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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
Project Knifee
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
Thanks
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
So, I tested what we had so far in the LAST INFiltration Standoff Server today and found some fixes that need to be made, aside from mutator stuff for weapon replacement:
KEY:
*******
Fixed
*******
Changed code, not tested
******* or no color
Nothing done yet
*******
Fix failed
- Scopes on snipers are messed up, due to a FOV difference I believe
- Damage fixing (obviously)
- ClipCount on the Saiga appears as a giant 'S' (LOLWTF)
- Idle fixes (not just for INF, all gametypes)
- Optimized whatever code I already have and made the mod over-all more practical
- Weird MuzzleFlash glitch
- Make ammo amounts practical
So, I'll most likely get to fixing those in the next few days.
***** With the updates I have currently made, the Golden SMG and Golden Revolver have been taken out. They will be added back in once everything is completed and fixed, or whenever I am done fixing everything up in UCC *****
KEY:
*******
Fixed
*******
Changed code, not tested
******* or no color
Nothing done yet
*******
Fix failed
- Scopes on snipers are messed up, due to a FOV difference I believe
- Damage fixing (obviously)
- ClipCount on the Saiga appears as a giant 'S' (LOLWTF)
- Idle fixes (not just for INF, all gametypes)
- Optimized whatever code I already have and made the mod over-all more practical
- Weird MuzzleFlash glitch
- Make ammo amounts practical
So, I'll most likely get to fixing those in the next few days.
***** With the updates I have currently made, the Golden SMG and Golden Revolver have been taken out. They will be added back in once everything is completed and fixed, or whenever I am done fixing everything up in UCC *****
Last edited by Matrix224 on Fri Aug 13, 2010 2:38 pm, edited 1 time in total.
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
Finished another update!
- Damage Scaling implemented into mutator
- Fixed sniper scopes
- Cleaned it up over all
The mutator's WeaponDamageScale is 0.1, which makes every weapon have damage optimal for INF / DM gameplay if you want a harder time killing people; but, anywhere from 0.1 to 0.5 would probably be great for INF / DM. This can be changed in the .ini of course. ---THIS ONLY EFFECTS BULLETS AND THE KNIFE, NOT PROJECTILES---
Any issues can be posted here and will gladly be looked into!
DOWNLOAD:
http://www.sendspace.com/file/3x8pnw
THINGS I AM FIXING NOW:
KEY:
*******
Fixed
*******
Changed code, not tested
******* or no color
Nothing done yet
*******
Fix failed
===============================
- Too much ammo
- Idle anims freezing
- Not being able to reload until idle finishes
- I need to make another damage scale for the knife too, so it isn't unequal
===============================
- Damage Scaling implemented into mutator
- Fixed sniper scopes
- Cleaned it up over all
The mutator's WeaponDamageScale is 0.1, which makes every weapon have damage optimal for INF / DM gameplay if you want a harder time killing people; but, anywhere from 0.1 to 0.5 would probably be great for INF / DM. This can be changed in the .ini of course. ---THIS ONLY EFFECTS BULLETS AND THE KNIFE, NOT PROJECTILES---
Any issues can be posted here and will gladly be looked into!
DOWNLOAD:
http://www.sendspace.com/file/3x8pnw
THINGS I AM FIXING NOW:
KEY:
*******
Fixed
*******
Changed code, not tested
******* or no color
Nothing done yet
*******
Fix failed
===============================
- Too much ammo
- Idle anims freezing
- Not being able to reload until idle finishes
- I need to make another damage scale for the knife too, so it isn't unequal
===============================
Last edited by Matrix224 on Fri Aug 13, 2010 2:41 pm, edited 1 time in total.
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Bleeder91[NL]
- OldUnreal Member
- Posts: 1062
- Joined: Sun Oct 04, 2009 7:22 pm
Re: Project Knifee
hmm, throwable knife doesnt have any friction? maybe make it drop after a few seconds?
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
Yeah that'd make sense. I suppose it should start to slow down and start to fall as it goes on.
I also have to make it go into the wall as it hit it; as in, make it stay at whatever angle it hit the wall at and not turn to go into the wall.
Like this basically- the black is the wall and the arrow / dashed lines are the direction the knife (the thick red line in the wall) is coming from:
[img]http://i34.tinypic.com/uuhw6.jpg[/img]
I also have to make it go into the wall as it hit it; as in, make it stay at whatever angle it hit the wall at and not turn to go into the wall.
Like this basically- the black is the wall and the arrow / dashed lines are the direction the knife (the thick red line in the wall) is coming from:
[img]http://i34.tinypic.com/uuhw6.jpg[/img]
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Bleeder91[NL]
- OldUnreal Member
- Posts: 1062
- Joined: Sun Oct 04, 2009 7:22 pm
Re: Project Knifee
Code: Select all
function hitwall(vector hitnormal)
{
setrotation(rotator(hitnormal)); //mean this?
}(i'm bored)
Last edited by Bleeder91[NL] on Fri Aug 13, 2010 8:01 pm, edited 1 time in total.
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
Eh that code doesn't work because the Pitch isn't correct. I figured I'd try this:
But all that did was make it the same as before.
Code: Select all
tk.setrotation(rotator(hitnormal));
Fixme.pitch = 81900;
Fixme.yaw=tk.rotation.yaw;
Fixme.roll=tk.rotation.roll;
tk.setrotation(fixme);-
Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
Okay so Bleeder and I fixed up the throwing knife. Now, it:
1. Sticks in the wall only if the blade hits the wall
- bounces off if handle hits it
2. Starts to fall after 5 seconds of flight
I haven't tested it online yet but I'm pretty sure it will work fine.
1. Sticks in the wall only if the blade hits the wall
- bounces off if handle hits it
2. Starts to fall after 5 seconds of flight
I haven't tested it online yet but I'm pretty sure it will work fine.
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
*Cracks knuckles* Time for another update.
FIXED:
- Weird glitch with sniper scopes not going away
- Reloading is now triggered by the 'button bextra1' command like in INFiltration (Typing 'Reload' also does it still)
- Made a new option in the mutator to turn on / turn off crosshairs
- The throwing knife stuff I explained above
- Damage amount for knife able to be set in mutator
GLITCH / FIX LIST:
- Scopes break in INFiltration
- Raging bull's right side can be seen upon reloading
- Practical ammo amounts
- Anything else I haven't found out about yet...
There is no download currently as I'm still in the middle of it, but this is just an update as to whats been going on with it recently.
FIXED:
- Weird glitch with sniper scopes not going away
- Reloading is now triggered by the 'button bextra1' command like in INFiltration (Typing 'Reload' also does it still)
- Made a new option in the mutator to turn on / turn off crosshairs
- The throwing knife stuff I explained above
- Damage amount for knife able to be set in mutator
GLITCH / FIX LIST:
- Scopes break in INFiltration
- Raging bull's right side can be seen upon reloading
- Practical ammo amounts
- Anything else I haven't found out about yet...
There is no download currently as I'm still in the middle of it, but this is just an update as to whats been going on with it recently.
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PRIMEVAL
- OldUnreal Member
- Posts: 854
- Joined: Mon Apr 24, 2006 10:45 pm
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
Typing 'Reload' still reloads it so don't worry; but 'button bextra1' is some extra command or something, I'm not entirely sure. But, Serpentine and INF utilized the commands (it goes up to 'button bextra3') in their gameplay for switching weapon modes and reloading.
Last edited by Matrix224 on Wed Aug 18, 2010 1:01 am, edited 1 time in total.
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[]KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Project Knifee
button bextra is a byte that's an Input variable replicated from you to the server. Various things could interface with the buttons0-4 to perform alternate functions
typically it's infil/serp type weapons that do this for reloading/mode switching and so-on.
In the code all you check for if bExtra#>0 and do some code to do whatever. In theory you can have more than 2 direct firing modes, or switch like infiltration does.
typically it's infil/serp type weapons that do this for reloading/mode switching and so-on.
In the code all you check for if bExtra#>0 and do some code to do whatever. In theory you can have more than 2 direct firing modes, or switch like infiltration does.
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
CURRENT STATUS:
- Fixed the Idles AGAIN (God damnit) and for the last time hopefully
- Fixed throwing knife a bit for online use
- Fixed bExtra1 reload
TO DO:
- Realistic ammo
- Fix sniper scopes for INF
- Raging bull reload junk
- Test muzzle flashes- make sure some old, random glitch is gone
- Various other things I / others have yet to find...
- Fixed the Idles AGAIN (God damnit) and for the last time hopefully
- Fixed throwing knife a bit for online use
- Fixed bExtra1 reload
TO DO:
- Realistic ammo
- Fix sniper scopes for INF
- Raging bull reload junk
- Test muzzle flashes- make sure some old, random glitch is gone
- Various other things I / others have yet to find...
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Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Project Knifee
Any link to download this latest version? I had a problem with the idles a little while back (With the OICW) Or is the latest version on your server? I'll just test them there if so 
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
Yeah its on my server. Don't want to release it until I'm sure my fixes are working / stable.
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
FIX LIST / UPDATES:
- Grenades are like INF grenades (hold down fire / altfire to get more distance)
- SmokeGrenade has more realistic smoke
- Throwing knife to the back of a player is an instantkill
- Weed and Cocaine are added as pickups
- Fixed throwing knife for online compatibility
- Fixed c4 screen
- Fixed unknown glitch in the guns where they jam with 0 ammo
- 99.5% sure I finally fixed idles ("Jesus Matrix, you sure this time?")
- ConcussionGrenade makes players feigndeath as an added effect
- Updated ammo textures
- MSG90 has a very tiny radius of explosive damage when it hits a wall
- Idle animations jamming reload (Fixed it)
- Health / kevlar vest spinning issues (Fixed it)
- Fixed some unknown glitch in M4M and OICW secondary ammo
- Fixed glitch in Saiga with the clip
- Fixed quality issue and glitch in Mossberg, Spas and Parker
FIX LIST / TO DO LIST:
- Sniper scopes in INF
- COD style knife
- Practical damage / ammo amounts
- Anything I / other people haven't found...
- Grenades are like INF grenades (hold down fire / altfire to get more distance)
- SmokeGrenade has more realistic smoke
- Throwing knife to the back of a player is an instantkill
- Weed and Cocaine are added as pickups
- Fixed throwing knife for online compatibility
- Fixed c4 screen
- Fixed unknown glitch in the guns where they jam with 0 ammo
- 99.5% sure I finally fixed idles ("Jesus Matrix, you sure this time?")
- ConcussionGrenade makes players feigndeath as an added effect
- Updated ammo textures
- MSG90 has a very tiny radius of explosive damage when it hits a wall
- Idle animations jamming reload (Fixed it)
- Health / kevlar vest spinning issues (Fixed it)
- Fixed some unknown glitch in M4M and OICW secondary ammo
- Fixed glitch in Saiga with the clip
- Fixed quality issue and glitch in Mossberg, Spas and Parker
FIX LIST / TO DO LIST:
- Sniper scopes in INF
- COD style knife
- Practical damage / ammo amounts
- Anything I / other people haven't found...
Last edited by Matrix224 on Wed Aug 25, 2010 3:51 pm, edited 1 time in total.
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Spike
- OldUnreal Member
- Posts: 435
- Joined: Tue Dec 30, 2008 1:29 am
Re: Project Knifee
-Addition of new ammunition skins.
-Remade the Knifee list on the first page.
[url]http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1263741858/0[/url]
FIX LIST / TO DO LIST Addition:
- Raging Bull Quickdraw
-Remade the Knifee list on the first page.
[url]http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1263741858/0[/url]
FIX LIST / TO DO LIST Addition:
- Raging Bull Quickdraw
Last edited by Spike on Wed Aug 25, 2010 11:21 pm, edited 1 time in total.

The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
*Pouts* NYAAHHH
FIX LIST / TO DO LIST Addition:
- Raging Bull Quickdraw
TO DO LIST:
- ServerActor to add the mutator for those who don't have a .BAT file to work with, nor something in nature to xCoop where you can add mutators in a .ini
- Fix / clean up some dumb rifle glitch
- Fix scopes for INF
- Add effects to drugs
- Practical ammo / damage
- If I can figure it out / make it look good, COD style knife where gun goes down, knife comes up and slashes, knife goes back and gun returns up
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スマイル・ドラゴン
- OldUnreal Member
- Posts: 1263
- Joined: Sun Feb 10, 2008 9:07 pm
Re: Project Knifee
Quick draw, McGraw.FIX LIST / TO DO LIST Addition:
- Raging Bull Quickdraw
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
Well, its time for another release to be made.
ADDITIONS:
- Mostly anything else is listed in the new ReadMe and the previous list of updates.
***KNIFEESOUNDTWO AND KNIFEESOUND3 ARE NO LONGER USED; THEY'RE ALL MERGED INTO KNIFEESOUNDS.UAX***
UPDATED FILES:
- KnifeeSounds.uax
- KnifeTexx.utx
- Knifee.u
Make sure you update ALL of those files listed!!
DOWNLOAD:
http://www.sendspace.com/file/46yn5b
ADDITIONS:
- Mostly anything else is listed in the new ReadMe and the previous list of updates.
***KNIFEESOUNDTWO AND KNIFEESOUND3 ARE NO LONGER USED; THEY'RE ALL MERGED INTO KNIFEESOUNDS.UAX***
UPDATED FILES:
- KnifeeSounds.uax
- KnifeTexx.utx
- Knifee.u
Make sure you update ALL of those files listed!!
DOWNLOAD:
http://www.sendspace.com/file/46yn5b
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
Crap I'm a dumbass. That link doesn't include the .int or .ini
Use this one instead:
http://www.sendspace.com/file/xtismf
Use this one instead:
http://www.sendspace.com/file/xtismf
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Matrix224
- OldUnreal Member
- Posts: 745
- Joined: Wed Feb 20, 2008 7:41 pm
Re: Project Knifee
Fixed some reloading and crosshair BS.
NOTE: At the current time, the OMC INF Standoff server has a totally different version that I was testing / debugging stuff with, so you may mismatch after downloading this one. But I should have this version on there by tonight (I want to wait till it dies down as to not disturb anyone playing)
http://www.sendspace.com/file/vz4oxa
NOTE: At the current time, the OMC INF Standoff server has a totally different version that I was testing / debugging stuff with, so you may mismatch after downloading this one. But I should have this version on there by tonight (I want to wait till it dies down as to not disturb anyone playing)
http://www.sendspace.com/file/vz4oxa
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Spike
- OldUnreal Member
- Posts: 435
- Joined: Tue Dec 30, 2008 1:29 am
