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Monthly Archives: October 2011

The halloween night plan

Not sure when im gonna to start  i figure about 6;30 or somthing but may be earlie I plan on staying till about 3 am or so.

. not sure how map order will be There is 3 ends in the halloween map , one to deathhouse , one to coldpassge and another to nyleve. i dont plan on using them. I am working rather hard last few night to try and clean up loose ends in the map and stablize the geometry as much as possible.The map is now bug free so every version is safe to play on. Took me like 2 hours to jrk around with the rebuild for that to happen. ( My freind was nice enough to play test for 12 hours and download over  200 mb worth of differnt versions of the map  in the proccess. thanks much ) I tried fairly hard last 2 month to find ideas and time but in the end i was at a lose of good ideas and interest  intill just yesterday. go figure.

stuff that will be ready for halloween

  • graveyard
  • pumkin patch
  • forest
  • upper village( not technicly ready as doors dont work)
  • lake (kinda plain atm  )
  • crypts ( well theres one crypt so far )
  • secret spire cave battle (it was supposed to be something else)
stuff that half done and wont be ready this year
  • haunted house
  • tunnels to the house
  • trick or treating mutator (collect candy while playing etc)
  • a multitude of pawns and stuff i didnt have the time to make. see below
New weapons/items in the map
  • skull shooter crossbow
  • thowable buther knife
  • Pumkin chucher gun( hope fully will be finished)
  • ratpickup
  • shovel pickup ( not finished)
  • candy apples health
  • carryable lighted jackolantern (hopefully)
  • candy bars and candyes (Not started grrr)
New pawns
  • pumkin chucker titan
  • spirit shooter
  • rat (not started)
  • spider ( not started)
  • goul
  • various flying skulls and such( some done)
  • bat
  • grimreaper pawn?
Hints
There is a vine to climb out of the titan pit.simply ‘walk’ up the vine
You can get to the top of map with the ramp in the forest.
To get out of the lake jump onto the logs and use boots.
There is a entry to the tombs in the graveyard.
i think im gonna turn off monsterspawn during the first map so players can explore a bit , Thers aready have a few battles pre scripted into the map.
come explore or whatever ……….
may have another version ready bty tonight. h ave to
outcome :
All went reasonably as well is it could have I guess. a few people showed up and hung out , Some came and went , Others stuck around and fell asleep. I stayed intill about 2 or 3 am I belive .Played tho  the halooween maps , some paci maps , mh-toegypt and then played tho the horror pack and some of csetje intill i fell aslep. not to bad  considering there was other ocupied server and those other chose not to visit.
i woke up and played 4 more maps again  and now it noon
I love that ron remarked  ‘play unreal no sleep crappy jobs’  you nailed it man.
we have crappy real life  and stuff and we enjoy unreal and dont sleep much. heck i would much rather stay up and do some unreal bs or just shoot stuff  then sleep.-sleep kinda overated when you dont have much else to look foward  in life.
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Posted by on October 31, 2011 in Server news, site news

 

map : Chronicles of Weedrow [227]

a 3 map journey  from the folks at unrealsp

 

Download Links:
Chronicles of Weedrow page
MultiUpload
Mediafire

 

 

 

Other Links: The development thread

———–

first off the map set requires unreal 227 due to it use of emiters for snow and possibly static meshes.  The auther recommends you enable screen flashes as well  to play the map witch i refuse to do since i dislike  screen flashes.

Its a story based map , where you take the part of weedrow and do whatever he was planning on doing( i wont spoil it here). The map contain interesting elements and geometry. Many cool  mabye ‘new’ ideas. You will have to play carfully to not get stuck in some places . There are many surprises and stuff  that arnt really suprises as much as jokes based on the part of the mappers related to there way or thinking. Due to the fact that multiple people worked on the project the plot that you start with takes multiple  turns in just the first map.

Like I said it a story based map and all the talking is already pre planned out for you , and you will spent more time reading the specialevent messages in the console then you will playing the maps.Some of the messages contain offensive words to a possible younger or clean audience. (Not that i care , but some players might)

There is almost nothing to kill in the first map . Although it may be cool in coop , You may well get bored very quickly reading messages.

I played tho the first map and started loosing interest after about 10 minutes of reading. The geometry and detail are top notch to excellent tho.  Created by mappers that you never see in unreal since they mostly only play ut.

I didnt play tho all the map yet. so i cant say any thing abou the second 2 maps

I will run in on the often never running ‘whatever want to do’ server for the remainder of today if anybody is insterested in playing it online. You will need 227h to join.

Source:

http://www.unrealsp.org/forums/viewtopic.php?f=4&t=2266&sid=89b038a6fd42c55d828036d7ff7850af

 
 

archive of udhq files

Its been a week ….

thos guys at udhq  finaly go and get a domain name and setup a sweet site just to nuke it over bs. I have people asking me about files.  if it come down to it and they restore there site , then let this just be  copy. 80% of this stuff is open so can be done whatever with anyway…  I find unreal mods and content  too valubale to have disappear forever. the  Xcoop and Jgrass platform   is of importance here as it is one of best open source gamtype  avalible.

I  dont wanna seem like I overly care but killing links is bs , some people may still be willing to run these mods or need updated files or whatever.

Acrhive: udhq.zip

contents:

  • umario64beta.unr
  • marioworld2008.zip
  • usql.zip
  • gsqlinventorymanager
  • whirl.7z
  • twirl.zip
  • kvotinghandler.zip
  • ugta.zip
  • ebcannon.zip
  • dmmp.u
  • dantetauntes.uax
  • spraycan.zip
  • xcoop-
  •       chatlink
  •       extracommands
  •       xbansecurity
  •      toasty
  •      dlreporter
  •     chatlink for xcoop
  •    xcoop build 81910
  •    xcoop build 3-12-2010
  •    xcoop from march of  2010 (xcoop.zip)
  • jgrass varoius builds -the most recent is under july26 update.zip should be enough files there to run a full blown server.
  • AudioPersonalizationBlock.zip
  • GCoopGame.zip
  • GLevelSecurity.zip
  • GNoSecurity.zip
  • GUnrealGame.zip
  • GxCoop211.zip
  • GxCoop213.zip
  • GxHUD.zip
  • GxScoreBoard.zip
  • InfoBlockAssigner.zip
  • JGrass211.zip
  • JGrass.zip
  • JGrass_ukn.zip
  • july26update.zip <<< most recent files i have upto date<<<<
  • MusicReporterBlock (1).zip
  • VisualPersonalizationBlock.zip
bonus :
Includes the teamnothing archives! ( that may be pushing it but whtever)

-Let there be mods 4 All. enjoy

this is one of the reasons i would love to run a public file server for unreal  , but it a bad idea with my crap connection and caps.

 
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Posted by on October 28, 2011 in Cool Stuff, Downloads, New content releases, PAWN DATABASE

 

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Portalgun. unreal, Yaaay!

Just made a ut portholegun mod  compatible with unreal1( did not make it myself) , You can spawn portholes and jump into them to teleport to the other.Its like some mutant crossover into unreal.

Obviously it wont let you see into the porthole .. I am fairly sure thats beyond unreal’s abiliy , Prehaps with  advanced scripted textures that may work. but why bother.

Thanks foxpup ( I think) for suggesting that I didnt have a portal gun yet. I have been temped so many times to try to make one but the fact I ran over one in ut  this morning saved me the trouble.  Now I do!

it runnig on the crazy server(225)  If you want to portal around allday ,

I already tried infinite portholing from the ceiling hehe.

Download link ?

No not right now it kinda  a test build think so no downloads yet ;(

 

——————–

bonus-

samspawn ‘may’ be getting a singleplayer version update soon!

 
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Posted by on October 28, 2011 in Cool Stuff

 

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Doom Baron and Imp for unreal

ok this is by no means new , but i have never seen it  in unreal 1 / gold anywhere.

These are  recreations of the imp and baron from the great fps doom, I have heard of these pawns  before but always assumed they were skeletal meshes and not usablein u1, and  simple didnt know where to download them.

But yesterday my friend invited me into playing a ut monsterhunt server  and although i never got o play on the sever, I joined and had 600mb of downaload and it took over 5 hours to downloads. and was testing my cache tool out and saw the imp and baron package and had to look,

They are vertex models so they will work in 224+!! That is only reason im even mentioning them really.  It looks like they dont have doompawn sounds but it a nice addition since they are full 3d models.

Downloads

barron

imp

 
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Posted by on October 27, 2011 in Cool Stuff, Downloads, PAWN DATABASE

 

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The bat pawn Part1.

ok yeah  you may recall a pawn (monster) in the startgatels mappack , referered to as duch01 , A bat like creature based  off of gasbag.

Its halloween time,  So I want to use the bat on my servers and in my map project. But the bat is dependent on a 21mb textures package …ugh.

Well some simple  looking in the editor would have you determine that the only thing in that texture package it references is the projectile skin , referenced by sk1 (skull sprite projectile) .

so yeah I  ‘fixed’ that by blanking out the texture references and resaving ,  I attempt to re import the textures , A Standard pcx file exported by the editor itself… and the editor does all sorts of weird things like write importscomments  into the texture selector and load the file but not let them be selected then somehow says i imported them into unreali.effects,Since its total confused.

ok i finally get the texture imported properly and set in the projectile  , I save the changes , But unrealed’s   script editor refuses to save the changes.

….

So repeat that 15 more times , Get annoyed more. Decide that you dont care about keeping it as original as possible,  Give up on simply ‘fixing’ it. which should take 2 minutes but it does not.

Then   do it the ‘easy’ (advanced) way.

Export the model  (umodel), Export the code and defaults. Modify the defaults to point to your new texture references , Add in the imports to load the textures. Export and move the projectile class back into the same package. UCC  the  layout file as a new class –  troubleshoot a bit. your done.

This takes a total of like 5-10 minutes if you know what your dealing with.

I had some issues and decided it would  be easier the just subclass gasbag , The code is like 90% identical to gasbag. That takes all the authors code out of the equation as well. So at this point i have a gasbag with a bat model / texture and im not even going to use the projectile since i want it kinda bite only.

so yeah…..

 
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Posted by on October 26, 2011 in Cool Stuff, PAWN DATABASE

 

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A odd way to add custom footstep sounds

…. another quick idea.

I saw a post this morning that relates to  footstep sound being required to  be set in textures . and this to me seems limiting if you need to make a new texture ,  for it to work.

in 30 seconds a idea came to me that would let any version (and any game) implement custom footstep sounds per area.

make a custom scripted trigger that on touch , changes the other(playerpawn). footstep1 / 2  sounds , as The footstep sounds are a variable , place various  deffirent sounds settings in different areas etc.  kinda like using zones but without the zones

somthing like this ( non functional code)

 function Touch( actor Other )
{
 if ( Other.IsA('PlayerPawn') )
                 {
                 other(playerpawn).footstep1 = newsound;
                 }

}

Just place the  triggers – heck even spawn them into maps with a mutator to add to existing maps , The only thing you would need todownload  are the sounds. the only bad thing about this is that you need to place alot of actors or be  very carfull with collision

Yeah it very hacky but it would work everywhere i think ! No new texture file s, no 227 , no modified playerpawn classes etc

whatever just a thought

 
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Posted by on October 26, 2011 in Uncategorized

 

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