInfo)
Object=(Name=UPak.MarineMatch,Class=Class,MetaClass=Engine.GameInfo)
Object=(Name=Game.Game,Class=Class,MetaClass=UnrealShare.SinglePlayer,Description="Intro1;Return To Napali")
Object=(Name=Game.Game,Class=Class,MetaClass=Unrealshare.SinglePlayer,Description="DuskFalls;Unreal Mission Pack"
)
first one is the normal rtnp intro, second one is direct to play in duskfalls

Re: Adding Upak to New Game Menu

Posted: Thu Jun 10, 2010 4:56 am
by Deuxsonic
It works, however I get an error that appears twice:

"The procedure entry point ?GRegisterNative@@YAEHPAX@Z could not be located in the dynamic link library Core.dll. "

But then it works fine. Is there any way to stop this error from showing?

Re: Adding Upak to New Game Menu

Posted: Thu Jun 10, 2010 8:46 am
by []KAOS[]Casey
delete upak.dll if it exists, it's attempting to load the old one if you patched over gold/224+upak

Re: Adding Upak to New Game Menu

Posted: Thu Jun 10, 2010 9:00 am
by Deuxsonic
That did it. Thanks!

Two more questions: If I wanted to string intro1 -> intro2 -> interintro -> duskfalls together like this like oldskool does with UT, how would I do this (if it's possible)?

Also, is there a way to always use the OldUnreal sounds for the weapons?

Re: Adding Upak to New Game Menu

Posted: Thu Jun 10, 2010 7:13 pm
by Shivaxi
You mean string together as in combine the maps?  That you'd have to do manually in the editor...or try converting Oldskool's version if that's the way they have it.

edit:  the hell?  why is my name suddenly purple lol :D

Re: Adding Upak to New Game Menu

Posted: Thu Jun 10, 2010 8:49 pm
by Leo T_C_K
You mean string together as in combine the maps?  That you'd have to do manually in the editor...or try converting Oldskool's version if that's the way they have it.

edit:  the hell?  why is my name suddenly purple lol :D
They should work as intended already but some things are upak console only, so if he uses ubrowser console and hit esc he gets stuck in the intro.

Re: Adding Upak to New Game Menu

Posted: Thu Jun 10, 2010 9:05 pm
by creavion
Well this with Upak is a problem anyway.

Some might have UGold, but most of them would maybe prefer to stay at the classic unreal.

This means, using rtnp stuff is risky (since not all have UGold) and would mean, you could loose some possible player/downloader/fans etc.

Re: Adding Upak to New Game Menu

Posted: Thu Jun 10, 2010 9:57 pm
by Leo T_C_K
Well this with Upak is a problem anyway.

Some might have UGold, but most of them would maybe prefer to stay at the classic unreal.

This means, using rtnp stuff is risky (since not all have UGold) and would mean, you could loose some possible player/downloader/fans etc.
The original console of rtnp is pretty much same as normal unreal console, except with different font at loading etc and title screen (which looked cool and it didn't stay in upak console in Ugold) and some enhancements.

Re: Adding Upak to New Game Menu

Posted: Sat Jun 12, 2010 2:48 am
by Deuxsonic
Alright, I'll try modifying the maps.

Perhaps you could add a parameter to Unreal.ini to enable or disable oldsounds so people like myself that want to use them all the time can do so from simply changing a setting in Unreal.ini?

Re: Adding Upak to New Game Menu

Posted: Tue Jun 15, 2010 6:24 am
by -Shadow-
Alright, I'll try modifying the maps.

Perhaps you could add a parameter to Unreal.ini to enable or disable oldsounds so people like myself that want to use them all the time can do so from simply changing a setting in Unreal.ini?
Oldsounds? Do you mean the old weapon sounds from the earlier versions of Unreal? or when you try to play RTNP under 227f, does it alter the sounds of the weapons? It never does that for me....

Re: Adding Upak to New Game Menu

Posted: Tue Jun 15, 2010 7:07 am
by Deuxsonic
Yes the old sounds from 219 and earlier. I want to be able to use them permenantly.

Re: Adding Upak to New Game Menu

Posted: Tue Jun 15, 2010 7:17 am
by -Shadow-
hmmm.... the only way I could think of that being possible is by using a mutator to change the weapon sounds.
There is a mutator made by Dots which changes the weapons into the Beta Versions and gives them the old sounds. However, the pawns are also changed into their Beta forms, and I don't know how to make only the weapons change their sounds with the mutator.

EDIT: If you're interested, here's the link to find the package with the mutator in it: http://69.90.34.150/unreal/coop_maps/

Just scroll all the way down until you see "u98pack.zip".

Re: Adding Upak to New Game Menu

Posted: Tue Jun 15, 2010 7:31 am
by -Shadow-
Holy crap! Google search win!
I found out that Unreal 227f should already have a mutator for the old weapon sounds!

OK, here's the command for the mutator:

openmapname?mutator=oldweapons.oldmutator

And that should do it! Enjoy the old DP of awesomeness with the pretty trails!

Re: Adding Upak to New Game Menu

Posted: Tue Jun 15, 2010 8:26 am
by Smirftsch
RTFM?
...

Re: Adding Upak to New Game Menu

Posted: Tue Jun 15, 2010 12:12 pm
by Deuxsonic
Guys I know about the oldweapons.u that 227 comes with and how it works. I'm asking if there's a way to make it always use it so I don't have to specifically activate it whenever I open a map.

You mention reading the manual but it doesn't mention any way of forcing this to always be used as far as I can tell.

Re: Adding Upak to New Game Menu

Posted: Tue Jun 15, 2010 12:52 pm
by SweMonkey
i also want to have the old sounds default.... i love the old sounds  ;D

Re: Adding Upak to New Game Menu

Posted: Tue Jun 15, 2010 2:01 pm
by Smirftsch
create a shortcut on your desktop for Unreal.
Edit Properties of it and put in Target:

c:\whereveryouinstalledUnreal\System\Unreal.exe Unreal.unr?mutator=oldweapons.oldmutator

or if you want to play singleplay you maybe want to edit it directly to:

c:\whereveryouinstalledUnreal\System\Unreal.exe Vortex2.unr?mutator=oldweapons.oldmutator

Start up Unreal with this shortcut.
This however will NOT work for online play.

Re: Adding Upak to New Game Menu

Posted: Tue Jun 15, 2010 4:22 pm
by -Shadow-
RTFM?
...
wow, I feel stupid. I didn't read the manual   :-/

Re: Adding Upak to New Game Menu

Posted: Tue Jun 15, 2010 11:42 pm
by Deuxsonic
create a shortcut on your desktop for Unreal.
Edit Properties of it and put in Target:

c:\whereveryouinstalledUnreal\System\Unreal.exe Unreal.unr?mutator=oldweapons.oldmutator

or if you want to play singleplay you maybe want to edit it directly to:

c:\whereveryouinstalledUnreal\System\Unreal.exe Vortex2.unr?mutator=oldweapons.oldmutator

Start up Unreal with this shortcut.
This however will NOT work for online play.
Strange, when I tried to start it up it starts up with the dispersion pistol in the flyby, and when I create a new single player game it reverts back to the new sounds. Perhaps there's a way to hide all weapons in the startup and modify the .int files so that starting new games will load the mutator? The other thing I thought of was since you have the Unreal source code, you could add a function that uses the contents of oldweapons.u in place of the versions in UnrealShare.u and UnrealI.u when say a "oldWeaponSounds = 1" in Unreal.ini since I don't have the source and can't do this myself (this shouldn't affect multiplayer as the only thing it really changes are some sounds and graphics.)

I kind of wish the data files in Unreal were just zip files the way id Tech engines work, so that assets can simply be given the same name as the old and added to a new file that when loaded during startup, overwrites the old version without having to change the original files at all.

Re: Adding Upak to New Game Menu

Posted: Wed Jun 16, 2010 6:12 am
by Smirftsch

or if you want to play singleplay you maybe want to edit it directly to:
c:\whereveryouinstalledUnreal\System\Unreal.exe Vortex2.unr?mutator=oldweapons.oldmutator
Yes, of course it would be possible to do so, but it would be an ugly hack. Using a mutator is very common form and especially made for such purposes.

Also it would cause problems in multiplayer when it comes to anticheat protection which would detect it as modification and then have to assume its a cheat if the server admin doesn't whitelist it specifically.
It's all not that easy. Changing the startup shortcut is really the easiest way without doing any Unreal script work.

Of course you could modify the whole thing with ued and save it again, but then you'd lose any online compatibility.

Re: Adding Upak to New Game Menu

Posted: Wed Jun 16, 2010 6:17 am
by Deuxsonic

or if you want to play singleplay you maybe want to edit it directly to:
c:\whereveryouinstalledUnreal\System\Unreal.exe Vortex2.unr?mutator=oldweapons.oldmutator
Yes, of course it would be possible to do so, but it would be an ugly hack. Using a mutator is very common form and especially made for such purposes.
Object=(Name=Game.Game,Class=Class,MetaClass=UnrealShare.SinglePlayer,Description="Vortex2;Unreal")

Is it possible to add the mutator here?

Re: Adding Upak to New Game Menu

Posted: Wed Jun 16, 2010 6:20 am
by Smirftsch
actually don't know without checking.
Try it? :)

Re: Adding Upak to New Game Menu

Posted: Wed Jun 16, 2010 7:09 am
by Deuxsonic
Oh wow it works.

In case anyone else wants to try this:

just open UnrealShare.int and change

Object=(Name=Game.Game,Class=Class,MetaClass=UnrealShare.SinglePlayer,Description="Vortex2;Unreal")

to

Object=(Name=Game.Game,Class=Class,MetaClass=UnrealShare.SinglePlayer,Description="Vortex2?mutator=oldweapons.oldmutator;Unreal")

Then with Na Pali you do the same thing with UPak.int.

To do this with botmatch just add it in the mutator menu.

Re: Adding Upak to New Game Menu

Posted: Fri Jun 18, 2010 2:40 pm
by kingennio
Seeing as Upak is compatible with 227 with a modified copy, I was wondering how the new game menu can be modified to add Upak so it can be selectable.
what you mean by "modified copy"? 227f disable upak, you mean there's a way to enable it?