Search found 56 matches

by gattovicentino
Thu Oct 10, 2019 7:58 pm
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 113
Views: 5390

Re: Unreal Tournament 469

very interesting, anth ! Remembering some problems I have encountered over time, it would be interesting to: - allow many more serverpackages lines in unrealtournament.ini (if I want a multiplayer home LAN game with dozens of models/skins/mods installed) - help with some occludebsp/occludeframe "gen...
by gattovicentino
Fri Apr 19, 2019 9:42 pm
Forum: General Discussions
Topic: Automatic weapon switch not working
Replies: 6
Views: 310

Re: Automatic weapon switch not working

Yes, I've had that in the past, not sure why - it's not a problem though. The weapon priority list in User.ini seems to be changed each time one plays, especially if non-default UT weapons are used. Yes, this list is actually changed each time one plays. I like to use U4E weapons too, but U4E cause...
by gattovicentino
Fri Apr 19, 2019 1:29 pm
Forum: General Discussions
Topic: Automatic weapon switch not working
Replies: 6
Views: 310

Re: Automatic weapon switch not working

Yes, both of those bools need to be set to FALSE. As to whether an empty weapons list is a problem, I think you'll just have to try it and see what happens over time. I tried to play, so, after playing some deatmatches, the weapon priorities have changed by themselves as follows (I had configured e...
by gattovicentino
Fri Apr 19, 2019 11:25 am
Forum: General Discussions
Topic: Automatic weapon switch not working
Replies: 6
Views: 310

Re: Automatic weapon switch not working

The automatic weapon switch on pick-up is to a weapon of a higher priority than the one currently held. Check in User.ini under [Engine.PlayerPawn] to see what your weapon priorities are and if they are what you want - it may be that this list has become 'corrupted' in some way - mine has, possibly...
by gattovicentino
Fri Apr 19, 2019 12:23 am
Forum: General Discussions
Topic: Automatic weapon switch not working
Replies: 6
Views: 310

Automatic weapon switch not working

Hello, I noticed that automatic weapon switch on pickup doesn't work. It's checked in UT menu and the setting in user.ini is: bNeverAutoSwitch=False So, both "False" and "True" values have the same effect and I have to switch weapon manually. This happens with default UT weapons, I'm not using mutat...
by gattovicentino
Thu Apr 18, 2019 1:24 pm
Forum: General Discussions
Topic: Infiltration 2.75, version 1.05 extended...about AK47 weapon
Replies: 4
Views: 248

Re: Infiltration 2.75, version 1.05 extended...about AK47 we

OjitroC wrote:
gattovicentino wrote: So should I see an M16 in FPView ?
No, it has been hidden by the code for the AK47 - you won't see anything in FPView and this is deliberate, not a bug or mistake.
OK now it's all clear, so I will change some settings in Infiltration menu (m16 instead of Ak47... I prefer to see the weapon :D )
by gattovicentino
Thu Apr 18, 2019 12:06 pm
Forum: General Discussions
Topic: Infiltration 2.75, version 1.05 extended...about AK47 weapon
Replies: 4
Views: 248

Re: Infiltration 2.75, version 1.05 extended...about AK47 we

The AK47 was added to InfiltationUT by the 1.05 extended version. In the properties of the AK47, the PlayerViewMesh is given as 'M16first' - which means that there isn't a first person view mesh of the AK47 but the one from the M16 is used instead. Looking at the code for the AK47 we find function ...
by gattovicentino
Thu Apr 18, 2019 12:45 am
Forum: General Discussions
Topic: Infiltration 2.75, version 1.05 extended...about AK47 weapon
Replies: 4
Views: 248

Infiltration 2.75, version 1.05 extended...about AK47 weapon

Hi,
does anyone know if there is some fix (The AK47/Kalashnikov weapon is invisible when using it: some mesh is missing) or has it never been fixed in Infiltration 2.75?
by gattovicentino
Wed Apr 17, 2019 12:31 am
Forum: General Discussions
Topic: "hidden" player classes (models), available or unusable ones
Replies: 19
Views: 899

Re: "hidden" player classes (models), available or unusable

Yes, that's about it. Have you tried Defence Alliance or Strike Force - the former has some unusual bots (a Brute for example) and the latter may have something as the standard UT commando mesh isn't used (at least for some of the pawns). I know Strike Force but I have yet to try Defence Alliance. ...
by gattovicentino
Tue Apr 16, 2019 11:23 pm
Forum: General Discussions
Topic: "hidden" player classes (models), available or unusable ones
Replies: 19
Views: 899

Re: "hidden" player classes (models), available or unusable

It doesn't work for me in UT or in Unreal. Even if it did, the ones you mention here aren't weapon holders and don't have team colours, apart from anything else. By the way, the RebKrall doesn't come with an .int file - don't know about the DMT as I don't have it (well, at least that version of it ...
by gattovicentino
Tue Apr 16, 2019 10:42 pm
Forum: General Discussions
Topic: "hidden" player classes (models), available or unusable ones
Replies: 19
Views: 899

Re: "hidden" player classes (models), available or unusable

The examples I gave need you to have that model package, except for the Fly which is a default pawn so should work for you. The models should have an int file already, so just add the missing line and copy the package info to the new line. At the moment I can't get it to work, because I could not f...
by gattovicentino
Tue Apr 16, 2019 11:53 am
Forum: General Discussions
Topic: "hidden" player classes (models), available or unusable ones
Replies: 19
Views: 899

Re: "hidden" player classes (models), available or unusable

For Spatial Fear, I tried SFJaelPlayer.SFJaelPlayer and SpatialFear.SFJaelPlayerBot. So what model appeared? A Female commando? If you want a Krall bot, have you tried the bot in KrallPlayerUT.u? It appeared an Utron model with green face... The same appears when I try DeathMatchTitan or RebKrall t...
by gattovicentino
Tue Apr 16, 2019 11:41 am
Forum: General Discussions
Topic: "hidden" player classes (models), available or unusable ones
Replies: 19
Views: 899

Re: "hidden" player classes (models), available or unusable

The Recognizer skins are in UTronPawnSkins.utx. What did you put in the user.ini? Did you see my comment on the Infiltration bots? Thanks, I hadn't noticed. I'll check UtronPawnSkins.utx and I'll create the .int file for Recognizer. For Spatial Fear, I tried SFJaelPlayer.SFJaelPlayer and SpatialFea...
by gattovicentino
Tue Apr 16, 2019 11:04 am
Forum: General Discussions
Topic: "hidden" player classes (models), available or unusable ones
Replies: 19
Views: 899

Re: "hidden" player classes (models), available or unusable

Yeah, the UTRON models don't line up quite right. I summoned some into a game as playerbots and they looked so weird, as they're designed primarily throw the disc weapon. Everytime they shot anything their arms waved around so much I thought they were having a spaz attack. Kinda makes me nostalgic ...
by gattovicentino
Mon Apr 15, 2019 10:46 pm
Forum: General Discussions
Topic: "hidden" player classes (models), available or unusable ones
Replies: 19
Views: 899

Re: "hidden" player classes (models), available or unusable

No, Infiltration bots won't work in UT - as you've probably seen they are a subclass of INF_Core.u and so only work in the Infiltration gametype. There is a port of some features of that to UT - try InfiltrationUT (Infiltration275) - this has bots (3 male, 2 female and one boss), I can't remember w...