MLUT: TDM UT2004 Europe - Season 1

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NmS
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Post by NmS »

Haha yeah, it is a lot different then TAM. You just have to use whatever weapon you can find.

Positive thing about it, is that you also become better with every weapon. In TAM you usually only use the weapons you prefer (shock, lg, rockets) and hardly use the other weapons.

Also there is a lot more action going on in a TDM match. It is 20 minutes non-stop action, so you play a lot more and thus also become better with the weapons in a shorter time, opposed to TAM where you wait half the time (atleast I do :P).

And with good players it is a challange to pick away their DD or 100a on the second when it spawns. Even if you die doing so, you still made sure they can't use the powerups :). Once you understand the timing in TDM and get the hang of it, TDM becomes a lot more fun, because it gives you goals during the match. Instead of running around mindlessly trying to kill as much people as possible :P
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NightMan
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Post by NightMan »

LOL! why is viper and i above oluja xd

Nightman 295
animeAddict 286
Speedygonzales 276


http://www.prounreal.org/forums/viewtopic.php?t=80447

first draft i think, not final
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NightMan
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Post by NightMan »

NmS wrote:Also there is a lot more action going on in a TDM match. It is 20 minutes non-stop action, so you play a lot more and thus also become better with the weapons in a shorter time, opposed to TAM where you wait half the time (atleast I do :P).
19 mins action, everyone buggers off in the last minute if the score isnt close lol. a full 20 min game played to the last second means it was close ;d some of us dont charge in straight away and live a little longer then you tho nms ;d
NmS wrote:And with good players it is a challange to pick away their DD or 100a on the second when it spawns. Even if you die doing so, you still made sure they can't use the powerups :).
hehe, yeah i stole a few things, people get anoyed when you steal there dd then die instantly :D i landed on the dd before someone took it and died on impact, but i got the dd before the other guy xd he wasnt happy :D yeah, i just cannot keep timing in my head, when it happens i can time etc, but i just get distracted and my mind wanders elsewhere in the game doign something else and just completly forget to go back :|
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}TCP{Viper//
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Post by }TCP{Viper// »

how am i not at the lowest amount possible? lol beginner and havent gone above 6 kills in a map before i think x.x
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NmS
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Post by NmS »

Well, because some of u guys decided to use a fakenick instead of your real nick, it is kinda hard for the admins to judge ur skills ;). Besides, they prolly don't know you well enough if you haven't played some pickups.

Salary isn't final yet, so can still change. If you don't agree with you salary, you should post on the MLUT forums about it ;)
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menace
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Post by menace »

i still have internet on my old adress :/ they so dumb to fix and get over internet to other adress ( they didnt see my fax ) now i have to wait 3-4 weeks :/
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Post by NightMan »

NMS - quick question, watching my demos of each game on pickup, i get a 2nd overlay, names/health on the left very similar to utcomp stuff, also a map on the right with players postions on. i also get it when i join the servers before i spawn for the first time. just wondered what it is, and if theres a menu or somthing for it so i can remove it?
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NmS
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Post by NmS »

That is CompaMut. It shows you an overlay of the map and the position of all the players. Also it shows you when 100a, 50a and DD will spawn and who took DD or who is boosting.

It was made to make demo watching more understandable as a viewer.

Code: Select all

<Last>

1. Installation
2. Keyboard
3. Watching Demos
4. ini Settings
5. Known Bugs
6. Credits


1. INSTALLATION

To install, do the following steps:
- unzip all the files into your UT2004 directory. (Not your System directory,
  there are textures installed since v0.4)
- if you're hosting a server, add CompaMut0_4 to your ServerPackages in your 
  ut2004.ini.
- if you want to use CompaMut when watching demos, follow the steps in point 3.


2. KEYBOARD

CompaMut supports three keys. Both of these can be configured in the standard 
keyboard configurator or in your user.ini. The keys are:
- cmhugeminimap
  Toggles between huge and small minimap
- cmshowinfo
  Shows/Hides the information about players and icons
- cmsucks
  Hides the display completely
  
  
3. WATCHING DEMOS

You can use CompaMut to watch demos, even those that were not recorded with 
CompaMut. For this to work, you need to open your user.ini and replace _every_
line that looks like this:
  DemoMenuClass=GUI2k4.UT2K4DemoPlayback
so that it looks like this (replace the version number to your current version):
  DemoMenuClass=CompaMut0_4.CompaDemoPage
The default windows editor (Notepad for you pr0s) does this fine with its 
replace dialog.
You need to do this every time you install a new version of CompaMut.
NOTE: YOU WILL ONLY SEE COMPAMUT AFTER PRESSING YOUR DEMOMENU KEY THE FIRST TIME. 
(ESCAPE would be the default key for this.)


4. INI SETTINGS

(This is for experts, so it doesn't matter if you don't get it.)
The following settings can be applied to your ut2004.ini to configure CompaMut.
Those settings are NOT SUPPORTED and if they don't do what you think they do or
what's written here, erase them from your ini again.
Note that again, you need to use the correct version in the entries.

[CompaMut0_4.CompaHUD]
This is the overlay.

bAlwaysShow=False
  boolean
  If enabled, it shows the overlay even for players. Not to you cheaters: This is
  overridden by server settings.
bSucks=False
  boolean
  If enabled, hides the display completely. Is toggled by the "cmsucks" command.

[CompaMut0_4.CompaInfoBox]
This is the base info for all CompaBox* entries. All values described here are 
valid for them, too. It's no use changing them in this section, change them where
they matter. They're just described here. If a value is given, it is the default.

bVisible=True
  boolean
  Whether this component is visible.
alignX=0.5
alignY=0.5
  float from 0.0 to 1.0
  Where on the free space of the screen is this box placed. 0 is left/top, while
  1 is right/bottom. Note that the free space is reduced by the properties below.
spaceTop=0.0
spaceBottom=0.0
spaceLeft=0.0
spaceRight=0.0
  float from 0.0 to 1.0
  How much of the screen is never used by this element. If you for example set 
  spaceTop to 0.1, the top 10% will always be kept blank, no matter the align 
  values.
alphaHidden=150
  byte
  alpha value used by "hidden" elements. THis is for example a pickup on the 
  minimap, when it's not available.
bgColor
fgColor
  array<Color>
  color array for team colors. bgColor are background colors (semi-transparent)
  while fgColor are the foreground colors.
  The array entries are used like this:
  0: red team
  1: blue team
  2: no team

[CompaMut0_4.CompaBoxPlayer]
This is the overlay for the top left player list. All entries from CompaInfoBox 
apply here, too, though some have different defaults.

maxNameLength=10
  integer
  Maximum number of characters printed in the player list. This is mainly to 
  avoid the list getting too big.
  
[CompaMut0_4.CompaBoxPickups]
This is the overlay for the bottom right pickups list. All entries from 
CompaInfoBox apply here, too, though some have different defaults.

[CompaMut0_4.CompaBoxMap]
This is the base element used for maps. You probably don't want to set the 
properties here, but in the actually used sections described below. All entries 
from CompaInfoBox apply here, too, though some have different defaults.

mapScale = 1.0
  float from 0.0 to 1.0
  amount of the screen that is taken up by the map.

[CompaMut0_4.CompaBoxMiniMap]
This is the mini map in the top right. All entries from CompaBoxMap apply here, 
too, though some have different defaults. This section doesn't add more 
entries.

[CompaMut0_4.CompaBoxMaxiMap]
This is the huge map you get when you press the "toggle map view" key. All 
entries from CompaBoxMap apply here, too, though some have different defaults. 
This section doesn't add more entries.

[CompaMut0_4.CompaBoxIntro]
This is the overlay for the bottom right pickups list. All entries from 
CompaInfoBox apply here, too, though some have different defaults.

displayTime=5.0
  float
  Time in seconds that the intro box is displayed while slowly fading out.
boxScale=0.35
  float form 0.0 to 1.0
  Amount of screen taken by the intro.
displayText="CompaMut v0.1"
  string
  Message that is displayed above the intro picture.
  
[CompaMut0_4.CompaEventSource]
This is the base class for events you see in the bottom right corner.

watchSource=-1.0
  float
  How to react to clicking this event:
  <0>0 - Watch the source in behindview with this distance
ratingModifiers=
  array of struct { String type; float modifier }
  Modifies this event for the given game type by a factor of modifier. Use this
  if you want to not see or emphasize certain events in specific game types.
  Example: ratingModifiers(0)=(type="Onslaught.ONSOnslaughtGame",modifier=0.0)
  This disables the given event in Onslaught games.

[CompaMut0_4.CompaEventScores]
This is the event that regularly updates how much the scores change. All 
entries from CompaEventSource apply here, too, though some have different 
defaults.

updateTime=60
  float
  number of game seconds until this event is shown again.
displayTime=10
  float
  number of game seconds this event is shown
maxArrowDiff=5
  float
  score difference that will make an arrow show its maximum difference
  
[CompaMut0_4.CompaEventPickup]
This is the event that times pickups. All entries from CompaEventSource apply 
here, too, though some have different defaults.

[CompaMut0_4.CompaEventONSNode]
This is the event that shows Onslaught power nodes. All entries from 
CompaEventSource apply here, too, though some have different defaults.

[CompaMut0_4.CompaEventONSCore]
This is the event that shows Onslaught power cores. All entries from 
CompaEventONSNode apply here, too, though some have different defaults.

[CompaMut0_4.CompaEventTrueFalse]
This is a base class for events that are either active or not active. All 
entries from CompaEventSource apply here, too, though some have different 
defaults.

activeRating=0.0
  float
  score for the event when it is active.
inactiveRating=0.0
  float
  score for the event when it is inactive.

[CompaMut0_4.CompaEventAmp]
This is the event that shows the player with the amp. All entries from 
CompaEventTrueFalse apply here, too, though some have different defaults.

[CompaMut0_4.CompaEventBooster]
This is the event that shows players with the booster. All entries from 
CompaEventTrueFalse apply here, too, though some have different defaults.

[CompaMut0_4.CompaMap]
This manages the maps that are loaded.

maps=
  array of struct { String match, String map, IntBox mapUsed, Box levelUsed }
  These values are complex but describe everything that is needed for displaying
  a minimap. The first map to have a correct match is used.
  The values of the struct are (examples given for the Rankin entry):
  match="Rankin"
    case insensitive match to the level name. The match is done using InStr, so
    in this case it's the same as when searching for files with "*Rankin*".
  map="CompaMutRankin.Rankin"
    The texture to be loaded. If the texture resides in a package, it is 
    automatically added to the server's packages, so clients receive the map 
    image in advance.
  mapUsed=(x1=0,y1=0,x2=512,y2=404)
    The part of the texture above that is to be used for rendering.
    NOTE: Currently X1 and Y1 must be set to 0.
  levelUsed=(min=(x=-900,y=-2700,z=-630),max=(x=4800,y=1735,z=0)))
    Size of the level corresponding to the map image. When present, the z values 
    are used to automatically assign sizes to the player markers in the big 
    minimap.

5. KNOWN BUGS

These are bugs we have not been able to work around:
- You need to press ESC when viewing demos to enable CompaMut.
- If you don't add CompaMut to your server's ServerPackages, demos will be broken.
- Yes we can count. CompaMut counting down the amp is correct. Use a stop watch.
- Item timing in demo playback is not correct when replay speed is not "1x"
- Ampplayer is not marked in Demoplayback


6. CREDITS

CompaMut was done by:

Benjamin Otte - Company - coding
Gideon Otte - |JP|inSi - graphics
Lutz Enke - Lutz| - graphics

Visit us on IRC at irc.quakenet.org channel #respawnkiller

Special thanks go to:
Wormbo for answering all the questions about UnrealScript
Winneh for the homepage (if it goes life ;))
Daddy for the testing server
suelzb0t for providing us with the IRC channel
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NightMan
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Post by NightMan »

ah cool ty, i guessed it was somthing like that.
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NightMan
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Post by NightMan »

not sure weather i like tdm atm.. :P for me its just pure spam and who has the better weapon.. theres far less spam in TAM.. link/mini.. just anoys me.. and there by far the most used weapons.. and campgrounds is a dam terrible map for tdm.. shouldnt be in the cup imho :P i still havnt worked out why when i get linked i cannot move at all, yet anyone i link just seems to beable to get out of the way easy.. anoying as i get linked so often :|
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NmS
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Post by NmS »

Hehe, there is a reason why people use linkgun over the minigun, and that is because of the lock-down that link gives. Minigun does more dmg, but it is easier to get away from it because it doesn't have any influence on your movement.

So whenever someone is trying to run away from you, you should use the linkgun to make it a lot harder for him to get away. The reason why enemy is able to get away from you, is because you aren't that good with link yet ;). Practice it and you will notice it is a really strong weapon.

Tbh, I don't find TDM that spammy :). Most players in the TDM pickups know how to play and they don't mindlessly walk around the map spamming around. Most rocket and flak shots are well aimed shots. Only thing that on some maps are random spammy are the grenades flying around. But that is why we have limited the grenades to 1 in TDM. In the past we played with 3 grenades at the start, which gave a lot more random spam shots with grenades :D.

I like TDM because you have to use all the weapons and not just shock / lg like you do in TAM most of the time. Also I don't need to wait 2 minutes when I die before I can play again in TDM :P.

Also there are a lot more things happening. TDM isn't about walking around the map trying to kill the enemy. It is also about controlling the powerups to get an advantage over your enemy, and also take them away from them, so they get no advantage over you. 100a and DD are the most important things to control in a TDM, that is your soul purpose during a TDM game. Once you control them, it is important to take control over the important weapons in the map. Once you controlled the powers ups and the important weapons, the frags will come by themselves. But controlling weapons are pretty much never done in pickups, only in official 4on4 TDM matches, which has a slightly different playstyle again than in pickups.
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Post by xiorama »

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NmS
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Post by NmS »

Haha :D

Well the salary for you guys is a bit wrong anyway :P

I have no idea how Oluja is in TDM.
Xio should have been swapped with Viper
And Scotty is a bit underrated imo.

This sunday the buying of players will occure by the captains on IRC, I believe it is around 19:00 CET.
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menace
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Post by menace »

i play TDM ^_^ ( still waiting for internet )
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NmS
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Post by NmS »

Drafts has been made!

Teams can been seen here: http://www.prounreal.org/mlut/view.php?c=89&type=trades

Scotty plays in team Kings with Aco- as teamcaptain.
Nightman plays in team Ragnarok with rmzs (my clanm8) as captain.
I am in team Scantus with lo2dk (also my clanm8) as captain.

Looking forward to the matches! :D
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