{HOH~CUTS} Change Log

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Re: {HOH~CUTS} Change Log

Post by Hermskii » Tue Jan 11, 2011 11:59 pm

Added good ol' relics and a grapple hook that works over the network without players being forced to download and install the mod to play it and have the default grapple hook work. Turned up the bots a little too! Stopped running it as a gametype and am running it as DM with mutators instead so it will show up on the DM gametype tab instead of the ChaosUT tab which no longer functions.
~Peace~

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Re: {HOH~CUTS} Change Log

Post by Hermskii » Sat Jan 29, 2011 9:48 pm

Well! Some folks on another forum let me know I had all sorts of stuff messed up on this server like using the Weapons Stay setting which would not allow the weapons to roate I guess. The Relics were invisible because I was forcing the use of an alternate HUD. Apparently there is an issue with "Fatherless Son" Sword that I'm still trying to figure out. I had some questions about the grapple hook that I used instead of the default one that comes in game. Volatile weapons and ammo have been removed. I can see why thay was requested. You run up chop somebody's head off and their rocket launcher explodes and kills you right there on the spot. That is no good! I did lots of other little things but basically, it is all fixed up again except for the sword issue. A certain player and I will lock down the server and test on it tonight.
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Re: {HOH~CUTS} Change Log

Post by Hermskii » Wed Feb 02, 2011 1:15 am

Goodness! OK, tonight I added the pheonix mod so you can disconnect and reconnect and not lose your score. Nice for when the server drops your connection or your video card errors and boots you from the game. Just come back in and start where you left off minus your weapons.
Vahalla mod is on so if you and your buddy each like a skin and have it installed on your computers, You will be able to see each other that way in game!
Keep it clean is installed so most of the cussing that should never happen gets blocked when it does "slip" out.
chat logger is installed so I know everything all of the time. Don't ask! MapVote is on it too now I think.

And lots more but I'm tired. Oh yeah, it is set to start from a batch and restart if it crashes now. This morning I had a power out and the servers that did not have this did not come back on. Now this one has it along with CG and MHM.
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Re: {HOH~CUTS} Change Log

Post by Hermskii » Sun Feb 20, 2011 6:53 pm

38 new maps and no more volatile weapons or ammo.
~Peace~

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Re: {HOH~CUTS} Change Log

Post by Hermskii » Sat Jul 09, 2011 8:21 am

Added the DM-Moribund map.
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Re: {HOH~CUTS} Change Log

Post by Hermskii » Sat Jul 09, 2011 8:35 am

Added the map DM-lol-Monopoly
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Re: {HOH~CUTS} Change Log

Post by Hermskii » Sat Jul 09, 2011 8:42 am

Added the map DM-Perihelion.
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Re: {HOH~CUTS} Change Log

Post by Hermskii » Sat Jul 09, 2011 8:49 am

Added the map DM-Foom.
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Re: {HOH~CUTS} Change Log

Post by Hermskii » Mon Jul 22, 2013 1:03 pm

Got a new IP Address and added 1 more bot than usual per request.
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Re: {HOH~CUTS} Change Log

Post by Dr.Flay » Sat Aug 31, 2013 3:00 am

Had a skim through the thread.
1 thing to point out. I don't think you get a grappling-hook until you pickup the claw.

Love that monopoly map (and the reactive decos), but I hate going to jail :D

And yeah I remember that toggle for cycling the weapons and ammo caught me out.

And yeah I agree about volatile weapons, but mostly because part of the prize for killing someone is their possibly superior weapon :D
Though I favour keeping volatile ammo (if you have the working version), as it gives you that satisfying hollywood-moment of;
"Hah ! You missed !"
"Oh... I think not ;)"
As you snipe the distant room into a meat-grinder.
Suitably chaotic, even though it's not part of Chaos.

There is a trick you can do by combining Chaos and Volatile ammo ;)
Alt-fire a proxy at the ammo pack (I favour the packs of razor-blades). It will sit there and wait until someone comes near the ammo, then you have multiplied your "bang-for-buck" :twisted:

Anyway on to my main reason for posting.
It seems that the version of the UTR map-pack on the server is possibly the unpatched version, or at least only version 1.1 patch UT99.org_CMP2_Patch.zip (167.47 MB).
UT99.org_CMP2_1.2_Hotfix.zip (10,9 MB)
UT99.org CMP2 1.3.zip (10.99 MB)
The readme summarises all the changes.

Code: Select all

###########################################
UT99.org Community Mappack 2 (CMP2) Patch
Version: 1.3

for the classic Unreal Tourament/UT99
or simply Unreal Tournament

You can find all important UTR download links here:
http://www.ut99.org/utr/infopage.html#Download
###########################################

Changelog of Patch 1.3:

- SpawnTriggered now spawns only once
- TriggerToggle has now the possibility of having the pickup already spawned at the beggining first. 
Just set the BeginDelayTime to 0, and it will have it spawned first, and if you keep it at another value higher than 0 
(the normal 82 seconds in the case of your test map), it will only spawn on the first triggering.
- Now the TriggeredMachine doesn't autospawn the pickup on the first time.
- Added a new support for WildCard like I told you: now if you place the chargers instead of the actual pickups, 
it doesn't spawn the charger, but the pickup defined in that charger.

-----------------------------------------------------------------------------

Changelog of Patch 1.2 (Hotfix):

- CollectedEvent "re-fixed" (has gone broken during patch 1.1)
However: It should be still not used for regular weapons. 
The trigger bug seems sadly unfixable for activated "Weapon stay"
This caused some problems in Ravage and Morbias 4, should work now again.
- Mappers do not need to add the "XReplacer" Actor in their maps anymore
(since even some of the mappacks mappers forgot it often anyway)

-----------------------------------------------------------------------------


Changelog of Patch/Bonuspack 1.1:
(included 2 new DM maps: Arctic Decay and Compressed 3)

XPICKUPS

- Generally optimized net performance and fixed bugs
- Added new pickup: Double Speed
- Added XPickups mutator so the new items can be used in every custom map
- Added custom arena mutators: X Sniper Arena, X Shock Arena and X Rocket Arena, all using XPickups weaponry
- Added Berserk support for custom weaponry, not by doubling the firerate, but by doubling the damage
- Added full custom weapons support (but only for pickup chargers, weapon lockers will still 
show the listed weapon meshes, but it will give the mutated weapons)
- Added special support for the Rocket-X mutator/gametype (just set bRXMode=True in XPickups.ini)
- Added Jump Boots counter (now you can see how many jumps you have left)
- Jump Boots jumps are now acumulative, so you can get up to 15 jumps by collecting more Jump Boots
- Fixed rotation rate of custom weapons online
- Weapon lockers now support 4 teams
- Fixed BattleSuit power loop sound issue
- Fixed bWeaponStay for SP (but only in the pickup chargers, in Single Player bWeaponStay is 
ignored in the weapons placed alone around the map)
- Fixed Accessed:None errors in the Weapon Locker
- Fixed WearedOffEvent and DroppedEvent triggering (they were both triggered at death)

- Added special XPickups mutator functions for mappers.
If you want to make a map with XPickups compatibility, but don't want it to be a necessary download for it,
just change the tags (Event > Tag) of the pickups you place on the map as follows:
Items tagged "BerserkPickup" will be replaced by Berserk
Items tagged "DoubleSpeedPickup" will be replaced by Double Speed
Items tagged "BattleSuitPickup" will be replaced by the Battle Suit
Items tagged "HelmetPickup" will be replaced by the Helmet
For instance you can place a normal UDamage in your map and set its tag to "BerserkPickup" 
to make it the Berserk power-up in case the XPickups mutator is used.
This way your map will not depend on XPickups to work, but will use the new pick-ups if you enable the mutator.

* The mutator won't activate in maps where XPickups is already applied (if the map contains the XReplacer actor).

Final notes:
- This pack was fully tested with ZP weapons (ZeroPing V2.10), and worked well. 
However these weapons obey the custom weapon rules instead of this pack's weapon rules, 
meaning they won't have their firerate doubled with Berserk and they will have
the standard translucent power-up effect rather than the overlay one.
- Some ZP mutators give the Impact Hammer priority over the Enforcer when you respawn. 
This pack was tested under a previous version of ZP and this "bug" occured
however in the case of ZeroPing V2.10 it does not, making this issue a ZP bug unrelated to XPickups.
- When playing any Arena mutator together with this pack, be sure to apply the XPickups mutator AFTER the Arena,
since otherwise most ammo pickups won't be replaced.


DARGROK

- Lighting/textures/sounds changed at the slime and the teleporters
- Separated kill triggers for much better performance
- Changed the position of Sniper Ammo to evade an error
- Changed speed of the movers in the two side towers 
(You can't get stuck while moving down anymore)
- Fixed BSP hole at the room with 3 teleporters of the blue base
- Some minor alignment changes


MORBIAS 4

- Rebuilt pyramid top (Thx to Swanky)
- Slightly darkened the map in the central area
- Turbine edges rounded (copied from Nadaus)
- Grammar mistakes in Berserk messages fixed (Thx to Swanky)
- Skybox setting changed to night


SACRIMOSSA

- Changed pyramid top (same as Morbias 4)
- General lighting theme changed to night
- Added more torches for additional contrast
- Skybox setting changed to night (same from Morbias 4)


UNFORCHERS

- Changed the FireSlith texture + renamed them (Thanks to leo)
- Some minor light changes
- Added help messages near the traps
- Added several messages to map 2
- Nali cannot take damage and don't disappear anymore 
(thanks to Feralidragon)
- Reduced health of some monsters
- Added more ammo
- Fixed the teleporter to the next level
- Conrops now work perfectly (thanks to Ferali!!!)
- Lowered Conrop rocket speed
- Made the beginning easier 
(thanks to Ferali for his Eightball with weaker projectiles)
- Changed some trigger events, gave a certain mover the right tag
- Fixed the flying barrels at the beginning
- Fixed the disappearing movers
- Fixes during the final fight + weaker projectiles of the Skaarj
- Deleted brushes for faster loading/smaller file size
- put nearly all music files in "UnforchersPack.u"
for faster loading (Now you need this package for playing!!!)
- Generally improved the entire level

###################################
http://www.ut99.org/viewtopic.php?f=40&t=2450
As it is, I cannot select DM-Kamah. I see "You can NOT vote for this map".
I think it is because it is in my cache as well as installed.
I tried Sacrimossa, but got a version mismatch.
Vote.png
Install and update 1.3 on another PC and see if you can choose a UTR map
MapPackDocs.rar
I cannot find patch 1.2 anywhere, but I think 1.3 may not require 1.2.
http://www.mapraider.com/maps/unreal-to ... Map-Pack-2
http://www.ut99.org/viewforum.php?f=40
http://www.ut99.org/utr/infopage.html

I made my own "Full" version a few years ago, rather than keep multiple files. I think I'll add the late bonus map, and upload to mapraider or post it somewhere.
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Re: {HOH~CUTS} Change Log

Post by Dr.Flay » Thu Sep 19, 2013 1:18 am

As previously posted, viewtopic.php?f=20&t=3532
I would like to officially request the addition of a Zeitkind map to the Chaos 99 server.

Pietro (Mr.P) has a selection in his sniper collection.
http://ut99maps2.juplo.com
I have been grabbing files via the Web Archive, so they are being archived.
It is a handy way of knowing there is now a duplicate of anything I downloaded, but sometimes large files time-out :(
http://liveweb.archive.org/web/20130813 ... .juplo.com

I would imagine "DM-ZeitkindProFinal14" is the one to pick, but I have not compared them.
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Re: {HOH~CUTS} Change Log

Post by Dr.Flay » Mon Jan 27, 2014 8:58 am

:mrgreen: How about adding the other official DM Chaos maps ?
cut4.png
http://www.moddb.com/mods/chaosut/addon ... 4-map-pack
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Re: {HOH~CUTS} Change Log

Post by Hermskii » Mon Jan 27, 2014 8:26 pm

I do already have that pack and I passed on those maps for some reason but don't recall now. I can also look at doing some of the other things too. Think it is a big deal to get this done? I'll try.
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Re: {HOH~CUTS} Change Log

Post by Dr.Flay » Tue Jan 28, 2014 7:02 am

Well I guess we should actually give those other DM maps a private testing again.
I just figured as there are not many official CUT maps available, it would just be a matter of showing support for the Chaos project.

However if they are a bunch of poo, that obviously over-rides trying to be nice.
A negative player experience in not an option.

You may have noticed me push the Chaos-button over at UT99.org, as I would like to see (and play) some different/new Chaos maps.
(Though I will settle for being able to play Kamah online)

BTW. Have you had a play with Wormbos enhanced relics mod ?
I think I forgot to repost in this section.
viewtopic.php?f=20&t=3526
Also don't forget the other available relics ;)

*EDIT*
OK I've had a quick spin on some of the maps.
DM-CUT_Jailbreak is worth a play and great fun.
The Arena maps intended to be used with the arena mutators, but the few with swords added play well, as you can defend yourself while running at someone shooting you.
CUTA-Cerebro and Pillar were very enjoyable with 1 or 2 bots.
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Re: {HOH~CUTS} Change Log

Post by Hermskii » Wed Jan 29, 2014 12:38 am

I have not looked at the mod. let's line up time and work out a plan to modify this chaos server the right way. Adding stuff and changing stuff is good. Sadly it can be hard because of some other mods I run like the mapvote version I use for instance. new maps are no big deal. Updating mods should be no big deal. Somehow when I mess with this Chaos server I mess up something that takes a long time to repair is all.
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