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Hot Topic (More than 10 Replies) Unreal 2 multiplayer (Read 4208 times)
makemeunreal
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Unreal 2 multiplayer
May 19th, 2016 at 8:03am
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Last night I ventured deep into the realms of Unreal 2 multiplayer. Succesfully made a Deathmatch map which works. It wasn't that hard tho.
(Define the Defeault Gametype and then modify the ini(minplayers))
The next step would be the starting of a server.
Tried to run U2 with the command -server, which made the exe to work like one, it went down to the tray, but stopped working a few secs later.
But, is there any chance to get it working? I've got a few ideas about that, but I'm just not experienced enough to do anything with it.
-We could use XMP's coding, or portions of it. Or use it as an example
-Use other UEngine games coding as an example (which games use the same UEngine build ofc)
-Use the Xbox files somehow

Btw, U2 log.
Code
Select All
0.00	info	Log_Standard	ngLog
0.00	info	Log_Version	1.2
0.00	info	Log_Info_URL	http://www.netgamesusa.com/ngLog/
0.00	info	Game_Name	Unreal
0.00	info	Game_Version	2001
0.00	info	Game_Creator	Epic MegaGames, Inc.
0.00	info	Game_Creator_URL	http://www.epicgames.com/
0.00	info	Game_Decoder_Ring_URL	http://unreal.epicgames.com/Unreal_Log_Decoder_Ring.html
0.00	info	Absolute_Time	2016.05.18.23.15.41.363.+2.0
0.00	info	Server_ServerName	Another Unreal2 Server
0.00	info	Server_AdminName
0.00	info	Server_AdminEmail
0.00	info	Server_Region	0
0.00	info	Server_MOTDLine1
0.00	info	Server_MOTDLine2
0.00	info	Server_MOTDLine3
0.00	info	Server_MOTDLine4
0.00	info	Server_IP
0.00	info	Server_Port	7777
0.00	map	Name	Autoplay.un2
0.00	map	Title	Untitled
0.00	map	Author
0.00	map	IdealPlayerCount	0
0.00	map	LevelEnterText
0.00	player	Connect	Player	0	False
0.00	player	Ping	0	0
3.99	game_start
30.00	player	Ping	0	0
41.86	suicide	0	None	U2.DamageTypeElectrical	None
 


  
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Leo T_C_K
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Re: Unreal 2 multiplayer
Reply #1 - May 19th, 2016 at 12:35pm
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I went into those reaches once...and never returned again. As for u2 deathmatch there were even few custom maps made around but its really just for playing with bots and you don't even get the suit with shields unless the map is properly set up (something to watch for)...

  

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makemeunreal
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Re: Unreal 2 multiplayer
Reply #2 - May 19th, 2016 at 1:29pm
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But, is it impossible to host a server?
The dlls, the editor... coopstuff everywhere
  
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makemeunreal
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Re: Unreal 2 multiplayer
Reply #3 - May 19th, 2016 at 1:31pm
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A dedicated server at least.
  
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makemeunreal
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Re: Unreal 2 multiplayer
Reply #4 - May 19th, 2016 at 1:48pm
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Leo T_C_K
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Re: Unreal 2 multiplayer
Reply #5 - May 19th, 2016 at 2:06pm
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Yes it's too bad it died and was discontinued, like a lot more. It certainly is possible and those guys proved it, well perhaps someone can find out who this Imperator guy is and if there's a contact for him around.

EDIT: Searching for Imperator turned up this:
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1242464067

With SkaarjSlayer having in his sig "I am imperator", well that's not what I've been looking for.
  

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makemeunreal
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Re: Unreal 2 multiplayer
Reply #6 - May 19th, 2016 at 2:16pm
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Well, we should ask him then!
  
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Re: Unreal 2 multiplayer
Reply #7 - May 19th, 2016 at 2:32pm
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Actually beeing able to run a dedicated server and join it doesn't imply that you get very far. In Undying this is fairly easy to do, but the game keeps crashing due to other issues.

Though Unreal 2 is most certainly less problematic for Coop, as it contains not so much UI code and is not that complex as Deus Ex, chances are that most parts of Unreal 2 code are actually written for singleplayer. And multiplayer code is not singleplayer + network, but needs to be written for network straight ahead, so this MIGHT involve a lot of work.

However, I would expect that one would run at some point into troubles were unreal script code alone is not sufficient (either with a SP or XMP based approach) and one would need to use C++ code to solve these. On one hand, UE2 is most certainly like Unreal 1 in the regard that you can probably fairly easy nearly all components of the Engine/Game, it is most certainly a lot more work involved in making custom headers for this game then it is for UE1 games. However, one can assume that the Core package is probably mostly the same, while for the Engine package the heavily modified xkanim Engine package source could prove invaluable.

My assumption would be that it is possible to create a coop mod, but that it would probably require a lot of work and a lot of harder technical issues to solve.
  

HX on Mod DB. Revision on Steam. Löffels on Patreon.
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Re: Unreal 2 multiplayer
Reply #8 - May 19th, 2016 at 3:01pm
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You may be right. First of all, we should get a hand on Planet NaPali's stuff.
  
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Re: Unreal 2 multiplayer
Reply #9 - May 19th, 2016 at 3:14pm
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Having tried bringing all of the code from the Xbox version of Unreal 2 over to the PC version, I can safely say that method is a dead end. The code for the splitscreen itself isn't in the UScript, only things like the revival system and other various class adjustments are.

XMP and Unreal 2 are based on different versions of the engine, so there's nothing that would really apply to it. Same with other games.

There are two solutions I can think of, both of which are bad:

1. Create a new class that can be spawned and then controlled by the player character with custom keybinds. I imagine this would be difficult to control (if it would be responsive at all). Drawing a portal from the new class' view would be taxing on low-end computers, and I don't even know if it would be possible to give it a HUD.

2. Take all of the Unreal 2 assets and convert them to either XMP (which has a different version of Legend's emitter system, plus the HUD) or UT2004 (which has mods that are good for making single player campaigns thanks to AI support and stuff). This would be incredibly time consuming and difficult for both games. For XMP, the whole AI system would need to be converted from UT2004 and/or one of those mods (I actually got the invasion manta working at one point). For UT2004, all of the particle effects and HUD would need to be remade. For both games, all of the static meshes, textures, models, maps, and AI behavior would need to be converted or remade to fit Unreal 2's. The weapon models would be the real challenge, since a lot of them are made out of static meshes, which would need to be repositioned exactly (I get the feeling that UTPT messes with the scale or something, and UE Viewer doesn't work with Unreal 2's static meshes).

Both of these methods would be a lot more trouble than they're worth. I don't know enough about native coding to know if there would be a solution there.
  
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Re: Unreal 2 multiplayer
Reply #10 - May 19th, 2016 at 3:52pm
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So, there's no way to extract any hud-generation-and-play-together data from the xbox version...
That was the best bet tho.
  
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Re: Unreal 2 multiplayer
Reply #11 - May 19th, 2016 at 3:56pm
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Do you guys know anybody who worked on the Planet NaPali project?
  
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Leo T_C_K
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Re: Unreal 2 multiplayer
Reply #12 - May 20th, 2016 at 8:48am
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AlCapowned wrote on May 19th, 2016 at 3:14pm:
2. Take all of the Unreal 2 assets and convert them to either XMP (which has a different version of Legend's emitter system, plus the HUD) or UT2004 (which has mods that are good for making single player campaigns thanks to AI support and stuff). This would be incredibly time consuming and difficult for both games. For XMP, the whole AI system would need to be converted from UT2004 and/or one of those mods (I actually got the invasion manta working at one point)..

You ported the manta to u2xmp? Do you still have that? It would be interesting for me to see that.
  

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Re: Unreal 2 multiplayer
Reply #13 - May 20th, 2016 at 8:11pm
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http://www.mediafire.com/download/vs67xycj7spy88c/TestMod.zip

It has a bunch of other crap in there (the whole thing is a mess), but you can just take that out. Last I remember the manta worked, but I might have made changes and messed it up for all I know.
  
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Re: Unreal 2 multiplayer
Reply #14 - May 21st, 2016 at 3:33pm
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EDIT2: Ignore the following, I got at least the manta etc to compile, it works fine.

EDIT: I realizer what you meant by taking it out, you mean compiling classes like manta separately..

I just compiled it(or not because of the outright error), got these kind of errors though:
Code
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Error: C:\U2XMP\TestMod\Classes\TestFlamethrower.uc(83) : Error, Can't find ParticleSalamander 'LaserRifleFX_newtest.ParticleSalamander1'

Warning: C:\U2XMP\TestMod\Classes\Monster.uc(158) : Warning, Ammo_SpawnProjectile: Missing return value

Warning: Failed to load '..\System\ParticleRes\DispersionFX.u': Can't find file '..\System\ParticleRes\DispersionFX.u'
Warning: Failed loading package: Can't find file '..\System\ParticleRes\DispersionFX.u'
Log: Parsing projectileDispersion2Alt
Log: Parsing projectileDispersionAlt
Warning: Failed to load '..\System\ParticleRes\DispersionFX.u': Can't find file '..\System\ParticleRes\DispersionFX.u'
Warning: Failed loading package: Can't find file '..\System\ParticleRes\DispersionFX.u'
Log: Parsing U2Projectile
Warning: Failed to load '..\Sounds\U2WeaponsA.uax': Can't find file '..\Sounds\U2WeaponsA.uax'
Warning: Failed loading package: Can't find file '..\Sounds\U2WeaponsA.uax'
Log: Parsing projectileLaserBeam
Warning: Failed to load '..\Particles\LaserRifleFX_newtest.u': Can't find file '..\Particles\LaserRifleFX_newtest.u'
Warning: Failed loading package: Can't find file '..\Particles\LaserRifleFX_newtest.u'
Log: Parsing projectileTakkra
Warning: Failed to load '..\Particles\takkraFX.u': Can't find file '..\Particles\takkraFX.u'
Warning: Failed loading package: Can't find file '..\Particles\takkraFX.u'
Warning: Failed to load '..\Animations\TakkraM.ukx': Can't find file '..\Animations\TakkraM.ukx'
Warning: Failed loading package: Can't find file '..\Animations\TakkraM.ukx'
Log: Parsing projectileLeech
Warning: Failed to load '..\Animations\LeechGunK.ukx': Can't find file '..\Animations\LeechGunK.ukx'
Warning: Failed loading package: Can't find file '..\Animations\LeechGunK.ukx'
Warning: Failed to load '..\Particles\LeechFX.u': Can't find file '..\Particles\LeechFX.u'
Warning: Failed loading package: Can't find file '..\Particles\LeechFX.u' 




  

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