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[UT] Turmoil Saga - Coop Night | Return To Na Pali: Ultimate Edition v1.1

For discussion of anything relating to multiplayer gameplay in the Unreal series, including co-op.

Moderators: ividyon, Semfry, zYnthetic

User avatar zYnthetic
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Subject: Re: [UT] Turmoil Saga - Coop Night | Project Xenome

Post Posted: 14 Aug 2016, 01:36

I think PX might be a total bust. Listen server works (at least for the host) but I can't get dedi working from the same pc regardless what serverpackages are. I'm leaning towards this being a replication issue in the uscript. Unless anyone has another insight why game-critical objects aren't replicated on dedi, I'll probably be spending my time instead finishing off a spawn-on-player function for coopsuite so I can post a final release by next week.
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UBerserker
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Subject: Re: [UT] Turmoil Saga - Coop Night | Project Xenome

Post Posted: 20 Aug 2016, 15:15

What's for today?
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User avatar zYnthetic
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Subject: Re: [UT] Turmoil Saga - Coop Night | Project Xenome

Post Posted: 20 Aug 2016, 17:13

Updated firstie. Trying out Project Zephon 2.0 this week. So far, so good. I've successfully connected to local and remote dedis with minimal effort and that it's coopgame2 by default (and apparently tested exclusively in coop) should pose little/no problem.
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Subject: Re: [UT] Turmoil Saga - Coop Night | Project Xenome

Post Posted: 20 Aug 2016, 17:40

Alright cool, now that's going to be a good challenge!
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User avatar MrLoathsome
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Subject: Re: [UT] Turmoil Saga - Coop Night | Project Xenome

Post Posted: 21 Aug 2016, 04:14

Fun game today, even though I died way too much.

zY - Check your PM's. Sent all the ValAvatar stuff I could find here.
(Hidden on a CD I burnt in Feb 2003.... :shock: )
Mooo !

medor
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Subject: Re: [UT] Turmoil Saga - Coop Night | Project Xenome

Post Posted: 22 Aug 2016, 08:30

You say valhallaAvatar ?

This work with MH and may be help you http://unrealtournament.99.free.fr/utfi ... y_gust.rar
Last edited by medor on 23 Aug 2016, 14:27, edited 1 time in total.

User avatar MrLoathsome
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Subject: Re: [UT] Turmoil Saga - Coop Night | Project Xenome

Post Posted: 23 Aug 2016, 02:03

Yay medor!! We knew if anybody still had the file it would be you.

However, slight problem.....

► Show Spoiler


I have VAHandler53.u and VAHandler5v.u files that were included with UTPure stuff, but
am not sure if full documentation is included in those zips.
Been quite a while since I had those packages running on any servers, but they seemed to work.

Is your version more recent and complete?
Mooo !

medor
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Subject: Re: [UT] Turmoil Saga - Coop Night | Project Xenome

Post Posted: 23 Aug 2016, 14:27

2014/01/2012 with the classes in

http://unrealtournament.99.free.fr/utfi ... y_gust.rar
http://medor.no-ip.org/index.php?dir=Ad ... y_gust.rar


I have VAHandler53.u and VAHandler5v.u files that were included with UTPure stuff, but
am not sure if full documentation is included in those zips.


The last come from Newnet (probably just an integration without modification since the last utpure one) but not work
UltimateNewNetv0_4
http://unrealtournament.99.free.fr/utfi ... etv0_4.zip
http://medor.no-ip.org/index.php?dir=Ze ... etv0_4.zip


The last utpure i have is VAHandler7G.u in UTPureRC7G

User avatar zYnthetic
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Subject: Re: [UT] Turmoil Saga - Coop Night | Project Xenome

Post Posted: 25 Aug 2016, 17:23

Thanks all, I'll take a look later. From what I can tell, 7 is the last version. Ideally it's standalone, without having to use pure. Otherwise I probably won't use it. If that's the case, it does seem a bit weird that usaar would make tvva, sbva, but no c2va (coopgame2).
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User avatar zYnthetic
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Subject: Re: [UT] Turmoil Saga - Coop Night | The Fifth Vortex

Post Posted: 27 Aug 2016, 17:08

Updated. Trying out The Fifth Vortex today. I haven't been able to finish Coopsuite7 but I've taken CoopBeacon from that version and moved it into 6 (rather than release 7 with a bunch of extra, non-functional script). This is the version that has client-side display configuration. If you want to hide something just create CoopSuite.ini and change any of the defaults.

Code: Select all

[CoopSuiteBeta6-2.CoopBeacon]
bHideSpectatorBeacons=True
bShowPlayerHealth=True
bShowPlayerName=True


In retrospect I may even add the beacon itself as an option that can be disabled because why not.

and I haven't had the time to look into valhalla avatar either.
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UBerserker
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Subject: Re: [UT] Turmoil Saga - Coop Night | The Fifth Vortex

Post Posted: 27 Aug 2016, 17:19

Won't be in today :<
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User avatar zYnthetic
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Subject: Re: [UT] Turmoil Saga - Coop Night | Deja Vu

Post Posted: 03 Sep 2016, 05:51

Rerunning Deja Vu this week and I'm pretty excited as I'll be testing CoopSuite Beta 7 and all its new features.
Coop Beacon: Same version I snuck in last week with new behavior, health display, and client-side display options.
Stealth Checkpoints: Checkpoints are hidden but you'll know when you reach one because...
Checkpoint HUD notification: pops up when anyone activates a checkpoint.
Enemy Scaling: Scales enemies (within reason/to a challenge). Damage and movement speed based on difficulty. Health based on number of players (so lots of people join!).
Loot Tables: I was going to get pickups to respawn but standing around to fill up is boring. Kill things and take their stuff! The harder the thing is, the more and better stuff they have. I also did it to balance out the enemy scaling since you're likely to need health and ammo a lot more often than is provided.
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UBerserker
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Subject: Re: [UT] Turmoil Saga - Coop Night | Deja Vu

Post Posted: 06 Sep 2016, 19:19

How did it go past week's session? Wasn't around because power was off.
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User avatar MrLoathsome
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Subject: Re: [UT] Turmoil Saga - Coop Night | Deja Vu

Post Posted: 07 Sep 2016, 00:06

I checked in briefly, but must have been either early or late as nobody was there.
Mooo !

User avatar zYnthetic
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Subject: Re: [UT] Turmoil Saga - Coop Night | Deja Vu

Post Posted: 07 Sep 2016, 01:48

Testing went without incident, so new features are pretty stable. Could use more players to try out enemy scaling at higher counts and see if LootMut is providing enough health/ammo to fairly compensate for the difficulty increase. Will probably run DV again next week, or the original campaign if I can get a CS extension done, since I'd like to verify everything if working correctly with all features in use.
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