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Normal Topic Replacement int files (Read 5796 times)
Dr.Flay™
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Replacement int files
Dec 9th, 2012 at 10:32pm
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I have started a thread at UnrealSP, regarding better int files.
Included in the files is a new RealCTF config, that gives better access for mutators and advanced configs, and more feedback for people using the UT style GUI.

Please try it out and tell me what you think.
http://www.unrealsp.org/forums/viewtopic.php?f=3&t=2790

*EDIT*
I re-edited the files last night, to make it tidier in the advanced section.

Does any-one here play CTF in Unreal ?
« Last Edit: Dec 10th, 2012 at 9:22pm by Dr.Flay™ »  
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KeeperUTX
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Re: Replacement int files
Reply #1 - Dec 11th, 2012 at 9:50am
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I played around with it once, and IIRC it places two flags on a map at random or something. Might just get it DL'd again since I've already got Unreal 227i up and running Smiley
  

Azhir uval nutarus. Azhir mudas ethanul. Dalektharu il dask daku. Riftuuz e thara samanar utamus. Elas umanes azarathan rakas ibna.
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Dr.Flay™
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Re: Replacement int files
Reply #2 - Dec 11th, 2012 at 9:47pm
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It comes with some CTF maps, but their are a bunch of map-packs as well.

Just added a bunch more int files for some other useful mods  Grin
  
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Amaroq Clearwater
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Re: Replacement int files
Reply #3 - Mar 11th, 2014 at 8:13pm
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This is very useful, thanks!
  

Read the bio for my fursona here:
*OUTDATED LINK, WILL BE REPLACED SOON*

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"Daddy, I had a nightmare."
"What is it, darling?"
"The next Unreal won't have Deck16..."
"That's harsh."
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Dr.Flay™
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Re: Replacement int files
Reply #4 - Mar 12th, 2014 at 5:31am
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My pleasure.
This reminds me, I should collect my new edits together for an update.
  
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Amaroq Clearwater
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Re: Replacement int files
Reply #5 - Mar 14th, 2014 at 12:49am
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Could you add UPak and Team Dark Match .int files? I am tired of the Marines in Marine Match never spawning when I start the match (I need to add them with the console.)

EDIT:

Some feedback regarding the current INT files I downloaded from you. I apologize in advance if my feedback sounds a bit blunt, but I am not very good at balancing manners with informational delivery.

I didn't like what you did with the Botpack and HD Weapons INT files. It breaks the suspension of disbelief when you pick up a weapon and it says "HD" next to it, and the 1337sp3ak in your Botpack INT was unreadable to me (and also quickly got annoying, since the original Unreal Tournament didn't do that.)

Speaking of which, some notes on the classic Unreal weapons:
- The "Minigun" is not actually a Minigun, since it fires .357 caliber ammunition (same that the Automag fires). Real miniguns fire 7.62 millimeter, and ONLY that type of ammunition.
- The "Sniper Rifle" always struck me more as an Anti-Armor rifle. It has no actual scope, and has HUGE bullets, which look to me like Armor-Piercing rounds judging by the way their tips are pointed rather than rounded.
- The UMS Mk II .357 'Enforcer' Automagnum, or Automag for short, is not a clip-fed weapon but rather a Magazine-fed weapon. Same with the UMS Combat Assault Rifle. If you could change all instances of "Clip" to "Magazine" with your next batch of INT files, that'd be great.

Thanks for reading this, by the way. I much appreciate it.
  

Read the bio for my fursona here:
*OUTDATED LINK, WILL BE REPLACED SOON*

---

"Daddy, I had a nightmare."
"What is it, darling?"
"The next Unreal won't have Deck16..."
"That's harsh."
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Dr.Flay™
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Re: Replacement int files
Reply #6 - Mar 14th, 2014 at 6:32am
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Any feedback is welcome.

Some are out-dated anyway.
That botpack.int was taken from Medor's repackaged UT demo. So as it turns out it is not complete anyway.
I agree the the leet speak nonsense is annoying.
I now use the int file that Shivax supplied with his newer version of the botpack. Use that version.

The HD weapons. Hmmm.
Don't you thing writing drifting in front of you breaks any suspension of disbelief ?
Will having 2 less letters make it believable that you are wearing iGlasses ?
I included the HD to avoid confusion, so that both weapons can be used at the same time, and you can tell them apart before firing it.
As for the weapon and pickup names, well I didn't pick them, Epic did. I just used the current names so they match the internal naming structure.
For other languages other words are fine, and if I were to do it as UK English I would indeed change clip to magazine.
I was a light-infantry Lance Corporal, so I am aware you actually use a clip to load a magazine.

Minigun-shminigun. It is a fantasy game in a fantasy future on a fantasy planet.
If you want that sort of accuracy, use Gizzys CSWeapons instead.
If I wanted that sort of accuracy I would still be using the real thing.

Anyway I posted a newer version in the HD Weapons thread  Wink
http://www.unrealsp.org/forums/viewtopic.php?f=3&t=2629&start=225

The posting in the int thread does point out they are intended to be educational and inspirational, so people do their own personal edits. Feel free to post your own at any time.
Other languages are especially welcome.

I will have a look at UPak and Team Dark Match (hmm, thought I did the dark match).
Possibly the option for the marines will be to add them to the bot selection so they can be added normally.
Personally I add them with Asgard's monsterspawner, but I'll see.
  
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Amaroq Clearwater
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Re: Replacement int files
Reply #7 - Mar 14th, 2014 at 7:23am
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Sorry about all of that, in that case.

Well, I am modifying my UnrealShare and Unreali INT files to change the various pick-up names. I also made modified versions for Monster Hunt compatibility in Nali Weapons 3 (which is really fun in Unreal Fortress)
  

Read the bio for my fursona here:
*OUTDATED LINK, WILL BE REPLACED SOON*

---

"Daddy, I had a nightmare."
"What is it, darling?"
"The next Unreal won't have Deck16..."
"That's harsh."
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Dr.Flay™
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Re: Replacement int files
Reply #8 - Mar 15th, 2014 at 6:45am
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That's the idea, get stuck-in.
Editing your int files can add flexibility or personality to your installation.
  
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