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BW & UTRPG
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Author:  Jaecin [ Sun Aug 10, 2008 10:57 pm ]
Post subject:  BW & UTRPG

Hey all, n00bie here.

Out of all the weapon mods I've played with, I have to say that BW is my all time fave. The only problem is, it seems to be mostly incompatible with my all time favorite overall mod - UT RPG. I went to the RPG site, and was going to ask on their forums if they had any plans on making it compatible with BW but it appears their forums no longer exist. So...I came here to see if it would be possible for anyone to make the two mods play nice together.

I know absolutely nothing about modding, or I'd at least try to tinker about with it myself. Even if no one can, or wants to do this, I want to say thanks ahead of time anyways, for at least possibly considering it. :rotfl:

Author:  Captain Xavious [ Mon Aug 11, 2008 11:56 am ]
Post subject:  Re: BW & UTRPG

Hmm... Well, could you write out a list of all the things that seem to mess up with the two running? Try and find all the incompatibilities that you can, this way, if someone wanted to take you up on your request, they'd be able to evaluate what might be needed to be done quickly and start from there.

It'd be much appreciated. :)

Author:  SHAD0Wdump [ Mon Aug 11, 2008 3:32 pm ]
Post subject:  Re: BW & UTRPG

I'm gonna have to test playing that again,I can't remember any incompatibilities save for reloading.(not sure about that either)

Author:  Jaecin [ Tue Aug 12, 2008 10:51 am ]
Post subject:  Re: BW & UTRPG

The primary incompatibility I've found is that while running with just BW and RPG, I can't invoke any of the firing switches (bound to Z and X by default). I'm only able to use the default firing type for each weapon. Now oddly, when using Loadout, the firing switches work just fine.

I also had crashing problems at first, but it seemed to have cleared itself up when I stopped using Bloody Hell. To me, while that's a fun part of the game, it's not necessary.

Those are the two that come to mind right away.

Author:  OCAdam [ Tue Aug 12, 2008 1:14 pm ]
Post subject:  Re: BW & UTRPG

All of UTRPG can be easily fixed, but you'd have to run a new version of UTRPG. Remember, the RPG modifies the base UT gun's class: UTWeapon. BW also mods this.

Now... make UT2004RPG modify BallisticWeapon, and then it should be fully working. However... that then will break compatibility to base UT weaponry. Lovely, huh?

Author:  Captain Xavious [ Tue Aug 12, 2008 5:47 pm ]
Post subject:  Re: BW & UTRPG

Sounds like a pretty good evaluation. So it'd be a choice between BW or all the other weapons, more or less. Personally, I don't really find that being much of a decision so much as just the natural way to go. :P

To make a compromise to have both things work would be very difficult to do, and at best, would be very buggy.

Author:  SHAD0Wdump [ Tue Aug 12, 2008 6:55 pm ]
Post subject:  Re: BW & UTRPG

The main problem lies with magic weapons.
Deactivate magic weapons and the incompatibility issues mostly go away.

Author:  Jaecin [ Tue Aug 12, 2008 8:32 pm ]
Post subject:  Re: BW & UTRPG

Hehe, yeah, I have to agree that making it uncompatible with the base UTweapons doesn't matter to me, since I haven't used them since I started using various weapon mods.

Also, for me, magic weapons is pretty much a must, since its what adds the flavor to RPG. Also, without them, it renders some classes usless. And yes, I don't always play a weapon master, so that matters to me. :P

Author:  Captain Xavious [ Tue Aug 12, 2008 9:13 pm ]
Post subject:  Re: BW & UTRPG

Well, taking that into account, it might not be too hard a fix for someone to do at some point.

I kinida got a lot on my plate though, so I won't be able to do it for some time.

Author:  Glosmostinex [ Thu Aug 14, 2008 5:03 pm ]
Post subject:  Re: BW & UTRPG

What about some changes in RPG, suited for BW?

it could have faster reloading, more penetration, faster cocking(useful for the sniper Rifle) faster ironsights, more magazine size...



The Skills for this BW RPG would be:

Faster reloading-the more you spend in this Skill, the faster you can reload.
More Health- More Health.
Penetration-More damage and it could shoot through more walls.
Recoil control- the more points you have here, the less recoil you have.
Chaos Control-Like Recoil control, but with Chaos.
Stamina-Maybe you can Run more, more double jumps, etc.

The abilities....
Toxic Bullets-your bullets now drain the victims health, and they can only heal theselves from this with a medic pack. it would not drain the entire life, but it would do serious damage. the victim's screen would become greenish and have motion blur. the more bullets, the more blur. it also increases the T10 damage.

Marksman: more zoom for Scopes and faster Ironsights.

Pyromaniac: More ammo for the Flamethrower, Fire do more damage and extinguish slower.

Skrith Son: all Skrith weapons do more damage(including the wrist blade), and you attack faster with melee weapons.

High Capacity Mags.: More bullets per magazine.

Hot Explosions: Now G5 explosions Put fire on things.

Tactical Pineapples: now, Pineapples also Blind people and in the second level of this ability, it also serves as a Smoke grenade.

EMP HAMR: if the HAMR Shoots a vehicle, it doesn't work for 1 second.(remember, HAMR have 5 Shells, a good soldier can stop a vehicle for 5 seconds!) HAMR also does't damages you when you shoot it.

Loud Railgun: If you nearly shoot someone while you're using a railgun, he/she will have intense motion blur and will hear a terrible sound.

Lightining Man: Lightining gun has more range and catches more people to it. as a downside, it overheats more faster. also, victims that survive will suffer from more shocks after the attack, and few motion blur.

CQB Master: Shotguns do more damage, shoots faster, and melee attack of guns(it means the deermaster stock, M736(or something) shotgun, the Tazer,etc) do more damage.

Ninja: you run Faster, Jump higher and Katana does a lot of damage. you also change weapons faster.

Stealth Assassin: Silenced weapons do damage like not-silenced ones, and one time per match, you can become invisible. if it is a team game, you cloak yourself as a enemy. one time per match too.

Minigun: Minigun shoots faster.

High-tech Plasma: Plasma rifle ignores armor, and it's shoots fly faster.

Elder warrior: Your skills with the Staffs are improved, souls are more valuable, and all specials of the staffs are improved. (Nova's regeneration, etc.)

Dual Maniac(requires Max at Faster Reload Skill): now you can reload two weapons together(like Halo).

Support Soldier: Your turrets deploy instantly and undeploy intantly too.

Medic: Heal friends near automatically. (requires a high level in Health bonus)

Apocalypse: you receive 2 golden GRS, and 1000 shield. ok, i'm just kidding :P

oh, and you can suggest abilities/skills/whatever.

Author:  SHAD0Wdump [ Sat Aug 16, 2008 12:20 am ]
Post subject:  Re: BW & UTRPG

Apocalypse needs to be available through a cheat.

Author:  Sergeant Kelly [ Sat Aug 16, 2008 12:58 am ]
Post subject:  Re: BW & UTRPG

Haha, I like that Apocalypse one.

For the EMP HAMR, wouldn't most vehicles be dead by 5 shots?

Author:  OCAdam [ Sat Aug 16, 2008 10:47 am ]
Post subject:  Re: BW & UTRPG

Chaos Control! *teleports*
Wait... wrong CC in here. :P

Author:  Glosmostinex [ Sat Aug 16, 2008 4:43 pm ]
Post subject:  Re: BW & UTRPG

Sergeant Kelly wrote:
Haha, I like that Apocalypse one.

For the EMP HAMR, wouldn't most vehicles be dead by 5 shots?


:unsure:
it's hammer hehe :grin:

well, I forgot the HAMR could destruct things easily... :P
Then, the HAMR would not do the same damage as before. while doing less damage, it will not damage you, will stop vehicles, and flash infantry.

Author:  SHAD0Wdump [ Sat Aug 16, 2008 6:58 pm ]
Post subject:  Re: BW & UTRPG

Not sure I'd buy it...
Improve the blast radius and slight weapon jamming powers and I'm sold as long as I'm only going up against infantry.(often)

Author:  QuadraxisMk2 [ Fri Aug 22, 2008 11:18 am ]
Post subject:  Re: BW & UTRPG

Captin' Xavious pointed me here, so I might as well share my thoughts on BW + RPG


PierreSteeg wrote the following:
1. When undeploying a weapon like the machinegun, the game crashes.
2. When there are tons of explosions it crashes (got a very good machine)it writes something like CleanUpDestroyed in the error code. (same with the minigun, when u have 100+ weapon speed)
3. U cant switch fire modes
4. U cant use 3rd weapon function
5. u cant reload

these are some of the issues with BW and RPG with Magic weapons.

now, I have some idea's on how to fix this, but I can't really work on it today due to band, but..

1a: Got no crashes on my end when I deployed a Sturdy MG, but when I undeployed it, I had a standard MG, and the sturdy was nulled (meaning that it existed in my inventory, but there was no model, and I'm assuming it would have crashed had I deployed it again)

Holy ----, ERROR SPAM
Code:
Warning: RW_EnhancedNoMomentum DM-1on1-Trite.RW_EnhancedNoMomentum (Function UT2004RPG.RPGWeapon.RenderOverlays:0006) Accessed None 'ModifiedWeapon'
Warning: RW_EnhancedNoMomentum DM-1on1-Trite.RW_EnhancedNoMomentum (Function UT2004RPG.RPGWeapon.GetAmmoCount:0006) Accessed None 'ModifiedWeapon'
Warning: RW_EnhancedNoMomentum DM-1on1-Trite.RW_EnhancedNoMomentum (Function UT2004RPG.RPGWeapon.MaxAmmo:004E) Accessed None 'ModifiedWeapon'
Warning: RW_EnhancedNoMomentum DM-1on1-Trite.RW_EnhancedNoMomentum (Function UT2004RPG.RPGWeapon.NewDrawWeaponInfo:0006) Accessed None 'ModifiedWeapon'
Warning: RW_EnhancedNoMomentum DM-1on1-Trite.RW_EnhancedNoMomentum (Function UT2004RPG.RPGWeapon.WeaponTick:0013) Accessed None 'ModifiedWeapon'
Warning: RW_EnhancedNoMomentum DM-1on1-Trite.RW_EnhancedNoMomentum (Function UT2004RPG.RPGWeapon.WeaponTick:0047) Accessed None 'ModifiedWeapon'
Warning: RW_EnhancedNoMomentum DM-1on1-Trite.RW_EnhancedNoMomentum (Function UT2004RPG.RPGWeapon.WeaponTick:0067) Accessed None 'ModifiedWeapon'
Warning: RW_EnhancedNoMomentum DM-1on1-Trite.RW_EnhancedNoMomentum (Function UT2004RPG.RPGWeapon.WeaponTick:0087) Accessed None 'ModifiedWeapon'
Warning: RW_EnhancedNoMomentum DM-1on1-Trite.RW_EnhancedNoMomentum (Function UT2004RPG.RPGWeapon.WeaponTick:0047) Accessed None 'ModifiedWeapon'
Warning: RW_EnhancedNoMomentum DM-1on1-Trite.RW_EnhancedNoMomentum (Function UT2004RPG.RPGWeapon.WeaponTick:0067) Accessed None 'ModifiedWeapon'
Warning: RW_EnhancedNoMomentum DM-1on1-Trite.RW_EnhancedNoMomentum (Function UT2004RPG.RPGWeapon.WeaponTick:0087) Accessed None 'ModifiedWeapon'
Warning: RW_EnhancedNoMomentum DM-1on1-Trite.RW_EnhancedNoMomentum (Function UT2004RPG.RPGWeapon.WeaponTick:00A5) Accessed None 'ModifiedWeapon'
Warning: RW_EnhancedNoMomentum DM-1on1-Trite.RW_EnhancedNoMomentum (Function UT2004RPG.RPGWeapon.WeaponTick:0128) Accessed None 'ModifiedWeapon'
Warning: RW_EnhancedNoMomentum DM-1on1-Trite.RW_EnhancedNoMomentum (Function UT2004RPG.RPGWeapon.WeaponTick:0171) Accessed None 'ModifiedWeapon'
Warning: RW_EnhancedNoMomentum DM-1on1-Trite.RW_EnhancedNoMomentum (Function UT2004RPG.RPGWeapon.RenderOverlays:0006) Accessed None 'ModifiedWeapon'


2a: I haven't confirmed this on my end yet, stay tuned.

3a/4a/5a: SHOULD be an easy fix, there's some code in UT2004RPG that allows Remote Strike Weapons to reload. it should work, but I haven't tested it yet.

Likewise, I need to find some time to write some code to fix this.


As for Mr. OCAdam's comment:
-------------------------------------
All of UTRPG can be easily fixed, but you'd have to run a new version of UTRPG. Remember, the RPG modifies the base UT gun's class: UTWeapon. BW also mods this.

Now... make UT2004RPG modify BallisticWeapon, and then it should be fully working. However... that then will break compatibility to base UT weaponry. Lovely, huh?
All of UTRPG can be easily fixed, but you'd have to run a new version of UTRPG. Remember, the RPG modifies the base UT gun's class: UTWeapon. BW also mods this.

Now... make UT2004RPG modify BallisticWeapon, and then it should be fully working. However... that then will break compatibility to base UT weaponry. Lovely, huh?
------------------------------------
GRS9 Extends from ballisticHandgun which extends from BallisticWeapon which extends from Weapon

Weapon
BallisticWeapon
ballisticHandgun (?)
GRS9Class (whatever it is. :blink: )

RPGWeapon, the core class that UT2004RPG Magic Weapons Uses extends from Weapon also.

I thought up a possible fix: Add something within UT2004RPG that tells UT2004RPG to look for ballistic's and apply the required settings.

-Blunt Example-
If weapon extends from class<ballisticweapon>, Apply changes.
else,
If weapon extends from class<weapon> (?) act normally

very blunt, will work on it at band.

<Quad>

Author:  Captain Xavious [ Sat Aug 23, 2008 12:32 am ]
Post subject:  Re: BW & UTRPG

A word on the turrets. They are actually another weapon (actually, closer to a vehicle) while they are deployed, so that might be pretty tricky to get around.

Author:  QuadraxisMk2 [ Wed Aug 27, 2008 10:01 am ]
Post subject:  Re: BW & UTRPG

Hmm, That could pose a problem.

Anyways, I've started work on the BWRPG fix. So far, I've added the WeaponSpecial, Scope, Reload, AND SwitchWeaponMode, but I'm not sure HOW to make a mutator that will add the fix, Damn Mysteral for not including the mut code.

I've also added the BWeapon / BWeaponPickup variables just to test something.

Working on the Pickup fix so that it doesn't clone a BW pickup when you drop a magic BW Gun

EDIT: Having some problems implementing a IF Else statement. Meh. Could use some insight into this.

If this is this {DO this}
else {Do other}

:(

Author:  OCAdam [ Thu Aug 28, 2008 4:23 pm ]
Post subject:  Re: BW & UTRPG

Wait, you don't have the original UT2004RPG code? You can easily decompile it with the StuffImporter2, which comes with the StuffSwapper.

Author:  QuadraxisMk2 [ Thu Aug 28, 2008 7:32 pm ]
Post subject:  Re: BW & UTRPG

I have SOME of the Ut2004RPG code, but not ALL of it.

Thanks. :)

Author:  QuadraxisMk2 [ Mon Sep 01, 2008 10:14 am ]
Post subject:  Re: BW & UTRPG

OCAdam, did you know that StuffImporter is for UT99? Because it kinda messed some of my RPG code up when I de-compiled it.

It was trying to get stuff from UT2004~1.(InsertsomethingHere), INSTEAD OF UT2004RPG.(InsertsomethingHere)

Yea... Fixing.

-----

GOOD NEWS, I GOT RELOAD/SPECIAL FUNCTION WORKING. Cocking the gun however still needs fixing.

-----
EDIT: Whoops, Replaced something and I messed things up.

Author:  OCAdam [ Tue Sep 02, 2008 7:21 pm ]
Post subject:  Re: BW & UTRPG

It does mess up sometimes, but the actual thing itself is very reliable for me. And good job on the getting reloads to work. You know, I remember somewhere in the RPG code that you need to change the thing from caring about the XPawn to care about the BWPawn instead. Or something like that... I forget what UC file it was in but I remember that...

Author:  QuadraxisMk2 [ Sun Sep 14, 2008 4:38 am ]
Post subject:  Re: BW & UTRPG

Now that I think of it, I am worried that since I am essentially using UT2004RPG as a base, that the original owner could kick my butt and sue me. :beg:

Of course, RoseBum uses UT2004 RPG as it's base, so I think my fear is moot.

I've made some minor changes, and taking a peek at some of the other code.

Author:  SHAD0Wdump [ Sun Sep 14, 2008 4:48 am ]
Post subject:  Re: BW & UTRPG

QuadraxisMk2 wrote:
Now that I think of it, I am worried that since I am essentially using UT2004RPG as a base, that the original owner could kick my butt and sue me. :beg:

Of course, RoseBum uses UT2004 RPG as it's base, so I think my fear is moot.

I've made some minor changes, and taking a peek at some of the other code.


Just add credit where credit is due and I think you'll come out ok.

Author:  QuadraxisMk2 [ Wed Sep 24, 2008 2:22 pm ]
Post subject:  Re: BW & UTRPG

At first, I put this project on hold due to a combination of time, and knowledge. I don't have much spare time in between school AND Band, and I really don't know 9/10th's of the code, so How am I suppost to pull this off?

Then I realized I COULD tweak the BW Code as well to fit RPG.

Oh well, time to get down and dirt'ah!

Author:  QuadraxisMk2 [ Sat Oct 11, 2008 7:39 am ]
Post subject:  Re: BW & UTRPG

Status Update: While I have not done any further work on this (DAMNED BAND LOL), I AM using what time I have to look over the DruidsRPG and the Ut2004RPG code, and I think I am close.

(BTW: How does a .uc file get executed (ran), if the main mut does not declare it in the main variables? :? )

Author:  Odie [ Wed Dec 24, 2008 2:49 pm ]
Post subject:  Re: BW & UTRPG

Ok people, I've got some news, if your set magic weapon chance to 0 the ballistics weapons should work fine, so this at least can tide you over till, hopefully, BW RPG is completed. :D

As long as you don't have a Magic weapon, reloading and weapon specials work.

Author:  Dumorah [ Wed Dec 24, 2008 5:14 pm ]
Post subject:  Re: BW & UTRPG

6yah thats what i've been doing for a long time now =P

Author:  L4Y Duke [ Sun Apr 19, 2009 4:32 am ]
Post subject:  Re: BW & UTRPG

I found that it doesn't crash so much when you're playing Arena with UT2004RPG in.

I still got it to crash by using Pineapples in Arena, though.

Then again, I have ludicrous stats.

I took the cap off of most of the stats, changed the Fire Rate cap to 1000, then I played. A lot.

Now I'm level 1400, with Fire Rate maxed at 1,000, 24,290 points in Health, 11,740 in Adrenaline, 12,394 in Attack, 14,275 in Defence and 16,430 in Max Ammo.

Author:  Odie [ Fri Jul 10, 2009 5:28 am ]
Post subject:  Re: BW & UTRPG

Okay, I'm going to make a BW Druids rpg, basis for anyone who wants to expand on it, it won't be complex, just Edited Loaded weapons and classes.
I plan to make each class have its own loaded weapon Skill, and I'm open to suggestions for the weapons that go to the class, I plan to atleast have the following classes:

Explosives Expert: with pretty much all the explosives weapons.
Gun Slinger: Basically a select few pistols, might not put it in due to the vast ammount of different hand guns. Additionally id have to find a way to give two for dualing.
Skirth Soldier: All the skirth weaponry, including blades of course.
Sniper: long guns that are suitible for sniping
Techie: all the advanced weapons ('Viper', staves, possibly rail) will probably we over powered from the staves....
Gunner: machine guns
Blitzkrieg: assault rifles (Sar-12, M50, and such)
Slasher: Melee weapons (will probably make a movement boosting skill so they can get up close before they are filled with holes :D)

any suggestions would be nice. Down side is, i just started learning how to code this year, there probably WON'T be many bugs, but since i only just started, i'm not going to try to find a way to work around the magic weapons compatibility issues and this will be a thing where you just replace the stock RPG skills with mine.

------
Hey I was just thinking, Snipers have, in other games, had weapons like Claymore anti-personel mines, so I might give them the FP9 explosives, anyone have thoughts on this?

-----Update----
I think I spent a little to much time working on the Slasher's description, but I just got so into it :write: , here it is:
AbilityName="Slasher"
Description="You are a slasher, you love to hear your victim's screams as you slice them to shreads and you detest guns, though are not above using one, if it has a blade on it. You have a variety of blades that you can Use to eviserate your opponents skirth style. Even the Skirth have acknowedged your deadliness with a blade, you are the elite. You have trained for ease of movement, and are able to outrun most foot soldiers and leap onto a vehicle with a single jump.|'Guard continuously with this command: Set Input key WeaponSpecial' where the last words you master uttered before he died by your hands thus signifying that you where ready, you only wished he put up more of a fight."

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