Already mentioned that and gave a link.....DW_Hornet wrote:UI runs an enhanced booster combo. Id like to have that also.
Neat mutators to exlpore for INV server
"Sometimes I think the surest sign that intelligent life exists elsewhere in the universe is that none of it has tried to contact us." -- Bill Waterson in Calvin & Hobbes
Thanks for the effort. Actually I read and saw the message shortly after you posted it by blind luck. :alien:Snaggle wrote:Hey Wraith,
I posted a request about hitsounds & utcomp to the Thuderstorms (home of RPG mutator) forums ealier today. Haven't received anything yet.
The forum is here:
http://mysterial.linuxgangster.org/forum/
Snaggle.
I'm happy to report that during my lunchbreak, I decided to try one more time on my own and after re-installing the mutator just slightly different than what I had tried, it now works! So that is one thing I can mark off on my todo list.
We now have dink, dink dink.....
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After all that discussion we had last night about 'fixing' Luci it looks like the UI boys already did most of it in their BossMonsters.u package. This is a general override of the monsters you want to be 'Bosses'. In this one he has a SuperLuciferBOSS that takes no vorpal, etc. It may need tweaking however.
Secondly, they appear to be using something called utcompv16amod which includes a bunch of changes to support spectators. How much of utcomp does the server use? If it's just hitsouonds we can probably extract that and drop all the other overhead and headache caused by utcomp.
Thirdly, they also use something called EnhancedPlayersV3. Not sure what it does different to the EnhancedPlayers the server uses but Wolf seems to think it stops shock from pushing friendlies around. I'll know more today.
Snaggle.
Secondly, they appear to be using something called utcompv16amod which includes a bunch of changes to support spectators. How much of utcomp does the server use? If it's just hitsouonds we can probably extract that and drop all the other overhead and headache caused by utcomp.
Thirdly, they also use something called EnhancedPlayersV3. Not sure what it does different to the EnhancedPlayers the server uses but Wolf seems to think it stops shock from pushing friendlies around. I'll know more today.
Snaggle.
Thanks for the info Snaggle!
And yeah, the utcomp16a is only used for the hitsounds portion and I believe it is the cause of the spectators not being able to see the player list etc.
If you can remove the hitsounds portions and have it standalone, I would be more than willing to send some peso's your way if it would speed up that process...seriously....
I have searched for other hitsounds mutators, and the one I found had crappy sounds, and it was line of sight only, and only worked on the players, not on the monsters when I tested it, (it was made for competition, not invasion).
And yeah, the utcomp16a is only used for the hitsounds portion and I believe it is the cause of the spectators not being able to see the player list etc.
If you can remove the hitsounds portions and have it standalone, I would be more than willing to send some peso's your way if it would speed up that process...seriously....
I have searched for other hitsounds mutators, and the one I found had crappy sounds, and it was line of sight only, and only worked on the players, not on the monsters when I tested it, (it was made for competition, not invasion).
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You want to know what's even stanger? The utcompv16a.u that gets pulled from the DW server doesn't appear to be compete. Oh! It's internally consistent. But the classes are missing a lot of functionality. I'm really surprised we are getting any sort of hitsounds at all. :sad2:
I'll look at the utcompv16amod.u and see if I can't get the hitsounds stuff from there.
BTW, doesn't utcomp provide colored names & brightskins?
It may just be better to try out the utcompv16amod.u file instead.
Snaggle.
I'll look at the utcompv16amod.u and see if I can't get the hitsounds stuff from there.
BTW, doesn't utcomp provide colored names & brightskins?
It may just be better to try out the utcompv16amod.u file instead.
Snaggle.
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Snaggle -Snaggle wrote:You want to know what's even stanger? The utcompv16a.u that gets pulled from the DW server doesn't appear to be compete. Oh! It's internally consistent. But the classes are missing a lot of functionality. I'm really surprised we are getting any sort of hitsounds at all. :sad2:
I'll look at the utcompv16amod.u and see if I can't get the hitsounds stuff from there.
BTW, doesn't utcomp provide colored names & brightskins?
It may just be better to try out the utcompv16amod.u file instead.
Snaggle.
I just decompiled the UTCompv16a.u that's running on the RPGI server -- I'm seeing a fair number (159) of code files here. Are you referring to 'missing functionality' as far as missing class files, or is there stuff in these class files (Admittedly, I haven't even looked inside them) that's obviously missing?