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Very Hot Topic (More than 25 Replies) Unreal 227 Map Update Project (Read 25721 times)
Krull0r
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Unreal 227 Map Update Project
Mar 4th, 2016 at 7:48am
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Hi there.

I'm still working on an unofficial Unreal 227 Map Update Project. Two maps are finished now Vortex Rikers and NyLeve.
I like to present those maps with some screenshots.

I plan to release all updated maps in a pack, when they are all done and tested!


Feature list:

+ Bug fixes on stock Unreal maps
+ added tons of emitters and new effects
+ Changed lighting
+ Better atmosphere
+ some changes on map geometry
+ some changes on textures on several maps
+ some movers will cast real-time shadows
+ The playground will be the same
+ Two variants of outdoor maps (raining and sunshine) gameplay will be the same. Maps will load randomly after leaving the map which was played before
+ Enemies will spawn in there same areas but on random places
+ Enemies drop random ammo or Weapons
+ removed preplaced ammo on maps you will get ammo from monsters
+ searching dead bodies for ammo or weapons with the "grab" function
+ Quadshot and ammo included
+ New gameplay experience when ever you will play the game.
+ and and and ...


Here are Screenshots.



Vortex Rikers






NyLeve Falls


  

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Hellkeeper
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Re: Unreal 227 Map Update Project
Reply #1 - Mar 4th, 2016 at 9:36am
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Looks nice. But I especially like your random weather idea. Smiley
  

You must construct additional pylons.
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[]KAOS[]Casey
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Re: Unreal 227 Map Update Project
Reply #2 - Mar 4th, 2016 at 5:18pm
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Keep it up! good stuff. It's adding a lot of flair back to unreal Smiley

Do you know if these effects work properly in a coop game? I would like to host these when they are done.
  
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Krull0r
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Re: Unreal 227 Map Update Project
Reply #3 - Mar 4th, 2016 at 6:13pm
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I always test my maps in singleplayer and multiplayer and Yes all effects are available as client in coop game Smiley

Actually I have trouble with Qcomputers in multiplayer so clients can't read translator messages displayed on meshes or use computers to open doors with a panel. Don't know if I can fix this. maybe I have to contact the creator.

And searching dead bodies has also some strange issues als client. but this can be fixed later, when dots kismet mod is compatible with 227j Wink
  

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[]KAOS[]Casey
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Re: Unreal 227 Map Update Project
Reply #4 - Mar 4th, 2016 at 6:56pm
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If I can get a download of QComputers, I can take a shot at adding the replication. USP thread has dead links, I bumped it asking for new ones.

If I can get v0.3 I can also probably update it to work on 227.

edit: whoops,I found it on a different thread.
  
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Krull0r
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Re: Unreal 227 Map Update Project
Reply #5 - Mar 4th, 2016 at 7:43pm
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I sent you a pm Casey
  

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[]KAOS[]Casey
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Re: Unreal 227 Map Update Project
Reply #6 - Mar 6th, 2016 at 7:06pm
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ok so, I made replication work on a minimum level for the computers...


but it eats a crappity smackLOAD of bandwidth if you use the scrolling text "CTextFlood".... so... don't use it if you can. I'm talking like 32 kilobytes a second

this thing really wasn't designed to work online. There's still some features missing, but just letting you guys know it is functional.
  
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[]KAOS[]Casey
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Re: Unreal 227 Map Update Project
Reply #7 - Mar 6th, 2016 at 9:28pm
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http://www.klankaos.com/UnrealComputers.7z

This makes it work online.

Please note that its basically a collection of hacks to get it to work, and it's pretty awful. But it's functional. Try to not use CTextFlood. Your server tickrate matters for CTextFlood, and the higher it is, the faster it is (its slow at 20 tick rate).. it uses more bandwidth.

Be aware of this.

Credits to:
.:..: (dots) for some minor code
JD7 aka pcube for udatastructures
Age for helping me understand the tick nirvana


absolutely no thanks at all to people who can't use unreal wiki

edit: also the download was missing some files.  I reupped in case anyone downloaded.
  
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[]KAOS[]Casey
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Re: Unreal 227 Map Update Project
Reply #8 - Mar 6th, 2016 at 9:33pm
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Tell me if anything doesn't work online, btw.
  
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Krull0r
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Re: Unreal 227 Map Update Project
Reply #9 - Mar 7th, 2016 at 4:52pm
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I downloaded and tested the things I have created yet. And it works fine for me!

Now the client can read translator messages displayed on a translator mesh next dead humans with out using the translator item Cheesy
The player can also use the translator as usual to read messages.


With this UnrealComputers I can improve the gameplay for the original campaign =)



THANKS ALOT  Cheesy Cheesy Cheesy Cheesy Cheesy Cheesy Cheesy Cheesy
  

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[]KAOS[]Casey
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Re: Unreal 227 Map Update Project
Reply #10 - Mar 7th, 2016 at 7:02pm
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So about the grab request...

do you have any example code or usage so I can know what to make exactly?

there's several ways I could try to make something:

1a: Grab searches body, and gives inventory directly to one player only. One time use.
1b: Grab searches body, and gives inventory directly to any players who come across the body and search it. One time use.
2a: Grab searches body, and drops inventory on the ground that doesn't respawn. <- not vanilla coop behavior.
2b:  Grab searches body, and drops inventory on the ground that does respawn   <- vanilla coop behavior.

or any kinda variations. What would you want to see?
  
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Krull0r
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Re: Unreal 227 Map Update Project
Reply #11 - Mar 7th, 2016 at 7:56pm
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Variant 3: a simple grabable Trigger Smiley

So the player can use the grab key to trigger everything he wants without any collision issues.


At this time I'm using movers to realise this function but with bugs in singleplayer and as client in multiplayer.

The mover has only bCollideActors set to true with small collisionradius and collisionheight to allow the player walk through it and grab it.

Problem list of this usage:

1. If you shoot at this mover with instant hit weapons like the Automag it collides with the mover.
2. As Client, when you stay on this mover the client moves randomly around because he thinks there is a invisible collision.
3. The third problem is, when the collision of a carcass is bigger then the grab mover you can't grab it because the collision of the carcass is blocking the mover.


I can send you the latest version of NyLeve227, so you can see how I like to use the "grab trigger"

I need such a trigger for more things then only grab carcasses to get inventory




  

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[]KAOS[]Casey
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Re: Unreal 227 Map Update Project
Reply #12 - Mar 7th, 2016 at 9:05pm
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I think I know what will work for you, then. The hard part is getting a persistent hook for Grab. I think a GameRules mutator will work, in most gametypes "Grab" is not overridden, so I think this it not an issue. You may need to insert an actor into each of your maps to enable this feature though, but its a one-time place & forget actor.

I'll go check the example out when I get home.
  
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BobIsUnreal
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Re: Unreal 227 Map Update Project
Reply #13 - Mar 8th, 2016 at 12:35am
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why limit yourself to grab? 2 options
1) set input g grab|somecustomcommand
2) setup you own "grab" command ( you can not use the same command), that watch for that.
3) watch for biskeydown "g" and trigger on that
??
  

[REM_img]http://i.imgur.com/V3OSsDu.gif.disable[/img]http://i.imgur.com/JOu38Gs.gif
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Krull0r
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Re: Unreal 227 Map Update Project
Reply #14 - Mar 8th, 2016 at 6:44am
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BobIsUnreal wrote on Mar 8th, 2016 at 12:35am:
why limit yourself to grab? 2 options
1) set input g grab|somecustomcommand
2) setup you own "grab" command ( you can not use the same command), that watch for that.
3) watch for biskeydown "g" and trigger on that
??


Because this project is not for me. When it is done it will be available for all the players who like to play Unreals singlepayer or coop again with tons of 227 features.
And "grab" is a global function in Unreal so other players don't need to change any commands on their keyboard before playing this map pack.
  

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