ividyon will never get this done, will he.

Nightmare v2.01 for Unreal - OBSOLETE: Get Limbo Instead

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Moderators: Semfry, ividyon

User avatar Stakhanov
Skaarj Warrior Skaarj Warrior
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Subject:

Post Posted: 28 Feb 2009, 15:26

Mutator not working , still relying on V1sounds :

Code: Select all

Warning: Failed to load 'V1SoundsMod': Can't find file for package 'V1SoundsMod'
Warning: Failed to load 'Nightmare': Can't find file for package 'V1SoundsMod'
Warning: Failed to load 'Class Nightmare.Nightmare': Can't find file for package 'V1SoundsMod'

User avatar Buff Skeleton
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Subject:

Post Posted: 28 Feb 2009, 16:40

Ah, I know why. Fixed. I'll upload it and update the original post.

LH: no, not yet, and not for a while probably. I have a big test this week and some other stuff to focus on first.

[Edit] New link is there. That should work. The problem was that I simply copied the original files from V1 Sounds' folder without renaming them, and having two of the same class file in different packages confuses the shit out of the game, so I made my classes Nightmare2 and NightmareNotify2! Also, I updated the .int so it says Unreal: Nightmare Mode in the mutator list, so if you still have V1 Sounds installed and are too lazy to edit your .int file for it, you will know which one to select.

User avatar Stakhanov
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Subject:

Post Posted: 28 Feb 2009, 19:27

Works fine now. I'm not sure I have a chance to finish the first level of Déja Vu on medium... being killed by mantas over and over was a shock.

User avatar Buff Skeleton
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Subject:

Post Posted: 28 Feb 2009, 19:42

Oh man, Deja Vu is REALLY hard on Nightmare Medium. I remember testing it there and I died all the time in the first map. It took some serious tactical finesse, stealth, and running like a bitch to make it through the map. :)

User avatar Stakhanov
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Post Posted: 28 Feb 2009, 20:05

Unreal mode is something else entirely. Not remotely fair , having to defeat a boss that the dispersion pistol cannot kill with its entire ammo reserve.

I'm not sure it changes everything - I think it does - but playing 7 bullets in slow motion with it is classy.

User avatar Buff Skeleton
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Subject:

Post Posted: 28 Feb 2009, 20:50

Nightmare Unreal isn't supposed to be fair. ;) It's supposed to be so incredibly hard that even the most experienced, skilled player would have trouble beating the game.

User avatar TheIronKnuckle
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Subject:

Post Posted: 28 Feb 2009, 22:44

lol sounds like something i couldn't even win by cheating.

Imagine applying this to EXU :lol:
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User avatar Lightning Hunter
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Subject:

Post Posted: 28 Feb 2009, 22:55

Waff, I found the bit of code that makes all actors stay under all difficulty levels. It's in WaffsTweaks.uc for V1SoundsMod. However, this same code also gets rid of permanent decals and other such features of oldskool. It seems that this code has a lot of unintended side effects.

Code: Select all

function bool AlwaysKeep ( Actor Other )
{
   local bool bReplace;

   bReplace = True;

   if (!bReplace) return bReplace;

   return bReplace;
}
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User avatar Buff Skeleton
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Subject:

Post Posted: 28 Feb 2009, 22:59

That was probably why coop inventory appeared, prompting me to make that inventory fix mutator. It was a really hacky solution and I'm sure something better can be worked out.

TheIronKnuckle wrote:Imagine applying this to EXU :lol:

EXU Nightmare is designed for this :p

Although that probably needs to be revamped, too.

User avatar Raven
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Subject:

Post Posted: 28 Feb 2009, 23:00

How about changing this code to shorter equivalent?

Code: Select all

function bool AlwaysKeep ( Actor Other )
{
   return true;
}
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User avatar Lightning Hunter
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Subject:

Post Posted: 28 Feb 2009, 23:02

That makes sense. I saw the inventory fix when I was searching through the code. I think the code above basically forces all Actors in the map to stay the default - getting rid of all mutators Oldskool may have enabled.
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User avatar Buff Skeleton
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Subject:

Post Posted: 28 Feb 2009, 23:02

I really didn't know what I was doing when I first made Nightmare; I was still in the copy-paste mode :P AlwaysKeep I'm pretty sure is a pretty bad solution for anything.

User avatar Lightning Hunter
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Post Posted: 28 Feb 2009, 23:04

Raven wrote:How about changing this code to shorter equivalent?

Code: Select all

function bool AlwaysKeep ( Actor Other )
{
   return true;
}


Has the same effect. Still takes out permanent decals and carcasses.
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User avatar Lightning Hunter
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Subject:

Post Posted: 05 Mar 2009, 11:17

Hey Waff, are you still in contact with Uarchitect? I'm sure he could come up with a solution to this.
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User avatar Buff Skeleton
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Subject:

Post Posted: 05 Mar 2009, 16:43

Yes, since he and I work on EXU and plan to start our own development studio at some point (Plasma Pimp Games, aww yeah). He's just really busy with his own stuff and other things, so this is a really low priority right now. He's not just a code factory you go to and ask for stuff to be made, either. :p

The source code is included, however, so if you want to play with it yourself, go right ahead. If you find a solution or think you're on to something, feel free to post it here and I'll include/fix it up and include it.

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