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Re: serverpackages limit ... dynamic loading?

Posted: Thu Feb 21, 2019 5:33 pm
by JackGriffin
As soon as I read my post after submitting it I realized my faux pas. Apologies B. I'm going to edit the post.

Re: serverpackages limit ... dynamic loading?

Posted: Thu Feb 21, 2019 5:37 pm
by papercoffee
JackGriffin wrote:As soon as I read my post after submitting it I realized my faux pas. Apologies B. I'm going to edit the post.
Don't you dare it ... I find it amusing.

Re: serverpackages limit ... dynamic loading?

Posted: Fri Feb 22, 2019 12:26 pm
by Barbie
papercoffee wrote:
JackGriffin wrote:As soon as I read my post after submitting it I realized my faux pas. Apologies B. I'm going to edit the post.
Don't you dare it ... I find it amusing.
My post was meant in that way. :lol2:

Re: serverpackages limit ... dynamic loading?

Posted: Sun Feb 24, 2019 5:30 pm
by gattovicentino
Hello,

I tried to install Valhalla Avatar 1.0 to avoid the server packages problem. I copied the 2 files to the proper folders and added the 2 required serverpackages lines in unrealtournament.ini . But how to activate and use it?

And another question: is it possible to use Valhalla in lan multiplayer games without dedicated server?

Thanks

Re: serverpackages limit ... dynamic loading?

Posted: Sun Feb 24, 2019 9:34 pm
by JackGriffin
Val av works like this (all skins made up on the spot):
Player 1 uses the Archangel model with the blue skin being their preferred default color.
Player 2 uses the Rocky Squirrel model with no team color as their preferred default.

When playing on the server running Val av Player 1 and Player 2 swap information on their models and skins with each other. As long as Player 1 has the Rocky Squirrel model installed in their system they will see Player 2 correctly. Same thing for Player 2, if they have the Archangel model installed they will see Player 1 correctly. The game server doesn't need to be involved with this aside from sharing each player's model information with all the other players. Each player will locally use the desired model for each player provided it's installed.

The real beauty of Val av is that if you don't have the model installed it won't matter. The other player will just default to a normal model and skin like nothing happened.

Re: serverpackages limit ... dynamic loading?

Posted: Sun Feb 24, 2019 11:27 pm
by gattovicentino
JackGriffin wrote:Val av works like this (all skins made up on the spot):
When playing on the server running Val av Player 1 and Player 2 swap information on their models and skins with each other. As long as Player 1 has the Rocky Squirrel model installed in their system they will see Player 2 correctly. Same thing for Player 2, if they have the Archangel model installed they will see Player 1 correctly. The game server doesn't need to be involved with this aside from sharing each player's model information with all the other players. Each player will locally use the desired model for each player provided it's installed.
The real beauty of Val av is that if you don't have the model installed it won't matter. The other player will just default to a normal model and skin like nothing happened.
Yes, it's what i'm looking for, but I tried to do what I said in my previous post here above... and bots/players are still invisible (even using a dedicated server), so something is wrong in what i'm doing: I don't know how to install and activate it.

Re: serverpackages limit ... dynamic loading?

Posted: Mon Feb 25, 2019 1:30 am
by JackGriffin
PM me your unrealtournament.ini file that you are using for the server, let's start there.