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Post Posted: 26 Nov 2016, 13:53
Lightning Hunter wrote:The only thing I cannot guarantee is 100% coop compatibility with the maps. There might be some one-way rooms or areas where you can get stuck in if you die, but I'm not sure. I can't think of any such places off the top of my head, but I would not be surprised if people found them. Hopefully it will play just fine.
Post Posted: 26 Nov 2016, 22:00
UBerserker wrote:Lightning Hunter wrote:The only thing I cannot guarantee is 100% coop compatibility with the maps. There might be some one-way rooms or areas where you can get stuck in if you die, but I'm not sure. I can't think of any such places off the top of my head, but I would not be surprised if people found them. Hopefully it will play just fine.Eldora is at least one, once one player exit the starting room it closes down. No idea what the hell Nivlek was thinking to be honest it makes no sense (I mean the flooded area is not the same one).Also yeah lol the swimming sections of that level just aren't made for coop at all.
Post Posted: 27 Nov 2016, 01:30
Post Posted: 28 Nov 2016, 08:38
Post Posted: 28 Nov 2016, 09:58
zYnthetic wrote:Eldora is fine as is. The only problem was that I missed (disabling) a trigger that locks players in with brutes, trapping players behind. I already did this at the spawn so that mover never activates. In the latest version that mistake is fixed plus I added scubagear near the well so players dont drown.Never filter movers. This only disables their physics, not appearance. The difficulty filtered planks and engine debris in the crash site maps will always be visible to players but they will fall right through them. I've already fixed these to be always true since they're always visible. If needed, use a set of filtered triggers instead.
Post Posted: 28 Nov 2016, 18:33
General- Created a checkreplacement mutator to swap non-coop function UPak weapons with Unreal weapons.- Disabled the use of UPak player pawns to prevent privilidge exploits in servers.- Repalced all UPakTeleporters with Engine.Teleporter to prevent gametype changing.- Changed all teleporter map URLs to standard address formats (filename#entry?peer) to force spawns at PlayerStarts and prevent gametype changing.- Made loopback map (map to switch to after completing campaign) server configurable. Default: InterIntroRTNPUEMap SpecificBriefing (InterIntroRTNPUE)- Is now coop functional.- Disabled text alerts.- Creating scripting to play breifing dialog (random male/female) when translator is picked up and teleport players to next map when done.- Replaced UPak scuba gear with searchlight (Upak skubagear is always active in coop, always breathing).- Replaced dispersion pistol with automag. If CoopSuite:Spawn-at-Players is running, avoids giving players several free weapons in next map.Edge of Na Pali (duskfalls)- Replaced non-coop functional GameTypeTrigger that closes predator ambush room doors with Engine.Trigger.- Placed triggered teleporter than sends players from outside the predator ambush room to inside the predator ambush room when the doors close.The Eldora Well (eldora)- Prevented gate that permanently closes at spawn from triggering.- Created triggered teleporter that sends players from the dry sewer to the top of the lift when the water rises.- Disabled trigger that permanently closes doors leading to well entry.- Placed scuba gear at the well entry.Approaching UMS Prometheus (crashsite)- Changed Nali house doors to ME_IgnoreWhenEncroach.- Unfiltered difficulty filtered chasm plank mover.UMS Prometheus (crashsite1)- Unfiltered difficulty filtered engine debris movers.Inside UMS Prometheus (crashsite2)- Placed triggered teleporter that sends players at bottom of bridge lift to the top of bridge lift after a player has taken the lift up.- Fixed SpaceMarines so they can be damaged by players in a coop game that has friendly fire disabled.Foundry Tarydium Plant (foundry)- Placed a triggered teleporter that sends players from one side of the broken pipe to the other after it has broken.Escape from Na Pali (nalic2)- Replaced non-coop functional GameTypeTrigger that opens doors past dual Warlords with Engine.Trigger.- Modified warlord boss to trigger when tower switch is activated.todo:Escape from Na Pali (nalic2)- Modifiy scripting to lock Warlord tower until Warlord boss is killed.- Modifiy doors to exit teleporter to not open until Warlord boss is killed.- Place triggered teleporter that sends players outside the Warlord tower to inside the Warlord tower when the Warlord boss is activated.
Post Posted: 28 Nov 2016, 20:26
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