UTCheats.net - Unreal Tournament & Tactical Ops cheats and hacks

Please login or register.

Login with username, password and session length
Advanced search  

News:

Welcome to UTCHEATS.NET

Author Topic: MegaMod  (Read 2934 times)

Dumbo

  • Guest
MegaMod
« on: March 08, 2012, 01:02:28 PM »

MegaMod

version 1.0C

First public beta

by ]V[RiDdLeR of ]V[egaTr][be
November 20, 2001

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

]V[egaTr][be's custom weapons mod for Unreal Tournament

Weapon effects:

1)  Impact Hammer:  Unchanged
2)  Enforcer:  Unchanged
3)  BioRifle:  Fire shoots tazer rounds, Altfire shoots high speed instagib slime
4)  PulseGun:  Fire shoots instagib energy shots, Altfire shoots double length and damage beam
5)  ShockRifle:  Fire shoots instagib beam, Altfire shoots Cannon Shots
6)  Ripper:  Fires Unreal I rounds
7)  MiniGun:  Unchanged
8)  Flak Cannon:  Altfire shoots high speed and damage flak shells; New skin
9)  Rocket Launcher:  Fire shoots double speed rockets, Altfire shoots high speed instagib grenades
10)  Sniper Rifle:  Fires explosive rounds
11)  Redeemer:  Unchanged

Other Effects:

1)  Low gravity (-200)
2)  No jumpboots
3)  Explosive ammo

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

Changes in this version:

1)  Low Gravity has been added in to force game to standard low gravity settings.

2)  Removed force field from pulsegun and changed altfire back to original effect, only with double length on the beam and double damage.

3)  New skin for Flak Cannon

As always, if any of these changes cause problems, or if people just plain don't like them, then I will change them in MegaMod1D.


Known Issues:

1)  The MatrixMoves mutator will not work with MegaMod.  This is because both mutators affect the playerclasses, and MegaMod substitutes the playerclasses with modded versions to get the keybindings correct.  The only solution seems to be to make a Mega version of MatrixMoves.  If I can get permission from the MatrixMoves authors, I will program a MegaMatrix version of the mod.

2)  Players will often lose their player model and skin settings.  This is because of the mod subclassing the player classes.  I am not sure how to resolve this problem


Future Changes:

1)  Colormatch the Pulsegun and shockrifle

2)  Add config menu with variable gravity settings

3)  Add configurable spawn protection which deactivates if individual picks up weapon or flag or fires enforcer

4)  Make razor blades stick in walls and ground and then explode when touched or after certain delay

5)  Replace some player weapon models with Unreal I versions, notably the minigun and ripper

6)  Add 'Suave' movement

7)  Many others...



Notes:  I had been planning to replace some of the weapons with the Unreal I versions, notably the FlakCannon and the Ripper.  When I did so, they worked fine in single player, but the weapons wouldn't fire when run from a server.  I tested the oldskool mod which replaces all the weapons with their Unreal I counterparts.  Version 1.o of OldSkool had the same problem.  OldSkool 2.05 worked properly.  I'll investigate what OldSkool 2.05 did to fix this (if I can figure it out from the code) and maybe e-mail the author of OldSkool to ask him what he did to fix that.

Still haven't had time to investigate making the razor blades stick in walls.



]V[ L][ves!

]V[RiDdLeR

WEB ADDRESS REMOVED
« Last Edit: September 12, 2014, 09:42:09 AM by 来栖 加奈子 »
Logged