logo
Main

Forums

Downloads

Unreal-Netiquette

Donate for Oldunreal:
Donate

borderline

Links to our wiki:
Wiki

Walkthrough

Links

Tutorials

Unreal Reference

Usermaps

borderline

Contact us:
Submit News
Page Index Toggle Pages: 1 Send TopicPrint
Hot Topic (More than 10 Replies) Infiltration 227 (Read 9795 times)
.:..:
Oldunreal MasterPoster
Developer Team
*
Offline



Posts: 1512
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
Infiltration 227
Sep 17th, 2011 at 2:32pm
Print Post  
This is a project that focuses to update the old Infiltration mod with use of some 227 features.

Download main files from here: www.oldunreal.com/mods/infiltration/Infiltration280.7z
Download source files from here: www.oldunreal.com/develop/InfiltrationSrc.rar

Changelist:
  • Infiltration weapons no longer rely on infiltration game mode for some features to work (like options for reloading, firing modes).
  • Weapons are slightly better network optimized.
  • Added decals and emitter effects for some weapons (including tracerts for shotgun and pistol).
  • Fixed some of the bot AI to work better with the weapons and on the game modes.
  • Updated scoreboard to render bigger fonts on larger screen resolutions.
  • Implemented name colouring menu from Infiltration CheatDetector.
  • Added option to disable BehindView (INFIL_StandoffGame.bAllowBehindview).
  • Added option to carry only one primary, secondary and grenades at the time for more tactical oriented gameplay (INFIL_Weapon.bCarryOneWeapon).
  • Added so that the deselected weapon can be seen on your back in third person mode (only works if bCarryOneWeapon is enabled).
  • Changed flashbang to confuse bots rather than making them frozen for some time.
  • Fixed various small glitches in Standoff gamemode (including fixed support for up to 4 maxteams).
  • Fixed several small script warnings.
  • Added UWindow main menu for the UnrealMenu console users.
  • Altered player spectating mode to make no breathing/splashing sounds when entering or leaving water. Also right clicking while spectating a player changes your camera position to the current view target.
  • Made map reset on new round in Standoff game (that includes resetting movers to original position, dropped weapons disappear, kill of projectiles etc).
  • Changed deathmessages show names in colors of which team you are in.
  • Changed login menu to have option to join spectators.
  • Changed all players respawn all at once in new round on Standoff game.
  • Fixed scoreboard display for round number on Standoff game.
  • Fixed team killing scoring on Standoff game.
  • Fixed UMenu settings menu for friendly fire scaling.
  • Added option to use different skin package on Standoff mode (INFIL_StandoffGame.SkinPackageName) as-well preventing players from switching skin in that game mode.
  • Added option for round time limit on Standoff (INFIL_StandoffGame.RoundTimeLimit).
  • Added suicide time limit to prevent griefing.
  • Made Claymore/ProxMines self destruct when they block movers.
  • Added option for score recovery (INFIL_StandoffGame.bDoRecoverScores).
  • Added option for top-5 score listing (INFIL_StandoffGame.bTrackMapHighScores).
  • Fixed animation script warning when dropping weapons.
  • Fixed some bug where endgame fanfare sound was looping on Standoff game.
  • Changed so bots try to balance teams in new rounds on Standoff game.
  • Changed "one weapon per player" mode disallow player from picking up ammo for weapons they don't carry.
  • Fixed an aiming glitch with the bazooka.
  • Changed StandoffGame to use the INF maplist.
  • Added option to disable skip level voting (INFIL_StandoffGame.bAllowInfSkipVote).
  • Disallowed grenades/rockets from being used while intermission is in progress to avoid potential spawnkilling.
  • Added remaining time and goal win rounds info to scoreboard.
  • Altered startup intermission to be replaced with "Pratice round" where players can freely respawn and kill each other, when real round begins all players lose their gained weapons/score (INFIL_StandoffGame.PraticeRoundTime is the length of the pratice round).
  • Disallowed to skip to next map upon end-game when pressing fire or jump to avoid skipping mapvotes.
  • Fixed a minor bug where players become invisible upon end-game.
  • Added option to force real-time crouching where players collision size is actually reduced (INFIL_StandoffGame.bUseRealCrouching).
  • Altered the balancing a bit with the MP5 (however you can undo this balancing 'fix' with setting INFIL_Weapon.bUseOriginalBalancing = true).

Credits
  • Original Infiltration authors.
  • Casey for cleaning up weapon code to depend less on INFIL_Player.
  • Smirftch for testing, adding decals, cleaned unused variables and exported the scripts and contents from original Infiltration package.
  • Hurrikan for pointing out various bugs and flaws.
  • Rest was done by me.

Feel free to give us feedback or suggest your ideas here.
« Last Edit: Sep 26th, 2011 at 5:33pm by .:..: »  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

(ಠ_ಠ)
Back to top
IP Logged
 
-Hurrikan-
Junior Member
**
Offline



Posts: 71
Location: Germany
Joined: Jan 27th, 2006
Gender: Male
Re: Infiltration 227
Reply #1 - Sep 17th, 2011 at 4:07pm
Print Post  
First of all i want to say AWESOME  Grin

Bug/s:
- Round 0/0  still exists when you look at your scoreboard
- You get 2 points for killing teammates ( you should loose them Tongue )
- When you increase or decrease friendlyfire in umenu it doesn't change at all (still the same %)

Feature/s I would like to have:
- Add more commands for admins for example "adminlogin, mute, tempban, kickvote"
- Add a secondary admin or moderator (5 moderator classes aren't necessary)
- Add an option to use an other skinpackage (overriding infskins.utx gives mismatches)
- Add a round timelimit. It really sucks when there are 2 campers alive and both don't want to leave their base
- Add a suicide timelimit. In the past there were players who suicide when the round began to prevent players to kill them or finish the map fast. In ICD you can only suicide once per minute.

Question/s:
- Will claymores and proxmines be removed when they are placed in walls or movers? Sometimes they don't explode an bug the mover.
  
Back to top
 
IP Logged
 
.:..:
Oldunreal MasterPoster
Developer Team
*
Offline



Posts: 1512
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
Re: Infiltration 227
Reply #2 - Sep 17th, 2011 at 4:38pm
Print Post  
-Hurrikan- wrote on Sep 17th, 2011 at 4:07pm:
- Round 0/0  still exists when you look at your scoreboard

Never paid attention to that one, but can fix it.
-Hurrikan- wrote on Sep 17th, 2011 at 4:07pm:
- You get 2 points for killing teammates ( you should loose them Tongue )

Another thing I never spotted since I never tested it with friendly fire enabled Tongue
-Hurrikan- wrote on Sep 17th, 2011 at 4:07pm:
- When you increase or decrease friendlyfire in umenu it doesn't change at all (still the same %)

Will check on that too!
-Hurrikan- wrote on Sep 17th, 2011 at 4:07pm:
- Add more commands for admins for example "adminlogin, mute, tempban, kickvote"
- Add a secondary admin or moderator (5 moderator classes aren't necessary)

Not really necessary to implement on Infiltration that since I can simply make a custom AdminManager class that server hosts can use for this though.
-Hurrikan- wrote on Sep 17th, 2011 at 4:07pm:
- Add an option to use an other skinpackage (overriding infskins.utx gives mismatches)

Good idea.
-Hurrikan- wrote on Sep 17th, 2011 at 4:07pm:
- Add a round timelimit. It really sucks when there are 2 campers alive and both don't want to leave their base
- Add a suicide timelimit. In the past there were players who suicide when the round began to prevent players to kill them or finish the map fast. In ICD you can only suicide once per minute.

Will add that too.
-Hurrikan- wrote on Sep 17th, 2011 at 4:07pm:
- Will claymores and proxmines be removed when they are placed in walls or movers? Sometimes they don't explode an bug the mover.

Will check on that.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

(ಠ_ಠ)
Back to top
IP Logged
 
.:..:
Oldunreal MasterPoster
Developer Team
*
Offline



Posts: 1512
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
Re: Infiltration 227
Reply #3 - Sep 17th, 2011 at 6:54pm
Print Post  
Update, implemented the fixes/features Hurrikan mentioned above (excluding the admin stuff).
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

(ಠ_ಠ)
Back to top
IP Logged
 
.:..:
Oldunreal MasterPoster
Developer Team
*
Offline



Posts: 1512
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
Re: Infiltration 227
Reply #4 - Sep 18th, 2011 at 2:03pm
Print Post  
-Hurrikan- wrote on Sep 17th, 2011 at 4:07pm:
Feature/s I would like to have:
- Add more commands for admins for example "adminlogin, mute, tempban, kickvote"
- Add a secondary admin or moderator (5 moderator classes aren't necessary)

Here you can use as a solution to that problem: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1316354345
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

(ಠ_ಠ)
Back to top
IP Logged
 
.:..:
Oldunreal MasterPoster
Developer Team
*
Offline



Posts: 1512
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
Re: Infiltration 227
Reply #5 - Sep 25th, 2011 at 10:10am
Print Post  
Another update, added built-in score recovery, highscores tracker, fixed other minor bugs and made bots attempt to balance teams better in standoff game.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

(ಠ_ಠ)
Back to top
IP Logged
 
-Hurrikan-
Junior Member
**
Offline



Posts: 71
Location: Germany
Joined: Jan 27th, 2006
Gender: Male
Re: Infiltration 227
Reply #6 - Sep 25th, 2011 at 6:15pm
Print Post  
Quote:
Another update, added built-in score recovery, highscores tracker, fixed other minor bugs and made bots attempt to balance teams better in standoff game.

Great news. I really like the new built in highscores tracker Cheesy

And again here comes my new list Tongue

Bug/s:
  • It's an old bug. Switch to your bazooka, use altfire to get the crosshair (and be able to shoot), and throw it away. Pick it up again and you still have the crosshair and can shoot without useing altfire again before shooting.


Minor Bug/s:
  • In your serverlog you still get the message:
    "ScriptLog: **** INFILTRATION VERSION 2.5 FINAL ****"
    It could be changed to 2.7
  • In Infiltration.int file is a small mistake
    Preferences=(Caption="InfiltrationSO",Parent="Game Types",Class=Infiltration.INFIL_Standoff)
    It should be changed in
    Preferences=(Caption="InfiltrationSO",Parent="Game Types",Class=Infiltration.INFIL_StandoffGame)


Feature/s I would like to have:
  • Add an own Inf Standoff maplist. At the moment it uses the default unreal deathmatch maplist.
  • Add an option to disable inf levelvote.
  • To prevent spawnkills, players shouldn't be able to throw grenades or shoot bazooka while intermission
  • Show the remaining map time on the bottom of the scoreboard.


Question/s:
  • I know the first intermission is long so all players have the chance to join a team before the first round starts but is it possible to respawn all players when intermission is nearly over?
    Late joiners have a big disadvantage and the enemies could already be somewhere in your base.
  • It would be nice to use VotingHandler but there is a small bug when the map is over. Even when you set a votingtime to 40 secs you could force the server to switch the map to the next map in your default maplist. Just close the voting window and "jump". Is it possible to prevent it switching map while players can still vote?
  
Back to top
 
IP Logged
 
.:..:
Oldunreal MasterPoster
Developer Team
*
Offline



Posts: 1512
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
Re: Infiltration 227
Reply #7 - Sep 25th, 2011 at 8:23pm
Print Post  
Ah thanks for the report, all that will be in for next release.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

(ಠ_ಠ)
Back to top
IP Logged
 
Que
New Member
Betatester
*
Offline


Oldunreal member

Posts: 4
Joined: Sep 8th, 2013
Gender: Male
Re: Infiltration 227
Reply #8 - Sep 10th, 2013 at 5:25am
Print Post  
would be kean to test this on a server..

Question can this run side by side with UT99 Engine , or I mean will it work on the UT engine , ?..

I would like to install this infiltration Smiley

Greetingz BTW.
  
Back to top
WWW  
IP Logged
 
Syntax-Error
New Member
The One Who Wanted To Have A Special Title In Forum
*
Offline


Oldunreal member

Posts: 27
Location: Netherlands (near Rotterdam)
Joined: Oct 15th, 2008
Gender: Male
Re: Infiltration 227
Reply #9 - Oct 15th, 2014 at 1:31pm
Print Post  
Hi guys.

I installed Infiltration 2.80 on my server, but I do have some questions Wink

When I have  bots=2  in  Unreal.ini   but have   bots=0   in same section in  Infiltration.ini    then I always have 2 bots available in every map.
While I thought that same parameters in Infiltration.ini  would overwrite/overrule the Unreal.ini settings.?

Also...
When I shoot with a machinegun, my gun moves upwards. I was told it was called Recoil.

Whatever I do in Infiltration.ini and Unreal.ini I cannot disabled this feature. I don't want my gun to move up while shooting...

How can this be done?

Thanks in advance!

With kind regards,

Syntax-Error
  

Syntax-Error

TEN - The Errorist Network
www.errorist.tk
Back to top
WWWICQ  
IP Logged
 
Syntax-Error
New Member
The One Who Wanted To Have A Special Title In Forum
*
Offline


Oldunreal member

Posts: 27
Location: Netherlands (near Rotterdam)
Joined: Oct 15th, 2008
Gender: Male
Re: Infiltration 227
Reply #10 - Oct 22nd, 2014 at 10:45am
Print Post  
Well...
Since the responses were overwhelming, I decided to install Infiltration 2.65 for the time beeing...
Since that has no recoil-option, so I don't need to disable it either Wink

  

Syntax-Error

TEN - The Errorist Network
www.errorist.tk
Back to top
WWWICQ  
IP Logged
 
.:..:
Oldunreal MasterPoster
Developer Team
*
Offline



Posts: 1512
Location: Finland
Joined: Aug 16th, 2005
Gender: Male
Re: Infiltration 227
Reply #11 - Oct 22nd, 2014 at 4:29pm
Print Post  
Well to configure bots count (in Infiltration StandOff game mode), modify InfStandoff.ini:
Quote:
[UnrealShare.DeathMatchGame]
InitialBots=3


To disable weapon recoil edit Infiltration.ini:
Quote:
[Infiltration.INFIL_Weapon]
bWeaponKick=False
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

(ಠ_ಠ)
Back to top
IP Logged
 
Syntax-Error
New Member
The One Who Wanted To Have A Special Title In Forum
*
Offline


Oldunreal member

Posts: 27
Location: Netherlands (near Rotterdam)
Joined: Oct 15th, 2008
Gender: Male
Re: Infiltration 227
Reply #12 - Oct 22nd, 2014 at 10:04pm
Print Post  
Thanks!

[Infiltration.INFIL_Weapon]
bWeaponKick=False

Did the trick.

  

Syntax-Error

TEN - The Errorist Network
www.errorist.tk
Back to top
WWWICQ  
IP Logged
 
Page Index Toggle Pages: 1
Send TopicPrint
Bookmarks: del.icio.us Digg Facebook Google Google+ Linked in reddit StumbleUpon Twitter Yahoo