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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Playing Kill The Cow on CTF Face
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Playing Kill The Cow on CTF Face
KTC Face video
I posted this on ut99.org before already, though I didn't upload the map yet as I was interrupted but its with all those "200" ports that I worked on recently. I will post a separate thread with all that later.
This is what I said on ut99 about it:
Also, here's a video of kill the cow (the reconstructed/incomplete buggy version) on unreal v200 on the oldest ctf-face.
url
It works fairly well though I had to restart twice due to the buggyness. The KTC was done using the code taken from the early march 1998 UnrealI.u file(without having the binary unreal.exe etc to go with it) combined with default properties of the febryary version (where it was mostly a placeholder anyways). There was a further version that was working better even, cut not so long before the release of Unreal. But this used to be the official CTF for Unreal. The only confirmed maps were a variant of Morbias/Morbfanza. The rest is unknown. But its likely there were more maps inbetween march and the release version.
I posted this on ut99.org before already, though I didn't upload the map yet as I was interrupted but its with all those "200" ports that I worked on recently. I will post a separate thread with all that later.
This is what I said on ut99 about it:
Also, here's a video of kill the cow (the reconstructed/incomplete buggy version) on unreal v200 on the oldest ctf-face.
url
It works fairly well though I had to restart twice due to the buggyness. The KTC was done using the code taken from the early march 1998 UnrealI.u file(without having the binary unreal.exe etc to go with it) combined with default properties of the febryary version (where it was mostly a placeholder anyways). There was a further version that was working better even, cut not so long before the release of Unreal. But this used to be the official CTF for Unreal. The only confirmed maps were a variant of Morbias/Morbfanza. The rest is unknown. But its likely there were more maps inbetween march and the release version.
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TigerTheGreat
- OldUnreal Member
- Posts: 683
- Joined: Sun May 21, 2006 2:16 pm
Re: Playing Kill The Cow on CTF Face
Maybe it's time to try with May 07th Kill the Cow?
//=============================================================================
// KilltheCowGame.
//=============================================================================
class KilltheCowGame expands TeamGame
config;
var() config float ReturnHeadScore;
var() config float CaptureHeadScore;
var int GrowTimer;
function PostBeginPlay()
{
local int i;
for (i=0;i<MaxTeams;i++)
AddTeamCow(i);
Super.PostBeginPlay();
}
function Timer()
{
local SacredCow aCow;
// boost all cows
GrowTimer++;
if ( GrowTimer > 6 )
{
GrowTimer = 0;
foreach AllActors( class 'SacredCow', aCow)
aCow.Grow();
}
Super.Timer();
}
function AddTeamCow(int TeamNumber)
{
local CowShrine aShrine;
local SacredCow aCow;
foreach AllActors( class 'CowShrine', aShrine )
{
if (aShrine.Team == TeamNumber)
{
aCow = Spawn(class 'SacredCow',,,aShrine.Location, aShrine.Rotation);
aCow.Team = TeamNumber;
break;
}
}
}
function Killed(pawn killer, pawn Other, name damageType)
{
local SacredCowHead aHead;
if ( (SacredCow(Other) != None) && (Killer.Team != Other.Team) )
{
Teams[killer.Team].Score += 5.0;
killer.Score += 1.0;
}
else if ( Other.bIsPlayer )
foreach AllActors( class 'SacredCowHead', aHead )
if ( aHead.Holder == Other )
aHead.Drop(Other.Velocity);
Super.Killed(killer, Other, damageType);
}
function ScoreOffering(Pawn Scorer, SacredCowHead theHead, CowShrine theShrine)
{
local pawn TeamMate;
if (Scorer.Team != theShrine.Team)
{
Scorer.Score -= 0.5 * ReturnHeadScore;
Teams[Scorer.Team].Score -= 0.5 * ReturnHeadScore;
BroadcastMessage(Scorer.PlayerName$" offers a head to the wrong shrine!");
return;
}
if (Scorer.Team == theHead.Team)
{
Scorer.Score += ReturnHeadScore;
Teams[Scorer.Team].Score += ReturnHeadScore;
ForEach AllActors( class 'Pawn', TeamMate)
if (TeamMate.Team == Scorer.Team) TeamMate.Score += 0.5 * ReturnHeadScore;
BroadcastMessage(Scorer.PlayerName$" saves the "$Teams[Scorer.Team].TeamName$" cow's soul");
}
else
{
Scorer.Score += CaptureHeadScore;
Teams[Scorer.Team].Score += CaptureHeadScore;
ForEach AllActors( class 'Pawn', TeamMate)
if (TeamMate.Team == Scorer.Team) TeamMate.Score += 0.5 * CaptureHeadScore;
BroadcastMessage(Scorer.PlayerName$" damns the "$Teams[Scorer.Team].TeamName$" cow's soul");
theShrine.SignalScore();
}
}
defaultproperties
{
ReturnHeadScore=5.000000
CaptureHeadScore=30.000000
bSpawnInTeamArea=True
MaxTeams=2
bNoMonsters=False
BeaconName="KTC"
}
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Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: Playing Kill The Cow on CTF Face
I wish I could right now, though the code from all the associated actors (including the defaultproperties, we couldn't get thqt from the march beta btw)Victor Delacroix wrote: ↑Thu May 16, 2024 2:04 pm Maybe it's time to try with May 07th Kill the Cow?
//=============================================================================
// KilltheCowGame.
//=============================================================================
class KilltheCowGame expands TeamGame
config;
var() config float ReturnHeadScore;
var() config float CaptureHeadScore;
var int GrowTimer;
function PostBeginPlay()
{
local int i;
for (i=0;i<MaxTeams;i++)
AddTeamCow(i);
Super.PostBeginPlay();
}
function Timer()
{
local SacredCow aCow;
// boost all cows
GrowTimer++;
if ( GrowTimer > 6 )
{
GrowTimer = 0;
foreach AllActors( class 'SacredCow', aCow)
aCow.Grow();
}
Super.Timer();
}
function AddTeamCow(int TeamNumber)
{
local CowShrine aShrine;
local SacredCow aCow;
foreach AllActors( class 'CowShrine', aShrine )
{
if (aShrine.Team == TeamNumber)
{
aCow = Spawn(class 'SacredCow',,,aShrine.Location, aShrine.Rotation);
aCow.Team = TeamNumber;
break;
}
}
}
function Killed(pawn killer, pawn Other, name damageType)
{
local SacredCowHead aHead;
if ( (SacredCow(Other) != None) && (Killer.Team != Other.Team) )
{
Teams[killer.Team].Score += 5.0;
killer.Score += 1.0;
}
else if ( Other.bIsPlayer )
foreach AllActors( class 'SacredCowHead', aHead )
if ( aHead.Holder == Other )
aHead.Drop(Other.Velocity);
Super.Killed(killer, Other, damageType);
}
function ScoreOffering(Pawn Scorer, SacredCowHead theHead, CowShrine theShrine)
{
local pawn TeamMate;
if (Scorer.Team != theShrine.Team)
{
Scorer.Score -= 0.5 * ReturnHeadScore;
Teams[Scorer.Team].Score -= 0.5 * ReturnHeadScore;
BroadcastMessage(Scorer.PlayerName$" offers a head to the wrong shrine!");
return;
}
if (Scorer.Team == theHead.Team)
{
Scorer.Score += ReturnHeadScore;
Teams[Scorer.Team].Score += ReturnHeadScore;
ForEach AllActors( class 'Pawn', TeamMate)
if (TeamMate.Team == Scorer.Team) TeamMate.Score += 0.5 * ReturnHeadScore;
BroadcastMessage(Scorer.PlayerName$" saves the "$Teams[Scorer.Team].TeamName$" cow's soul");
}
else
{
Scorer.Score += CaptureHeadScore;
Teams[Scorer.Team].Score += CaptureHeadScore;
ForEach AllActors( class 'Pawn', TeamMate)
if (TeamMate.Team == Scorer.Team) TeamMate.Score += 0.5 * CaptureHeadScore;
BroadcastMessage(Scorer.PlayerName$" damns the "$Teams[Scorer.Team].TeamName$" cow's soul");
theShrine.SignalScore();
}
}
defaultproperties
{
ReturnHeadScore=5.000000
CaptureHeadScore=30.000000
bSpawnInTeamArea=True
MaxTeams=2
bNoMonsters=False
BeaconName="KTC"
}
should also be dumped. including cowshrines etc
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: Playing Kill The Cow on CTF Face
update for the 200-219 mod is on the way, making it more like the may07 version, mostly just copied over defaultprops, in case of cowshrine I had different/extra properties there and they were commented out, making way for the originals, either way there is one major difference in the may version and that is the horseflies, there is an extra class that was /fixme. I kept the old swarm as "old" class though but it will use the may7 flies otherwise. Because there is a separate loose horsefly in the may version, was probably created during april 1998.
I am attaching the script update, not yet compiled as I can't do it until I'm at a public compter again. And today is a hell day.....
I am attaching the script update, not yet compiled as I can't do it until I'm at a public compter again. And today is a hell day.....
You do not have the required permissions to view the files attached to this post.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: Playing Kill The Cow on CTF Face
apparently I didn't even post the ktc200 release except in this thread
you will need the base version for the update
viewtopic.php?p=101541#p101541
in short here(with the extra maps):
facecru KTC
if you need the ktc version for 200 here it is
KTC
you will need the base version for the update
viewtopic.php?p=101541#p101541
in short here(with the extra maps):
facecru KTC
if you need the ktc version for 200 here it is
KTC
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: Playing Kill The Cow on CTF Face
KTCUpdate
well here is a KTC update that jackhonda compiled from the scripts (though due to errors he had to re-add the defaults in the editor), as I edited the uc files on linux and tried to insert the same escape characters the original had, however somehow that failed resulting in compilation errors.
This should be tested first of all. Also in case the download stops working, please let me know because it was not supposed to be placed where it is now.
well here is a KTC update that jackhonda compiled from the scripts (though due to errors he had to re-add the defaults in the editor), as I edited the uc files on linux and tried to insert the same escape characters the original had, however somehow that failed resulting in compilation errors.
This should be tested first of all. Also in case the download stops working, please let me know because it was not supposed to be placed where it is now.
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: Playing Kill The Cow on CTF Face
I tested it on the barebones 200 install (the editor one) with may07 packages and it just didn't work as expected. some of the properties didn't seem to be transfered. Like mapprefix on ktc instead of dm and such. Because i did implicitly add that in the source files.
Either way jackhonda after my guidance managed to resave (after removing some function calls and commenting out stuff I told him to, there was an entire list of actors as such) the unreali.u file from may7. Under 200 Unreal. So now the package is compatible, you can rename it, export it, do whatever.
trhere are some unique classes like dispproj and meshes so that can be now ported/extracted fully.
may7experiment
Either way jackhonda after my guidance managed to resave (after removing some function calls and commenting out stuff I told him to, there was an entire list of actors as such) the unreali.u file from may7. Under 200 Unreal. So now the package is compatible, you can rename it, export it, do whatever.
trhere are some unique classes like dispproj and meshes so that can be now ported/extracted fully.
may7experiment
-
Leo T_C_K
- OldUnreal Member
- Posts: 4191
- Joined: Sat Aug 27, 2005 6:24 pm
Re: Playing Kill The Cow on CTF Face
And update2 with better results/compiled from cleaned source again. Still doesn't show up in menu though possibly due to the native block epic added for one of the late betas.
update2
edit: and a small "hotfix-like" update because of missed extra quotation mark...updated the same file though...
update2
edit: and a small "hotfix-like" update because of missed extra quotation mark...updated the same file though...