Bounce Version 4 Almost ready!

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Kayako
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Bounce Version 4 Almost ready!

Post by Kayako »



After over a decade (Including a hiatus that lasted nearly half my life) I, and the whole of Team Chraysend wish to present a new version of the "Bounce!" Mod for Unreal Tournament.

For those who want to know what the mod is about:

In this mod, your goal is to push your opponents off the map or bounce them into the air till they leave a satisfying "splat!"
Weapon damage to health is almost fully negated, and damage will instead be done to enemy mass (weight).

Health items are replaced with food, restoring both health and weight:
ImageImageImage

A selection of custom maps such as:

DM/DOM-BCE_Bounce!
DM-BCE_BurningRiver
DM/DOM/CTF-BCE_DigitalDomV3
DM/DOM-BCE_DisappearingCastle
DM-BCE_FrostyRoofs
DM/DOM/CTF-BCE_High
DM/DOM-BCE_LiandriSewers
DM-BCE_LavaCave
DM/DOM/CTF-BCE_Minefields
DM/DOM-BCE_Rebounce
DM-BCE_U3dG0bl1n

The mod can technically be played in any map/most gametypes but some maps have better compatibility than others. Maps tagged with BCE_ are custom-made for it!

Changes from last version:
  • Bounce is no longer a gametype, it can be loaded as a mutator in about any gametype!
  • Added a fix so that you can eventually be killed if you huddle in cheaty safe-spots.
  • Added a check for flying/swimming characters so they will take damage as normally when they can't be bounced.
  • Added (Theoretical) support for non-player/bot-pawns (Want bounce in Monsterhunt? I guess you can now!)
  • Added a "Bounce Fatgirl" (fatboy) option. This makes players with low weight thin and players with high weight EXTRA THICC!
  • Added default push "MomentumFix". This adds push to weapons that normally wouldn't have it. Greatly enhancing weapon/mod compatibility!
  • Improved pickup models.
  • WhoPushedMe mutator no longer needs to be manually loaded.
  • Added a configuration window, letting you customize things like weight/fatness scaling, default push scaling, self-damage scaling, and more!
To load the mod, just unzip the folder in your unreal Tournament folder
.unr should (Automatically) go into maps.
.u/.int/.ini should (automatically) go into system.

Then select a compatible map from either the Start Practice Session menu or Multiplayer menu.
Go to Mutators and select "Bounce3.9"
Start your game!

Known bugs:
  • The HUD element doesn't show target weight when spectating other bots/players.
  • Some weapons may still need re-balancing.
  • Our attempts at adding custom kill-messages failed.
-The HUD now consistently works online, thanks to @Feralidragon !

The latest version of the gametype with a single testing map can be downloaded here:
Bounce4Test

The old version of the mod, along with many extra maps can be downloaded on ModDB
Bounce 2.1

(Make sure to remove the old version's UnrealBounce.u and .int from your system folder if you don't want confusion)
Last edited by Kayako on Wed May 06, 2026 6:12 am, edited 9 times in total.
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Re: Bounce Version 4 Almost ready! (In desperate need of HUD Help)

Post by revok14 »

I hope you get a coder to help with your HUD. I ran around with some bots. It's fun and I could easily put this on my server. Would would work with many 'instagib' maps. DM-Empowered][, DM-Pyramid, DM-SpaceNoxx, etc. DM-Morpheus didn't work surprisingly and neither did DM-Peak b/c of the enclosed areas.
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Re: Bounce Version 4 Almost ready! (In desperate need of HUD Help)

Post by Barbie »

Does Texture'HUDMass' exist on network client (via "ServerPackages")?
"Mass" is declared in class'Actor' but not replicated to clients. Maybe that is a reason for no update?
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Kayako
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Re: Bounce Version 4 Almost ready! (In desperate need of HUD Help)

Post by Kayako »

revok14 wrote: Thu Feb 26, 2026 9:15 pm I hope you get a coder to help with your HUD. I ran around with some bots. It's fun and I could easily put this on my server. Would would work with many 'instagib' maps. DM-Empowered][, DM-Pyramid, DM-SpaceNoxx, etc. DM-Morpheus didn't work surprisingly and neither did DM-Peak b/c of the enclosed areas.
Thanks! I hope so too! Am glad you have been enjoying it in it's current state, really hoping we can release it proper soon!
Barbie wrote: Fri Feb 27, 2026 10:26 am Does Texture'HUDMass' exist on network client (via "ServerPackages")?

Code: Select all

ServerPackages=Bounce4
is in the unrealtournament.ini. That texture is embedded in Bounce4.u Which should be server-packaged this way... So that should not be the problem, right?
Does it need to be in an external package?
Barbie wrote: Fri Feb 27, 2026 10:26 am "Mass" is declared in class'Actor' but not replicated to clients. Maybe that is a reason for no update?
That could be it, if unlike health it's not replicated... Is there a way around this?
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Re: Bounce Version 4 Almost ready! (In desperate need of HUD Help)

Post by Barbie »

Kayako wrote: Fri Feb 27, 2026 3:03 pm
Barbie wrote: Fri Feb 27, 2026 10:26 am "Mass" is declared in class'Actor' but not replicated to clients. Maybe that is a reason for no update?
That could be it, if unlike health it's not replicated... Is there a way around this?
Maybe use a replicated function to gain the value on clients. Or use a customised PRI with an added "Mass" variable.
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Re: Bounce Version 4 Almost ready! (In desperate need of HUD Help)

Post by Kayako »

Thanks! I will make sure the team coder knows, Unfortunately he's out of town for a while so progress will have to wait till then, I hope it can be fixed!
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Re: Bounce Version 4 Almost ready! (In desperate need of HUD Help)

Post by Titled »

He Barbie, thanks for noting that Mass is not replicated. I have now added a simulated event to set the mass. I don't know yet whether it works, but it should.

For the HUD problem, we have been able to find the function that causes the problem, but it is weird. The relevant function (Copied from ChaosUT.ChHudNotify and adapted) is:

Code: Select all

simulated function SpawnNewHUD(HUD H)
{
	local BounceHUDMutator NewHUD;

	if ((H != None) && (PlayerPawn(H.Owner) != None))
	{
		NewHUD=Spawn(class'Bounce4.BounceHUDMutator', H);
		if (NewHud != None)
		{
			log("NewHud is: "@NewHud);
			log("H is: "@H);
			NewHUD.PlayerOwner=PlayerPawn(H.Owner);
			NewHUD.NextHUDMutator = H.HUDMutator;
			H.HUDMutator = NewHUD;
			NewHUD.bHUDMutator = True;
			Level.Game.BaseMutator.AddMutator(NewHUD);
		}
	}
}
In the client log it gives the following error. (The server doesn't have these errors).

Code: Select all

ScriptLog: NewHud is:  DM-BCE_Skylights.BounceHUDMutator0
ScriptLog: H is:  DM-BCE_Skylights.ChallengeTeamHUD0
ScriptWarning: BounceHUDNotify DM-BCE_Skylights.BounceHUDNotify0 (Function Bounce4.BounceHUDNotify.SpawnNewHUD:00E1) Accessed None 'Game'
ScriptWarning: BounceHUDNotify DM-BCE_Skylights.BounceHUDNotify0 (Function Bounce4.BounceHUDNotify.SpawnNewHUD:00E9) Accessed None
This error seem to imply that Level.Game is None, but my gut feeling says that isn't right.

This function is literally copied from ChaosUT.ChHudNotify (with a few renames). In Bounce it doesn't work (with the above error) and in ChaosUT it does (and shows the ChaosUT HUD). I have also checked the network properties. Between ChaosUT and Bounce, the setting under Advanced, Filter and Networking are the same.

Does anyone have any idea what this could be?
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Kayako
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Re: Bounce Version 4 Almost ready! (In desperate need of HUD Help)

Post by Kayako »

Bumping this because we still need help. I have updated the download link with the latest updates:
  • It now has a simulated function that should update mass on clients so it updates correctly online (Sadly the HUD element still doesn't actually show)
  • It now includes the mutator "Bounce rifle Arena" Which replaces all weapons with the Bounce rifle (An instagib that pushes people a lot instead of doing huge damage)
  • Added option "Replace redeemer with Bounce rifle" to the mutator configuration menu.
  • Added the map "DM-BCE_SkyLights"
Image

We're however still unable to figure out where the issue with the HUD lies, I added the script for both the HUDmutator and the main mutator in the main post,
Any help would be greatly appreciated so we can release this mod!
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Re: Bounce Version 4 Almost ready! (In desperate need of HUD Help)

Post by a9902957@nepwk.com »

I really dig/dug this one! :rock:
Confer here: viewtopic.php?t=15995
Also SmartStockBots is highly recommended for their better air control (intend to land on good ground) and now even aiming and shooting while airborne.

I suggested to add this to the FFN server but esnesi said the FragNewNet weapons would not work with this, or this would replace those. I was unsure whether that can be true.
But the weight icon missing was noticed back then.
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Re: Bounce Version 4 Almost ready! (In desperate need of HUD Help)

Post by Kayako »

The newest version should have improved support for custom weapons (We tried it with FoodFight, ChaosUT, Naliweapons, ByesridgeWeapons and Psi Weapon dreams and all of them worked quite well!) The new version even comes with its own version of the "combo Instagib" specifically made for Bounce!

As for the HUD icon issue, that's the only thing that's still broken, we're trying all we can, have been for weeks. Without help though there's no way we can fix it.
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Re: Bounce Version 4 Almost ready! (In desperate need of HUD Help)

Post by asosed »

a9902957@nepwk.com wrote: Tue Apr 28, 2026 8:46 pm I really dig/dug this one! :rock:
Confer here: viewtopic.php?t=15995
Also SmartStockBots is highly recommended for their better air control (intend to land on good ground) and now even aiming and shooting while airborne.

I suggested to add this to the FFN server but esnesi said the FragNewNet weapons would not work with this, or this would replace those. I was unsure whether that can be true.
But the weight icon missing was noticed back then.
The latest version of fragnewnet only replaces stock weapons; custom weapons are not replaced. It's possible esnesi is using an older version of fragnewnet.
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Re: Bounce Version 4 Almost ready! (In desperate need of HUD Help)

Post by Kayako »

Added a trailer for the newest version!


Also updated the Test Version!
  • Updated both maps
  • Added map: DOM-BCE_Rebounce
  • Added map: DOM-BCE_SkyLights
  • Added map: CTF-BCE_Sibuna
  • Replaced/Updated the Bounce-Rifle. The new Graviton Rifle has a purple skin and an alt-fire+Black hole combo that sucks enemies in.
Note, all included files are test versions and should eventually be replaced by final builds. You're recommended to either delete them after use or update to the final version when it releases.[/color]
Last edited by Kayako on Wed May 06, 2026 6:00 am, edited 1 time in total.
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Re: Bounce Version 4 Almost ready! (In desperate need of HUD Help)

Post by Barbie »

Kayako wrote: Wed Apr 29, 2026 2:15 am As for the HUD icon issue, that's the only thing that's still broken
Do you mean the icon below the health display? You have added Bounce4.u to server's section ServerPackages, haven't you?
But that value "70" does not change on client.
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Re: Bounce Version 4 Almost ready! (In desperate need of HUD Help)

Post by Kayako »

Barbie wrote: Thu Apr 30, 2026 5:29 pm Do you mean the icon below the health display? You have added Bounce4.u to server's section ServerPackages, haven't you?
But that value "70" does not change on client.
Yeah, I did add it to the serverpackages but the weird thing is SOMETIMES it seems to work others it doesn't. It's almost completely random. It also SOMETIMES updates after we added a replication system via a pickup but not consistently at all :noidea

Edit: I noticed when it shows, it updates properly when grabbing food or taking damage from enemy fire, but not on self-damage Fixed!

Edit 2: In my tests so far, the HUD element isn't there if you join the server during anything other than the start of the match, joining mid-match/reconnecting it disappears, once you vote for (and load into) a new map it re-appears.

Edit 3: It does seem to sometimes appear when joining mid-way too, it's still slightly inconsistent but moreso now.
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