[Game Type] Re 1.0 Beta #4G - TAMv4, Freon v2, TDMv2

The place to chat about mods and other Unreal related stuff :-)
User avatar
rejecht
Posts: 216
https://www.facebook.com/warszawa.kuchnie.na.wymiar/
Joined: Sun Nov 09, 2008 7:24 am
Location: .no
Contact:

[Game Type] Re 1.0 Beta #4G - TAMv4, Freon v2, TDMv2

Post by rejecht »

Re adds reworked versions of the popular game types Team ArenaMaster v4 (TAMv4), Freon v2, and Team DeathMatch v2 (TDMv2) to Unreal Tournament 2004 (UT2004).

Re features Tracking Damage Indicators, server option for tracking damage indicators, Camper Beacons, a separate teammate radar, country codes and flags, new bright skins, fading console messages, four different death message styles, extended control over player colors, draw detection for overtime and camper penalties, server option to spectate enemies, team deathmatch pickup notifications, ability to keybind any adrenaline combo, ability to deny any adrenaline combo on the server, extended team message parameters, novelty awards, general TAM, Freon, and TDM optimizations and fixes.

Public Test Server
[url=ut2004://173.199.109.56:7777/]ut2004://173.199.109.56:7777/[/url]

Download the files necessary for servers and redirects, standalone games or demo playback.

Visit the main project page for more information.
Last edited by rejecht on Sat Jun 07, 2014 8:40 pm, edited 12 times in total.
Die, ugly bags of mostly water!
User avatar
}TCP{Coco
Posts: 5622
Joined: Sun Dec 17, 2006 3:05 am
Location: Germany
Contact:

Post by }TCP{Coco »

Great work, really!

It's already installed on FH#4. :-)
User avatar
rejecht
Posts: 216
Joined: Sun Nov 09, 2008 7:24 am
Location: .no
Contact:

Post by rejecht »

Wow, thanks. :D

I've done all I can to test it first, but I'm sure there are some bugs, hopefully very minor ones. :) Let me know how it works out! :)
Die, ugly bags of mostly water!
User avatar
Marwin
Posts: 1252
Joined: Sat Dec 15, 2007 10:50 am
Location: Rottenmann, Styria, Austria

Post by Marwin »

rly nice work rejecht!!!!

There is a spec bug. If u spectate a person in the first person view.
U have to every round to select the person u want to watch and have to press the first person button.
Only the 3rd peson view works.

Its nothing special but it sux a bit if every new round to press the view key.....

:-D

Rly well done rejecht, respect!
}TCP{Cloud
Posts: 1149
Joined: Mon Aug 16, 2004 5:02 pm
Contact:

Post by }TCP{Cloud »

Looks promising, will check it out tonight at fh4. ^^
User avatar
NmS
Posts: 1074
Joined: Fri May 30, 2008 12:59 am

Post by NmS »

I reckon all those options you see on screen can be disabled?

The name of the gun while switching is huge and in the middle of the screen. I don't need to read it, cos I know to what weapon I switch.
Same for the damage indicator, I know from what side I get shot from.
Also, all those messages that are shown in the screenshot really block your view. Can the size be adjusted?

But if all those options are optional, i.e. players can disable them if they want, I am happy :)
User avatar
menace
Posts: 1435
Joined: Sun Nov 22, 2009 11:22 pm

Post by menace »

NmS wrote:I reckon all those options you see on screen can be disabled?

The name of the gun while switching is huge and in the middle of the screen. I don't need to read it, cos I know to what weapon I switch.
Same for the damage indicator, I know from what side I get shot from.
Also, all those messages that are shown in the screenshot really block your view. Can the size be adjusted?

But if all those options are optional, i.e. players can disable them if they want, I am happy :)
yes it can under but if u uncheck it later will be on on next map switch so u have to check and uncheck again.. (bug?)

And adran. if u boost and get killed that adr. if u boosted till 70 or any other u can use those 70 next round. bug?

press Escape and on Options right u can set all.
User avatar
rejecht
Posts: 216
Joined: Sun Nov 09, 2008 7:24 am
Location: .no
Contact:

Post by rejecht »

Thanks for the feedback, keep 'em coming. :)

I'm adding the Heads Up section from the Help file in the first post, it gives a rundown of the basics. :)


To change most of the settings while in-game:
[Esc] -> Options
Adjust font size for most things, turn stuff on/off, (...).

@NmS: Let me know if there are some settings that aren't configurable. The Weapon Name has the same font size, I just moved it up, but it honors the bHideWeaponName ini setting, which should be in options, too. You can reset bHideWeaponName in the User.ini.

@}TCP{Cloud: Hey, catch some bugs on the way. Your blade should hit them all. :P

@Marwin: Thanks! :D I remember that one now; will look into it!

@ajulo: I see a possible bug for it not saving the correct value for bHideWeaponName (also: this is a global ini setting; all game types check this particular variable).

@ajulo: Adrenaline not reset on death while in active combo: Confirmed, it's a bug.
Last edited by rejecht on Mon Oct 08, 2012 3:09 pm, edited 1 time in total.
Die, ugly bags of mostly water!
User avatar
rejecht
Posts: 216
Joined: Sun Nov 09, 2008 7:24 am
Location: .no
Contact:

Post by rejecht »

Adrenaline Frozen at End of Round

I fixed a TAM bug where adrenaline was reset IF you were in a combo at the end of the round. It now also prevents adrenaline combos from being activated when a round ends.


What I am curious about is whether this has had a positive or negative effect.

Let's say I activate Booster! and when the round ends my adrenaline is frozen at, say, 70. :P
When the next round starts, I've got 70 adrenaline points + any points I were awarded at the end of the round (these points would go into a black hole in 3SPN TAM).
Die, ugly bags of mostly water!
User avatar
}TCP{Coco
Posts: 5622
Joined: Sun Dec 17, 2006 3:05 am
Location: Germany
Contact:

Post by }TCP{Coco »

One more thing I'd like to suggest... I've seen players joining, finding a crosshair different from the one they used to know and before I could explain how they can change it, they left saying "this is crap". :-P

So better have the crosshair option turned off by default. :-)

Also, forced enemy skins seems to be disabled for some and enabled for others. Those who have such an option set in their User.ini will still see identical skins with ReTAM.
User avatar
rejecht
Posts: 216
Joined: Sun Nov 09, 2008 7:24 am
Location: .no
Contact:

Post by rejecht »

}TCP{Coco wrote:One more thing I'd like to suggest... I've seen players joining, finding a crosshair different from the one they used to know and before I could explain how they can change it, they left saying "this is crap". :-P

So better have the crosshair option turned off by default. :-)
haha That's a good point. Noted under suggested defaults.
}TCP{Coco wrote:Also, forced enemy skins seems to be disabled for some and enabled for others. Those who have such an option set in their User.ini will still see identical skins with ReTAM.
Yeah, forced enemy skins is what I called Custom Colors in the settings ([Esc] -> Skins).

Okay, so do you mean some pawns get the custom colored skin, while other pawns don't? Or, do you mean other players set Custom Colors, but don't get custom colors?

I know there's a delay when you change the settings from Custom Colors to something else; you have to wait till players get respawned before the settings kicks in.

If that's not the issue, then it would require a deeper investigation/more information.

By default, it's enabled for all; green skin for enemies, your team color for allies/teammates.
Die, ugly bags of mostly water!
User avatar
NightMan
Posts: 987
Joined: Sat Jan 15, 2011 11:07 pm
Location: England

Post by NightMan »

rejecht wrote:
}TCP{Coco wrote:Also, forced enemy skins seems to be disabled for some and enabled for others. Those who have such an option set in their User.ini will still see identical skins with ReTAM.
Yeah, forced enemy skins is what I called Custom Colors in the settings ([Esc] -> Skins).

Okay, so do you mean some pawns get the custom colored skin, while other pawns don't? Or, do you mean other players set Custom Colors, but don't get custom colors?

i *think* what he means is what me/badassfrau and several others use, is we force default skins in our ini files anyway, so even in normal DM with no mods, i only see gorge character on everyone. But if thats the case then its nothing to do with this mod coco, i can write a quick tutorial on how to do that if you want?
Image
Image
User avatar
rejecht
Posts: 216
Joined: Sun Nov 09, 2008 7:24 am
Location: .no
Contact:

Post by rejecht »

ah.. Skins meaning Player Models/Characters? I always think of skins as the textures. :)

Anyway, the 3SPN logic that overrides the custom player models/characters is not part of this mod, so if the setting is in the User.ini, there's nothing in this mod to enforce it.
Die, ugly bags of mostly water!
User avatar
rejecht
Posts: 216
Joined: Sun Nov 09, 2008 7:24 am
Location: .no
Contact:

Re 1.0 Beta #2 - 2012-10-12

Post by rejecht »

Please see the Help\Rev1b-About file for changes and the homepage for known issues.
Last edited by rejecht on Sat Apr 06, 2013 4:43 pm, edited 1 time in total.
Die, ugly bags of mostly water!
User avatar
}TCP{Coco
Posts: 5622
Joined: Sun Dec 17, 2006 3:05 am
Location: Germany
Contact:

Post by }TCP{Coco »

Sorry for my late reply, I somehow missed the posts that far towards the bottom of this forum. ;-)

Anyway, Nightman is correct with what he wrote, I think. I haven't seen it myself, so I can't say much about it. I just wanted to pass on what Luja and badassfrau said on TS. As I don't use forced player models, nothing really changed for me anyway.

Thanks for the update, I'll install it today...
Post Reply