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Topics - ^Skillz^20Hz

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61
Mutators & modifications / ComboGibND4
« on: January 24, 2015, 06:07:38 PM »
This is my favorite mod of all (Rookie Dodgebot is 2nd)

It's ComboGibND4


This is the mode made by adminthis. A cut down version of wombles original combogib.
Version 1.4 requires Purestat to be turned off otherwise you'll have no gun onces the game starts (works fine in warmup mode).

To install. Upload the ComboGibND4.u, ComboGibND4.int and ComboGibND.ini to the server system folder

Then add the following server package to UT.ini under [Engine.GameEngine]

ServerPackages=ComboGibND4

Restart the server and you can load the server via webadmin or via the mutator command:

ComboGibND4.ComboGib

62
Mutators & modifications / CTF-stadium
« on: January 24, 2015, 06:04:46 PM »
CTF-Stadium.unr

As seen in this image:



63
Mutators & modifications / Playstation 2 Maps
« on: January 19, 2015, 10:00:40 AM »
I was looking all over for maps that where on the PS2. I found them in the end.


DOWNLOAD HERE

64
Mutators & modifications / Background Changer (OSX)
« on: January 19, 2015, 09:56:31 AM »
*** OSX Background Changer - Build 004 ***

Assembler: eko
Art by: Dragon (osx), Ogami (UT Planet)

*** SUMMARY ***
This is a modification for Unreal Tournament which changes the background
which you have on your UT desktop.  It replaces the "Unreal Tournament"
desktop with some included backgrounds, or one's you can make yourself.

The main MOD (osxBackgroundChanger) can accept a max of 256 .u files
as additional backgrounds. Provided you have access to UCC.exe and can
create them.

Additional backgrounds can be had at the [osX] Site:
http://www.planetunreal.com/osx/changer/


*** BUGS ***
On my computer, 16 bit color doesn't show the backgrounds
as well as it should.  Switching to 32 bit solves the problem.
I think this is an issue with my NVIDIA card, but nonetheless, so you know.
Still, it looks fine.

IF it doesn't work for some reason,
trash the osxBackgroundChanger.ini file in the UT System folder
and change your UnrealTournament.ini entry back to root wndow.
(Details in the UNISTALLATION section)


*** FILE LIST AND LOCATIONS ***
Help\OSXBackground_README.txt : This file.  Put it where you want.
Help\osxSDK : The kit for building your own backgrounds.
System\osxBackgroundChanger.u : The mod.
System\osxBackgroundChanger.int : File which adds the mod to the mod menu.
System\osxBackground.u : [osX] background file.
System\osxBackground.int : [osX] background INT file.
System\osxUTPBackground.u : UT Planet background file.
System\osxUTPBackground.int : UT Planet background INT file.
System\osxDefaultBackground.u : Default UT background file.
System\osxDefaultBackground.int : Default UT background INT file.
System\OSXBackgroundChanger.ini : File which gets created when you install the background.


*** INSTALLATION ***
Run the UMOD.
For the zip installtion, Move the .u and .int files into the UT System folder.
Then start up UT and select the osxBackgroundChanger menu item from the MOD menu.

It is no longer necessary to restart UT for custom backgrounds to become
active. (Thanks to usaar33).  The UT desktop will simply reload itself
and you can freely scroll through the backgrounds as long as the MOD is active. 
Same goes for removing custom backgrounds, it is no longer necessary to restart.


*** UNISTALLATION ***
To completely remove the mod, there are two things you need to do.

First, unistall any background you have active from within the MOD
by pressing the uninstall button.

Then delete the original files you installed from your UT System folder.
(That's why I give you a file list... in case you forget!)

IMPORTANT!!
The installation CHANGES the rootwindow entry in your
UNREALTOURNAMENT.INI file.  So to completely remove the package,
you HAVE TO press the uninstall button in the MOD
BEFORE you remove the packages and the int files!!

If you forgot to press the uninstall button, or you just want to make sure
you did it right, open up your UNREALTOURNAMENT.INI and look for this:

The line changed is the following:

[UTMenu.UTConsole]
...
RootWindow=osxBackgroundChanger.osxRootWindow
...

So if you remove the package before pressing uninstall, you have to
change this line back to the original which is:

[UTMenu.UTConsole]
...
RootWindow=UMenu.UMenuRootWindow
...



*** CREDITS ***
I ripped the code for doing this straight from the UT Infiltration 2.75 installation,
and the OldSkool AMP modification for UT.
I used the portions of the code which they came up with to change backgrounds,
and engineered it so that they work together.
usaar33 was who came up with the plug-in idea...
what a stroke of genius, if you ask me.  His olkSkool mod has had an option
to replace backgrounds for a while...  but, of course is part othe oldSkool package,
while this is a stand-alone solution.
All of the code (besides some MINOR modifications and a reworking of calls),
was done by usaar33, and Beppo of the Infiltration team. 
I can really take no credit for this being an original idea, or for writing any code.
I basically cut and pasted, and spent a LOT of time trying to get it all to work.  Period.

The magnificent osX logo was done by Dragon, who produces fantastic artwork.
All I did was take the logo he made for me and put it in the osx background
for this distribution.  Email Dragon: infdragon@flashcom.net


*** CREATING YOUR OWN ***
If you want to make your own backgrounds which will work with
the osxBackgroundChanger... check in the osxSDK folder in the UT Help folder.
Lots of goodies to keep you busy in there!
----------------------

UNREAL and UNREAL TOURNAMENT(c)1998 Epic Megagames, Inc.  All Rights Reserved. 
Distributed by GT Interactive Software, Inc. under license.  UNREAL, UNREAL
TOURNAMENT and their respective logos are registered trademarks of Epic Megagames,
Inc. All other trademarks and trade names are properties of their respective owners.

65
Mutators & modifications / UCCHelper
« on: January 19, 2015, 09:55:30 AM »
Do you have a mod or mutator you coded and want to compile it?

This is UCC helper, a .UC compiler.

66
Mutators & modifications / Volitile Health
« on: January 19, 2015, 09:53:25 AM »
Volatile Health, version 1

Copyright (c) 2005 by mrbond113
Property of Bond Designs

Curious what property and copyright means?  It means that
I own the content, not the concept.

-------------------------------

Contents

1.1 -- Introduction
1.2 -- Installation
1.3 -- Setup

1.4 -- Projectile Guide
1.5 -- Weapon Guide
1.6 -- Limitations

1.7 -- Reporting Bugs / Contact Info
1.8 -- Release History
1.9 -- About the Author

-------------------------------

1.1 -- Introduction

Volatile Health is a small mutator that makes health pickups
volatile, similar to DE's Volatile Ammo/Weapon mutators.

NOTE:  This mutator has no relation to Volatile Health 110,
also for Unreal Tournament.  While the concepts are similar
(identical, even), I have not copied, looked at, or even have
Volatile Health 110 (lost in a hard drive crash).  If you want
Volatile Health 110, by all means, get it:
http://modsquad.beyondunreal.com/review.php?id=20
I do partially credit Volatile Health 110 with inspiration for
this mutator.

-------------------------------

1.2 -- Installation

UMOD Installation
To install Volatile Health, simply double-click the UMOD file
and follow the on-screen instructions.

Non-UMOD Installation
For those who cannot use UMODs for some mysterious reason (and
I do sympathize with those people), simply unzip all files
(except this ReadMe) to your Unreal Tournament System Directory.

-------------------------------

1.3 -- Setup

Upon initial installation, all Volatile Health options will be set
to default (all explosion sizes to 1000, all explosion types to
small explosion [keg is large], and all given off items in a cascade
of decreasing value, with Health Shard set to nothing).  To modify
the options, go to the Mod menu and select Volatile Health.

To play a match with Volatile Health, simply add "Volatile Health"
to your mutator list.

Due to the way Volatile Health handles health replacements, only
the original UT health items must be present (Keg o' Health, MedBox,
and Health Vial).  All other types will be ignored.  This also means
that Volatile Health is incompatible with mutators/mods that replace
UT health in any way.

-------------------------------

1.4 -- Configuration Guide

The following is a list of the options available in Volatile Health,
along with a short description of what does what, and how to have a
totally off-the-wall match.

Item Given Off -- This option determines what item will be given off
   when the health item is destroyed.  By default, each item gives
   off the one below it in the list (with the Health Shard giving
   off nothing.  (Options follow)
      1) Nothing
      2) Keg 'O Health
      3) MedBox
      4) Health Vial
      5) Health Shard
   For a zany game, have each health item give off itself when
      destroyed.

Explosion Type -- This option determines what type of explosion will
   accompany the health's destruction.  A small explosion has a
   small radius and does medium damage.  A LARGE explosion has
   Redeemer-Style radius and damage.  By default, all explosion
   types are set to small.  (Options follow)
      1) No Explosion
      2) Small Explosion
      3) LARGE Explosion

Explosion Size -- This option determines how far items are dispersed
   upon destruction.  It DOES NOT determine how big the explosion
   is, or how much damage it causes.  Note that if the large
   explosion type is selected, items may fly farther than expected.
   By default, all explosion sizes are set to 1000.  The maximum
   allowed explosion size is 2500.  All integer numbers from 0 to
   2500 are allowed.


-------------------------------

1.5 -- Health Shards

Health shards are a new addition in Volatile Health.  By default, they
appear upon the destruction of a Health Vial, and are worth a whopping
1 health.  By default, Health Shards do not give off an item when destroyed.

-------------------------------

1.6 -- Known Issues

The following lists the known bugs and issues currently with
Volatile Health.

   To prevent infinite explosions, health item explosions will
      NOT destroy other health items.
   Due to the way large explosions are handled, a Redeemer will
      NOT destroy health items yet.
   No customization for the maximum number of items given off.
   No option to turn off recursive destruction.

-------------------------------

1.7 -- Reporting Bugs / Contact Info

If you believe you have found a bug, please follow this process:
1)  Check the list above
2)  Check the site (http://bonddesigns.beyondunreal.com/index.php?pageid=vhealth&category=mods)

Now that you are sure the bug actually exists for other people,
and that somebody else hasn't already reported it, please feel free
to e-mail me direct:  mrbond113@hotmail.com

Incidentally, the e-mail address above can also be used to contact me
for any other reason (suggestions, questions, small talk, whatever),
and it is also my MSN Messenger address.

-------------------------------

1.8 -- Release History

3/5/05 -- Release of Version 1
   = Item Given Off
   = Explosion Type
   = Explosion Size

-------------------------------

1.9 -- About the Author

I started UT development during the spring break of my freshman year
of high school, starting with mapping.  I felt I was fairly good at it,
and shortly developed a site dedicated to my maps called Map Vortex.

Shortly afterwards, I started the Perfect Dark mod, the most in-depth
and effort-filled mod I have ever tried.  It's status is currently
"development halted", but I plan to return to it some time.

During the Perfect Dark mod development, I picked up almost every
other mod trade:  modeling, animating, skinning, coding, etc.  And
that leads right to Bond Designs, my new, all-inclusive UT development
site.

Some time into Bond Designs, someone requested I work with him on a DooM
TC.  I accepted, and we released the first Beta about a month later.
Unfortunately (due to my own ignorance and stupidity), the Beta contained
original material and the name of DooM published by id Software.  id
CEO Todd Hollenshead contacted me with a cease and decist order, and
development was stopped.

Volatile Health is the third project released under Bond Designs.

I hope you enjoy it as much as I enjoyed making (and especially, testing!)
it.

67
Mutators & modifications / Force Mover
« on: January 19, 2015, 09:52:34 AM »
mutForceMover
*****************************

Whiel playing a little MH the other day, we ran across a couple of maps that were messed up. Triggers were not done right, causing movers to be stuck. I thought this would be a good place to mod a simple solution, and here it is.

ForceMover is a mutate command mod that forces any mover to cycle that is within a 500 unit area around the person calling the command. Doors will open, elevators will take off, etc. no matter if the trigger has been gotten or if the "key" has been found. Just stand near the mover, open a console, and type:  mutate <password>    You do not need to be an admin or logged in to use this.

Now, about the password...This is saved on server by the admin in the file ForceMover.ini, and is never sent to the players. Admins may set a password in this for the open command and the closed command and give them to the players as they wish. These can be changed as often as needed and cannot be cheated by players uncaching and decompiling the mod. A server log entry lets you know if someone has used the command too.

The ini looks like this:

[mutForceMover.mutForceMover]
bEnabled=True    // set to false to disable this without having to remove from mapvote
CommandOpen=open   
CommandClose=close

These two lines above set the password. The way it is now you would enter:   mutate open   to cycle the mover open, and (obviously)    mutate closed   to cycle it closed (don't stand underneath it dumbass, cause you know you will). Change this password to anything you like. For example CommandOpen=RedRum would mean    mutate RedRum   will now open movers. Caution: passwords ARE "CaSe SeNsItIvE" and be SURE not to add spaces after the password (double check this if the password doesn't work).

Have fun and enjoy getting to those hidden rooms now.

-gopo


*********
As always feel free to alter, use, burn, destroy or mock this work without mercy. All my personal script work is considered public, so do what you want. Contact me if you need help. EMAIL REMOVED TO PREVENT SPAM!

68
Mutators & modifications / UTAMP In Game Music changer and player
« on: January 19, 2015, 09:51:42 AM »
-------------------------------------------------------------------------------
                                UTAmp for UT
-------------------------------------------------------------------------------
               
Version: 1.8b <public beta>
Created: 09/13/2000
Updated: December 29, 2000
Author:  Brian Brunelle (a.k.a. zahlman)
Contact: EMAIL REMOVED
WebSite: SITE LINK REMOVED: NOT WORKING

What's New
----------
+ Redesigned UI
+ Playlist support: You can now add 100 of your favorite songs to a playlist and have them cycle at specified intervals.
+ Ability to use the default Map Music: Check the appropriate box in the UI and the music track assigned to the map will be played when the level loads.
+ 'Dynamic Music Learning': With the default map music enabled UTAmp will check to see if the song assigned to the map is currently in your list. If it is not then it will be added automatically! No need to manually edit the UTAmp.ini
+ Add new songs to your list from within UTAmp: You can now add songs to your master music list while running UT.
+ Master music list capacity increased to 300!

Known Issues
------------
- playlist disappears on systems...being looked into
- system pauses slghtly during gameplay when music changes
- selected track does not scroll into view in listbox
- newly added tracks only appear in list when UTAmp window is re-opened
- CD MUSIC SUPPORT IS NOT ENABLED

Description
-----------
A utility that allows you to select which UT music track (*.umx files). Additionally you can add your own music packages (*.umx) to the UTAmp.ini and play them as well. Your music selection will override the default music for the level you are playing on. You can change the music selection at anytime before or during a match.

Installation
------------
Double-click the UTAmp.umod file.

Files Included
--------------
UTAmp.txt   - this readme file
UTAmp.u     - the UnrealScript code
UTAmp.ini   - the UTAmp configuration file

How to Use
----------

Select the UTAmp option from the Mod Menu.

In the 'Select source' box and select either the Digital Music or CD Music entry. (CD Music IS NOT ENABLED IN THIS VERSION!)

Digital Music
-------------
Double click the track name you wish to listen to. This will start playing the selected music track. You can listen to all the tracks in this manner as well as ones you have added to the list in the UTAmp.ini file.

Music Volume
------------
You may adjust the master volume level for the music by move the slider left to decrease or right to increase value.

Mute
----
Click the box to mute the volume level of the music playing. Click again to restore the volume level back to the original setting.

Enable Playlist
---------------
Checking this box will enable the use of the playlist and cycle the music at intervals specified in the PlayList selection window.

Edit Playlist button
--------------------
Clicking this button will open a dialog box containing the master playlist and your custom playlist. Double-click or drag a song from the master playlist (left) to add the song to your custom playlist (right). You may also change the order of the songs by dragging them up or down in the playlist window. Change the interval the songs cycle by moving the 'Music Cycle Time' slider left or right. The range of values are from 1 minute to 5 minutes. UTAmp will cycle to the next song in your playlist based upon this setting. All changes to your playlist are saved when you exit.

Adding New Songs
----------------

You may now add new songs to the master playlist from within UTAmp directly. No need to use a text editor to add new *.umx files to the Master List. Enter the name of the *.umx file with the .umx extension ( i.e. newSong.umx would be newSong) and then press the 'Add' button. Add up to 300 songs to the list!

To add custom digital music you need to first create a music package (*.umx) and make sure it is saved in the Music sub-directory. Make sure you name the package and music track the same name. (i.e. if you have a music track named MyMusic name the package MyMusic. The result is a file like this MyMusic.umx) You can also remove any of the included track names from the ini file. I just included the default music packages that ship with UT.

Bugs
----

??? =)

Please send all bug reports to EMAIL ADDRESS REMOVED

History
-------
v1.8b

+ fixed playlist bug where list would get deleted
+ removed all CD music support
+ fixed mute bug where music voulme would return to user setting
+ added test for "." in new song filenames - properly formats name for list
+ cleaned up code

v1.7b (beta)

+ fixed playlist not cycling bug
+ increased master music list to 300
+ increased playlist to 100
+ updated Readme

v1.6b (beta)

+ fixed bug with using 'Default map music': playlist would not work if enabled
+ cleaned up code for changing music on map load

v1.1 - 1.5b (internal release only)

+ redesigned UI
+ added playlist support
+ added 'dynamic discovery' feature

v1.0

+ first public release!

Credits
-------

Brett 'mouse' Foster of Real Tournament for the code to rtTunes
Everyone at the UnrealScript Coding forum: WEBSITE REMOVED: CLASSED AS UNSAFE
Beta Testers
WEBSITE REMOVED: NOT WORKING
usaarthirtythree WEBSITE REMOVED: THE USERS PROFILE ON THAT SITE IS NO MORE

Legal Stuff
-----------

You CAN'T use any of the features of UTAmp with out my explicit consent. You may distribute this in any electronic form as long as you don't charge money for it.

69
Mutators & modifications / Unreal Services Music Player
« on: January 19, 2015, 09:49:12 AM »
Software that plays UMX files without need for codecs.

70
Mutators & modifications / Demo Recorder utility
« on: January 19, 2015, 09:47:44 AM »
================================================================
Title                   : UNREAL TOURNAMENT DEMO MANAGER
Version         : 2.01
Filenames               : udemo.u, udemo.dll, udemo.int
Coding:         : UsAaR33
Email Address           : REMOVED TO PREVENT SPAM
Web Page                : REMOVED (Site not working)
Special Thanks      : Cerr (miscellaneous help)
           DarkByte (Help with the wonderful FSTRINGS)
           Mongo & Yoda (Help with C++ based detection of active demo recordings/playings.)
           TNSe & Garfield:  Suggestions
           Jack Porter: Making Demos possible :)
          
================================================================
-Please note that version 2.01 merely fixes a bug where rename would crash.

--- What's new in version 2.0? ---

Unreal Tournament Demo Manager (Udemo) Version 2.0 makes 1.0 look like nothing!
Here is a full list of new features!

-Demo Analyzer:  This baby tells you EVERY file that you need to play the demo.  There is no more worrying about demos crashing because you lacked some necessary file!  On top of that, it tells the mapname and the type of demo (client or recorded server-side on a dedicated server).
-Summary Generator:  This button will write an information txt file about the demo that can be easily distributed with demos.  You will know exactly what files you need to include with the demo and others downloading it will know what packages they need. (see below for more info)
-Multiple Path support: UDEMO now supports demos in other directories besides the ut system directory!
-Auto-Recording:  Ever wanted to record a demo of every game you play?  This new feature allows you to do this with ease!  UDEMO will detect level changes and automatically record a demo, using the format that YOU specify.
-All options you select are saved when UT closes!
-Window stays in memory.  Closing does not destory the window, but merely hides it!
-Some interface changes.
-Many other improvements and bug fixes.

===============================================================

================================================================
--- Description ---

Unreal Tournament has a truly remarkable and complex demo recording and playback system.  There was only one major problem.
WHERE IS THE BROWSER????
This utility/mod fixes that issue.  It brings about the following enhancements:
-An easy to-use, quickly loading, in-game browser of demos.  You can choose to play any demo found in the configurable demo directories.
-Additional Options to record, stop, rename, and delete demos.
-All 3 demo options (3rdperson, noframecap, timebased) are easily selectable.  And yes, the loop option is intentionally not there.
-Fixes the annoying player name being reset bug. (note that for this to work, you must play demos from the manager itself)
-All that new stuff in the above paragraph :)
===============================================================

--- Requirements---

Because this mod makes use of Dynamic Linked Libraries (DLL's), it requires a Win32 based system (Windows 9x, NT, 2000, ME) and UT version 432 or higher.  If you are interested in porting the mod to other OS's please e-mail me for more information.

===============================================================

--- CSHP Issues ---

Just because I do not wish to be spammed with e-mails over this question, I will say this once and once only:
UDEMO will not be falsely detected as a cheat under any past, present, or future CSHP version.  It is completely safe to use the mod during multiplayer games.

================================================================

--- Installation--

Simply run the UMOD file found in the ZIP.
In case you are among the unfortunate people who have problems with running umods, simply extract the UMOD to unrealtournament\system.  Then run:
c:\unrealtournament\system\setup install udemo.umod

You can also simply reaccociate UMOD files (in the file types menu of windows) with c:\unrealtournament\system\setup install

================================================================

--- Usage--

Please see the UdemoInterface.JPG file for a visual explaination of the menus.
I recommend enabling status help when learning the interface.
Special features:

-Requirements Table:
Please note that custom packages are defined as being non-default, not found in Bonus Pack 1, not found in Bonus Pack 4, and not the demo's map itself.
-Auto-Recording: To make this work, you must open the demo manager every time UT starts up.  I would have loved to make it automatic, but because of Version 432, this is not possible.  Also note that auto-recording occurs after the next level change, not in the current level.  Furthermore, auto-recording is "smart" in that it will never overwrite another demo (it will simply substitute the %n with a number increment or add -(number increment) at the end.  Oh, and if you want a summary made, you will need to select the demo (after recording is finished) and generate one yourself.
-Formatting for Auto-Record: I have chosen to take the most flexible path toward custom formatting.  Any legal character for file names or "flags" may be entered.  Valid flags are desribed on that menu page.  Flags are substituted with other information (server name, time, etc.)
-Stop and Record Buttons: You cannot stop a demo if one is not being played or recorded.  You cannot record a demo if one is already being played or recorded.  Consequently, both buttons are never hidden or shown together.
-Analyzing: Analyzing has a small glitch where it cannot tell if a demo file is invalid.  If the screenshot window continues to say it is reading information, but no activity can be seen in the table window, that demo is probably faulty and should be deleted.
-Summary Button:  Clicking on the summary button will save a (demoname)Info.txt file in the directory where that demo is located.  For instance, a demo named "cool.dem" in the system directory would save a file called CoolInfo.txt in the system directory.
A summary looks as follows (from the file newbieownageInfo.txt):
------------------------------------------------------
Demo summary auto-generated by Unreal Tournament Demo Manager 2.0
Available at REMOVED (Site not working)

newbieownage.dem Information:

Map name: dm-deck16][.unr
Demo Type: Client-Side
Cheat Protection: CSHP4+.U (cached as '7C878F4011D599CAA000D0B33D7651CC.uxx')

File Requirements:
-Bonus Pack 4
-AdvWebAdmin (cached as 'D23BA4D1465626D9DCA7B6A57116573B.uxx')
-------------------------------------------------------
Note that the Package name as well as the cache name (that is the file name that package has when downloaded from a server into the cache folder) are given for all custom packages.

================================================================
--- Future Possibilities ---
Udemo 1.0 was all about a simple browser of demos.
Udemo 2.0 took the interface further with its analyzer, as well as adding a demo auto-record function and a summary generator.  It is all about information.
Udemo 3.0 will be all about fixes and actual demo enhancements.  What does this mean?
-Demo playback speed controlling and pausing.  As a better of fact, the custom demo driver that does this has already been created.  Unfortunately, it crashes when loading a new map. (open unrealtournament.ini and change demorecordingdevice to udemo.udemodriver to experience this first-hand).  Both Yoda and Mongo (who are working with the unreal warfare engine), highly experienced programmers with unreal, do not know what is going wrong.  I cannot even be sure this will be fixed by 3.0 :(
-File downloading!  Are you missing needed files?  No more hunting around for them.  udemo 3.0 will be able to connect to standard redirect servers (compressed and non-compressed) and download the files for you!
-Version mismatch checks: Tired of version mismatches?   3.0 will detect and hopefully solve them :)
-Will use ALL of TNSe's enhancements from his jolt demo enhancer.  This means scoreboard in server demos.  Also, the infamous server demo 1st-person bug should be fixed.  In fact, plenty of other bugs related to playback will be fixed as well.
-Possible: Auto-generate summary when auto-recording.
-Possible, but not likely: Demo udemo generator that includes demo, info TXT and all needed files.
-Any other ideas? Send 'em to EMAIL REMOVED TO PREVENT SPAM

================================================================
Copyrights/Permissions
----------------------
Unreal Tournament (c) 1999 and UNREAL (c)1998 Epic Megagames, Inc.  All Rights Reserved. 
Distributed by GT Interactive Software, Inc. under license.  UNREAL and the UNREAL logo
are registered trademarks of Epic Megagames, Inc. All other trademarks and trade
names are properties of their respective owners.

71
Mutators & modifications / Voice Pack Creater
« on: January 19, 2015, 09:45:02 AM »
PlayThis VoicePack Creator Readme.

This Readme File includes the following sections:

o Program Info
o Development System
o Background info
o Features
o For next version
o Known Issues & Troubleshooting
o Rough Tutorial on how to use
o Disclaimer
o Contact info


---Program Info---

Version: 1.0 Beta (test)
Build Time: About 3/4 weeks, in between other projects
Copyright: Ben "GenisisX" Rogers 2000


---Development System---

Celeron 333 @ 128MB RAM
Development language: Microsoft Visual Basic 6


---Background---

I created PlayThis: VPC and the website because I love sounds. I used to write loads of mIRC scripts
for my old Xwing Vs Tie fighter clan with millions of Star Wars sounds.
Now, I write them for UT.

Sick to the back teeth of UnrealEd? Slow loading, unstable and daunting to use? All credit to Epic, UnrealED
is a kickass ed but it isn't optimised for VoicePacks.
So I thought to myself, why not make a program that did this?
So I researched the structure of the classes, and how to use UCC and what the ideal format for a VoicePack is...
Here you have it, PlayThis.



---Features---

o Automatic Generation of script (fully customisable, though)

o Automatic import audio files into UT

o Automatic .int and .u file generation

o Easy dialog boxes and sound importing

o Easy to use, simple "wizard" interface

o Drag & Drop tools make your life easier

o Automatic loading of "VoicePack bases", which saves you some work and lets you build your scheme over the old one.
 (I find this useful for 'Others')

o Automatic Compilation of all needed files, so you end up with a nice .u and nice .int file!



---Planned for next version (or final 1.0)---


o Support for mature taunts

o Support for loading/saving configs

o Support for editing preferences

o Automatic Generation of .umod file (maybe in seperate prog)

o Checking of sound compatability (may be in a later version)

o Support "Back" button past the VoicePack Workarea

o Hopefully a proper .chm help file.

o Perhaps editing of the ChallengeVoicePack class so more total taunts can be included.


---Known Issues & Troubleshooting---

As this is a BETA, there are undoubtedly gonna be some bugs. Ohhh yes...
I've tested it on my machine and War Mage had no probs on his but there could be some issues:

o UNREAL TOURNAMENT CAN ONLY SUPPORT 32 TAUNTS and ABOUT 16 FRIENDLY FIRE AND ACKNOWLEDGEMENTS, DONT GO OVER THIS
LIMIT IN PLAYTHIS :) (this is without editing your ChallengeVoicePack class)

o ActiveX Controls - Some may be incorrectly registered. I'm not sure why, as the activex.exe contains
all the files the prog needs. If you are getting errors with these controls PLEASE DONT EMAIL ME, ILL PROBABLY KNOW
ABOUT THEM :)

o Don't muck around with it...ie don't leave stuff blank and click everything. Be careful with it and use it properly
and you'll have a bug free session ;)

o Also, don't put spaces in the voicepack name. UT won't like this.

o PlayThis doesn't automatically 'clean up' your files. So if you make a lot of voicepacks you might want to delete
some .uc and .int files from your PlayThis dir.

o It is safe to delete the .uc files created in your UT dir, these are just for later editing if you know how to use
UScript and UCC.

o DOS FILE NAMES - IT IS IMPERATIVE THAT WHEN YOU CHOOSE YOUR SOUND DIR THAT IT IS NOT A REALLY LONG ONE OR ONE WITH SPACES.
JUST COPY YOUR FILES TO A DIR SUCH AS C:\VPACK OR SOMETHING SIMILAR. UCC.EXE WILL NOT LIKE IT !!!

o There isn't an error checker as yet for defaultscript.txt or Lib. If defaultscript.txt has been modified, deleted or
renamed then it's gonna go wrong...Also if you have mucked around or deleted the files in \Lib then it won't like that
either.

o The files it needs to function are:

defaultscript.txt
Lib\Boss.vpl
Lib\FemaleOne.vpl
Lib\FemaleTwo.vpl
Lib\MaleOne.vpl
Lib\MaleTwo.vpl

Check these are all still there.

o If the sounds don't show up in UT or the VoicePack doesn't show up, check:

   o The Sounds are the right format (ie no filters what so ever, plain PCM)
   o Nothing is left blank on the prog
   o You have the right UT dir specified
   o The sounds aren't in a long directory
   o That you have the VoicePackName.u and VoicePackName.int in your UT\System dir

If this is all correct, them please mail me and I'll try and sort something out for you.

---Rough Guide---

[FIRST STEP]

Pretty self explanitory. Choose Start a new VoicePack.

[SECOND STEP]

Choose your UT Dir and the voicepackname (no spaces or long names pls)
The "For Script" bit is not required but puts comments in your script saying who made it and where to contact you.
This is recommended. Get used to filling this in, as in the next version, when it makes .umods, it will be mandatory.

PS: You don't need to specify a readme file, I just put this in for the final release.

[THIRD STEP]

Choose your VoicePack base. This lets you build your new VoicePacks around the one you chose. This will also determine
where it goes in the UT menu. Ie, if it is a boss one, you can only select it when you choose the boss skin (like the EvilXan
VP). I DO NOT RECOMMEND A BLANK VOICEPACK, THERE IS SIMPLY NO POINT TO IT :)

[CHOOSE SOUND DIR]

Where the sounds you want to include in your VP are. Remember, no long files or file names. Something like C:\Sounds is
perfect.

[STEP FOUR]

Add the sound files. Pretty explanatory. Add all of them in the dir or choose the ones you want to include. Don't worry about
duplicate names, the program sorts that out for you. You can double click to play them.

[STEP FIVE]

Edit the Script. Not really needed unless you want to fully customize your VP. Just click next.

[STEP SIX]

The meat of your VoicePack. Let me explain what everything does:

'Load Voice Base settings' - This automatically, like magic, loads the acknowledgements, taunts etc for your specified character.
REMEMBER NOT TO FORGET THE ORDERS, OTHER and NAME section!!
'View VoiceWin' - shows you a libary of your sounds so you can drag n drop them in to the sound text box.

'Sound' - This is the sound to be used for that event - e.g sound'Tutorial.Tutorial.burnscorpse.wav'
'String' - This is what shows up in the dialog window when the sound is played. E.G "Eat that" or "I'm on fire!"
'Abbrev' - This is for when your string is longer than 19 characters or when you want to shorten it. This is
what shows up when you select to play the sound from a menu. You don't need to fill this in for everything. If
you don't specify an abbreviation it simply uses the string for the menu item text.

Once you are satisfied with your voices, goto tools and click 'Generate & Continue'

[STEP SEVEN]

The int file. Type a description if you don't like the one in the box and click next.

[STEP EIGHT]

Push the magic button! This will fire up UCC.exe and do the stuff UT needs to do to make your VoicePack work.
Don't close this window. Wait until it has finished and it will close itself.
Hopefully, if that's all gone OK, you can run UT and test your voicepack!!

[STEP NINE]

Test your VoicePack under all conditions. If you are looking for a umod maker goto www.planetunreal.com/umodwizard for
OB1's cool prog. Please credit this program in your readme file :)

Congrats! Submit it to fileplanet, fileleech, unreality.org and other file sites and Sit back, and enjoy the praise :-)


---DISCLAIMER---

PLAYTHIS IS FREEWARE - AS IN THERE IS NO FEE WHAT SO EVER FOR THIS PROGRAM. (ALTHOUGH DONATIONS TOWARDS THE PROJECT WOULD
BE MOST APPRECIATED :-) )

YOU MAY NOT DECOMPILE, REVERSE ENGINEER OR OTHERWISE MODIFY THE PROGRAM CODE.

YOU CANNOT UNDER ANY CIRCUMSTANCES MAKE MONEY FROM THIS PRODUCT. IT SIMPLY ISN'T FAIR ON EVERYONE WHO HAS CONTRIBUTED
TO ITS MAKING.

YOU MAY NOT PUT THIS PROGRAM ON YOUR WEB SITE AND NOT CREDIT THE AUTHOR AND THE PLAYTHIS WEBSITE-

GENISISX - GENISISX@UNREALITY.ORG
http://HTTP://WWW.UNREALITY.ORG/PLAYTHIS

IF YOU DO WISH TO PUT THIS PROGRAM ON YOUR WEBSITE YOU MAY DO SO, BUT YOU MUST NOT MODIFY THE ZIP FILES OR ANY OF THE FILES
CONTAINED WITHIN.

YOU CAN DISTRIBUTE TO FRIENDS ON CD, FLOPPY DISK ETC.

IF YOU WISH TO INCLUDE THIS PROGRAM ON A COMMERCIAL CD COMPILATION, YOU MUST EMAIL GENISISX@UNREALITY.ORG (ALTOUGH THERE IS
NO REASON I COULD THINK OF WHY ID REFUSE...)

I AM NOT RESPONSIBLE FOR ANY DAMAGE THIS PROGRAM OR THE FILES DISTRIBUTED WITH IT MAY CAUSE TO YOUR SYSTEM, THROUGH MISUSE
OR OTHERWISE FROM PROGRAM FAULT. YOU USE THIS AT YOUR OWN RISK.

THE ORIGINAL IDEA AND PROGRAM FOR PLAYTHIS ARE COPYRIGHT (C) BEN "GENISISX" ROGERS 2000
NO REPRODUCTION, COPYING OR OTHERWISE UPGRADING OF THIS PRODUCT ARE ALLOWED WITHOUT PERMISSION FROM THE AUTHOR.


Did you read that, or did you just scroll down here? :-))



---Contact---

I can be contacted at GenisisX@Unreality.Org and I am on ICQ # 22789452, although I am not a heavy ICQ user.
Please E-mail all relevant Q's/Problems to that address, but be aware that I get several emails a day so I may not
be able to get back to you as soon as I'd like to.

The Latest version of PlayThis is available at my Website - http://www.unreality.org/PlayThis.

SPECIAL THANKS

Preacher @ Unreality. Thanks very much for the hosting man and for being a kick-ass webmaster! ;)
He can be found at preacher@unreality.org and of course @ www.unreality.org - the best UT site out there.
Get your news, files, tutorials etc from there and its number of hosted sites.

Meltdown @ UnrealTower. Thanks for teaching me about UCC & Audio Imports. Meltdown has an excellent site on Mutating,
scripting and tutorials. It can be found at http://www.planetunreal.com/unrealtower. Check it out!

The whole PlayThis team for being such a great bunch of guys :)

Everyone who has E-Mailed me with their praise, insults, and interest in PlayThis :)




Thanks for downloading, enjoy the program.

72
General Discussion / How do I turn off Rocket Smoke?
« on: December 30, 2014, 07:16:44 PM »
I'm not asking bevause I tryig to hack. I need this to turn off the ANNOYING rocket smoke so I can see players while aiming at them.

THX.

73
This is easy:

I've kown this for years now... Never thought to post it until NOW.

1. Set input Shift Set PlayerPawn role ROLE_AutonomousProxy
2. Set Input Alt Set PlayerPawn Role ROLE_Authority

-----------------------------------------------------------------------------
Meaning of these settings:

AUTONOMOUSPROXY: [DO NOT USE ONLINE... YOU HAVE BEEN WARNED] This is the Imortality part, stops players from GUNNING YOU DOWN! You CAANOT fire when this is enabled.

Authority:  Everythings normal, you are NOT SUPERHUMAN.

74
Cheats / UT99 WHITE WALLHACK
« on: August 24, 2014, 08:21:03 PM »
opengldrv.dll hack for UT and Tactical ops
does lambert, white walls, and wall hack
bug: getres console command doesn't work(it's useless anyway)

Enjoy!
StevenSeven

75
I want to experiment with these things on my LOCAL server.

Please upload if you have them.

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