| RuneStorm https://www.runestorm.com/forums/ |
|
| Mod User Trick: Enabling TC materials in base UT2k4 (including vehicles) https://www.runestorm.com/forums/viewtopic.php?f=71&t=48761 |
Page 1 of 1 |
| Author: | Faceless [ Thu Dec 27, 2007 2:11 pm ] |
| Post subject: | Mod User Trick: Enabling TC materials in base UT2k4 (including vehicles) |
I'm not sure if this is common knowledge or not, but I'm posting it up because in private conversations some of my friends didn't know you could do this. TC mods typically install to a separate directory, like c:\blah\ut2004\Marswars\. You can copy the contents of that directory, and paste it out to the root ut2004 folder. When you do this, you can enable access to the weapons, vehicles, and monsters of the TC in normal UT for messing around with in mutators like WORM, WORM Motorpool, or satore monster manager. The original TC menu does not transfer to base UT when you do this, but the TC game mode often pops up in the game mode list. So, in this manner, you can enable the Marswars vehicles or the UT40k vehicles, you can pull select weapons to add to your Ballistics games, from, say, ChaosUT, and if you can find the proper codes to add to the monster manager INI files, you can even use the Killing Floor zombies in normal invasion. Note that this depends on the TC teams setting their work up in such a manner that WORM and other mutator tools can access their material - however, this is normally the case, as the 'best practice' method of modding follows techniques that normally support such tools. I have no idea how doing this will impact your ability to play online, and I do not know if you would flag punkbuster clients as I do not know if the TC files would overwrite critical base UT files and make them seem hacked. I normally play offline against bots and have not tested this online when I used it. The only way to fix this if it goes wrong or if you want to clean it up is to uninstall and reinstall UT completely. Copying the mod preserves the TC folder for attempting to play it by itself and as a reference for what files you copied - however, it can take up significant harddrive space to duplicate a mod folder, so you may want to delete the original. Also, note that TCs are not setup to be used in this manner. Newer versions of UT40k, for example, change the skin on the vehicles based on what army you chose, and the new vehicles can have b0rked skins when you attempt to use this method because base UT does not have the army selection feature. You would have to dig up a really old version of UT40k for the vehicles to show up looking perfect. If there are any special key commands in the TC, they may not show up in base UT for you to get the full use of the object, check your keyboard settings and set that, if its there. Also, TCs normally call upon whatever resources and mutators are in the Base UT folder, so it is possible you would see duplicate options and possibly confuse the TC if you run the TC out of its folder. However, when you mess with mods to this advanced level, you can get access to some cool stuff for the time you put into it. The few TCs with vehicles tend to have a consistent stylistic theme across all the vehicle replacement slots. I had a month where I played vehicle invasion against aliens monsters, on the aliens ONS map, with 40k vehicles and gear. Mind you, the UT40k team in particular can not support or really talk about this, as one of Games Workshop's intellectual property quirks is that you can do whatever you want to do modding stuff from their 40k universe, as long as you are not mixing it with stuff from a different universe. The 40k team would probably appreciate that no one puts up screens of combining their mod with other stuff so they don't have any problems. Otherwise, as long as you do this on your own without making any releases, I doubt most teams would care. |
|
| Page 1 of 1 | All times are UTC - 6 hours |
| Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |
|