JackGriffin wrote:If this is still on the table Higor then let's discuss it. I was going to move to Unreal but I was a complete failure at trying to communicate with the active people. Most of the guys still dev'ing there are working at a pretty high level and maybe don't want to fool with someone multiple steps behind/below them. That's cool, I understand that. I'd end up having a lot of basic questions anyway and that might not be something they want to put up with.
So if I were to create coopgame3 what needs to be different from the way coopgame2 is done? Should I take Casey's route or Loath's?
Don't compare the apples to the oranges. (Which I think everybody still is doing.....)
Since I determined, with your help, that the only thing I have found this doesn't work with is gametypes, (or other mods....), that might
change the default UT DMMutator in Deathmatchplus. Then it does pretty much nothing but spew a log file accessed none errors for every actor spawned.
And the only things we have found so far that does this is coopgame2, Ecoop, the coopcontroller Jack has been working on, and possibly Caseys thing.
Haven't had time to even glance at that yet, and probably won't for a while.
As mentioned the only code I have been looking at for several years now has been Epic code.
I did break that rule last week and looked at the oldskool code when I was trying to track down why the error in coop games was occurring.
And made my brain hurt. Had to stare at it too long before I noticed the obvious change to the default BaseMutator class for the gametype.
Everybody who has ever messed with this, starting with Oldskool, has ripped out all the default DMMutator checkrepacement stuff, but then
instantly added a bunch of new stuff, and then gone directly to working on the non-trivial task of getting the Unreal SP maps to work in UT with
their new gametype. I am guessing nobody even thought about what would happen if that was just gone from default UT gametypes.
I was not even thinking about Unreal SP maps at all when I stumbled upon this. Apples vs Oranges.
I was trying to track down the reasons the Troopers had all their gun problems in regular UT games, and the checkreplacement code in DMMuator
was one of them.
Soon as I looked at it, and the amount of checks it was making, I was sure overall game performance would increase if it was gone.
Then I blinked, and looked again, and noticed that just by taking it out the vast majority of Unreal weapons/pickups should be able to co-exist with all the UT stuff.
And all the Unreal Dm maps might just drop into UT and play as they should.
Again, this is totally incompatible with every type of coop game, and not needed there anyway.
Somebody who knows told me the other day that MonsterHunt does not change the default BaseMutator. (Hi Jack)
There is a good chance this will work with MH. Somebody try it with a live MH server and let us know what happens.
Just tested a few hours on my servers. Seems to work even better there than offline.
This runs serverside in online games.
Ping seemed to be better even.