Re: [TributeServer] - ClassicUT99 - All in One (incl coop!)
Posted: Fri Sep 20, 2019 7:43 pm
more players wanted 20-09-2019
20:43
Please join dutch server.
20:43
Please join dutch server.
- Changed OldSkool to OldWeaponsUT with unreal1 v200 beta sounds! (Thanks to SteadZ!)
- Added GrappleHook Insta under CTF (FlyingSpeed increased to 1.5 what rjmno mentioned)
- Added FragBall
- Added SoccerUT
Due to the new mapvote update i have more room to add FB and Soccer back!
- Basically been testing UTRoyale from PrinceOfFunk for quite some while, and final versions on the FragNights!
Turns out to be pretty damn fun with the right maps with the right elements and weaponspawns.
Awesome work Funky!!
- Updated coop99 (incl psx project from Leo)
- Updated UN1e, thanks Deepu!
- Maps removed, maps added and more. Thanks @Gecko!
Added Gametypes:
- Flag Domination (CTF):
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Step 1: find a flag
Step 2: bring it to the designated spot for your team
Step 3: steal any flags the other team(s) have captured
Repeat as necessary.
Flag Domination is, as you might guess, a cross between Domination and Capture the Flag. The flags are not team flags; they're neutral, and they don't start out in any team's posession. Each flag has a designated "receptacle" for each team, and the longer it's there the more points your team gets, just like the control points in Domination.
- Scavenger Hunt (CTF):
You have to go get flags from a central-ish point in the map and bring them back to your base. There are 5 point flags, 10, 25 and 50, and you can use Black Flags which you score on the opposing team's base, and it gives them -50 points. First team to X points wins.
- Dynamic Arena (DM+DOM):
Merges the fair system of an arena, relying on player's knowledge and expertise rather than on weapon and ammo management, but also breaking the monotonous gameplay of standard arenas by cycling between a huge variety of weapons all the time, at specific time intervals. You may use a default UT's weapon selection, or you can create your own, using different weapon mods you may have.
And more that i forgot!New:
Capture The Flag -> FryingPanArena (Too popular on DM!)
DeathMatch -> RidiculousRedeemerArena
Changed Insta BurgerCTF to -> Combo BurgerCTF
Recent most significant events:
1) Server is Nexgen-less, and the HUD got replaced by UTChat! (thanks again ProAsm and UE!)
2) FryingPan is now a part of RandomArena! (Seemed very fitting)
3) Now one of the biggest recent changes, and the one iam most enthusiastic about!
Testing out a WIP project by 21 called GunGame, from v1 this already went very smooth and stable with some simple adjustments.
The current order of weapons we use in this gametype is:
SuperShockRIfle (Enhanced/instagib)
SniperRifle
ShockRifle
MiniGun
RocketLauncher
PulseGun
FlakCannon
BioRifle
Enforcer
Ripper
ImpactHammer
Redeemer
Goal: You have to kill enemies 3 times in order to upgrade your weapon.
You will downgrade your weapon on a suicide.
When reaching the final weapon and 3 kills, you win the game.
The order makes the game no doubt about that.
First i thought about a order of Weak to Strong weapons.
Only when logical thinking.. this can be very demotivating for lower skilled players, and the current order makes it more approachable by the mainstream!
It also gives the most hilarious situations, especially from impact to redeemer! ^^
Join our discord if you want to get involved!
1) We are back on the regular 469b GameEngine.
2) UltimateNewNet is swapped for FragNewNet (Newest fork with the optimizations of 469 and IG+ Thanks Asosed!)
3) Oh yeah, we got GunGameCTF in the meantime as well, join in on Fridays to see what's that all about!
Join our discord and check #development channel for heavy details.- ServerPackages are back on the Mapvote!
This means that not all serverpackages are being send to clients anymore.
Only the packages that are active at that moment. (as a few weeks before)
- *FragNewNet update
Changelog:
1. Fixed stuttering after jumping from lifts for high ping players
2. Enforcer. Removed values from FragNewNet.ini EnforcerDamagePri and EnforcerDamageSec because the EnforcerDamageSec code did not work. This makes sense, because secondary fire damage is equal to primary fire damage. Just secondary fire shots are faster. I added one value to FragNewNet.ini for enforcer damage - EnforcerDamage . Can generate your ini files for cleanliness
3. Bot damage (but not all weapons) never worked in NewNet:
- from secondary and primary fire from biorifle - fixed
- from the primary fire of pulsegun - fixed
- from secondary fire ShockRifle - fixed
For the damage to work properly, the bot's skill must be at least Skilled
- Continuous FragNewNet maintenance. (Thanks @Asosed!)
- Strangelove compatibility FNN (FragNewNet, Thanks @Asosed!)
- LeagueAssault compatiblity MVE (Thanks @_21!)
- ArenaFFN (multiple profiles for arena configurations, thanks @_21!)
- FFNServerFeatures (Optimized writing of packages from MVE into UT.ini, Optimized Teleportals fluidity, Countdown, and more Thanks @_21!)
- NuclearRaces is on the FridayFragNights! (Thanks @MetalFist, @PaulDenton, and @Feralidragon!)
3 maps are available at the moment, the gametype is WIP.
I hope to share some FFN footage of NR soon!