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Thread View: alt.games.unreal.tournament
9 messages
9 total messages Started by Todd Sun, 30 Dec 2007 21:33
removing a mutator from a map?
#191142
Author: Todd
Date: Sun, 30 Dec 2007 21:33
18 lines
2036 bytes
There are several really nice amateur made maps out there which I'd
really love to play on my lan, or just me against bots.  But there's
some kind of mutator or code built into the map, that forces me to
play a way I don't want to play.  For example, there's several ctf
maps where the bots double, or even triple up; say I'm playing 3 on 3,
with myself as the only real player; there'll be five extra bots in
the map.  Or there's a mutator that takes away all weapons you're
spawned with.  If I play LMS, or use the No Item or All Weapons
mutators, there ends up being no weapons.

There's also one map that wouldn't let me spawn in.  I tried it
without my mutators, and it still wouldn't run.  (Although, I was
playing Carry the Flag, rather than standard ctf.)

Can anyone tell me how to go about using UnrealEd to find and remove
these particular chunks of code?

Thanks.
Re: removing a mutator from a map?
#191143
Author: Todd
Date: Sun, 30 Dec 2007 21:37
26 lines
2408 bytes
Todd <noone@nowhere.com> wrote:

>There are several really nice amateur made maps out there which I'd
>really love to play on my lan, or just me against bots.  But there's
>some kind of mutator or code built into the map, that forces me to
>play a way I don't want to play.  For example, there's several ctf
>maps where the bots double, or even triple up; say I'm playing 3 on 3,
>with myself as the only real player; there'll be five extra bots in
>the map.  Or there's a mutator that takes away all weapons you're
>spawned with.  If I play LMS, or use the No Item or All Weapons
>mutators, there ends up being no weapons.
>
>There's also one map that wouldn't let me spawn in.  I tried it
>without my mutators, and it still wouldn't run.  (Although, I was
>playing Carry the Flag, rather than standard ctf.)
>
>Can anyone tell me how to go about using UnrealEd to find and remove
>these particular chunks of code?
>
>Thanks.


I'm talking original UT, by the way.  Although I suppose I've had the
same problems with some 2k3 and 2k4 maps.  Matter of fact, I can't
play some 2k3 maps in 2k4 because of incompatible code (2k3 jump
boots, for example).  But mostly the original.
Re: removing a mutator from a map?
#191144
Author: goPostal
Date: Sun, 30 Dec 2007 22:58
28 lines
2496 bytes
"Todd" <noone@nowhere.com> wrote in message 
news:fp2gn31roo51mu9f8bfnhl6tem0vgqpa01@4ax.com...
> There are several really nice amateur made maps out there which I'd
> really love to play on my lan, or just me against bots.  But there's
> some kind of mutator or code built into the map, that forces me to
> play a way I don't want to play.  For example, there's several ctf
> maps where the bots double, or even triple up; say I'm playing 3 on 3,
> with myself as the only real player; there'll be five extra bots in
> the map.  Or there's a mutator that takes away all weapons you're
> spawned with.  If I play LMS, or use the No Item or All Weapons
> mutators, there ends up being no weapons.
>
> There's also one map that wouldn't let me spawn in.  I tried it
> without my mutators, and it still wouldn't run.  (Although, I was
> playing Carry the Flag, rather than standard ctf.)
>
> Can anyone tell me how to go about using UnrealEd to find and remove
> these particular chunks of code?
>
> Thanks.
>

Easiest way would be to use killbots (number) in the console. You can remove 
a mut through editor but you risk messing the map up, and it certainly wont 
run online anymore (incompatible). You can use allweapons mut but if there 
is no weapon spawn actor you still mont get any. Use giveall then loaded if 
you want to play around would be safest. 
Re: removing a mutator from a map?
#191145
Author: Todd
Date: Tue, 21 Oct 2008 21:36
51 lines
3618 bytes
Iasked:

>> There are several really nice amateur made maps out there which I'd
>> really love to play on my lan, or just me against bots.  But there's
>> some kind of mutator or code built into the map, that forces me to
>> play a way I don't want to play.  For example, there's several ctf
>> maps where the bots double, or even triple up; say I'm playing 3 on 3,
>> with myself as the only real player; there'll be five extra bots in
>> the map.  Or there's a mutator that takes away all weapons you're
>> spawned with.  If I play LMS, or use the No Item or All Weapons
>> mutators, there ends up being no weapons.
>>
>> There's also one map that wouldn't let me spawn in.  I tried it
>> without my mutators, and it still wouldn't run.  (Although, I was
>> playing Carry the Flag, rather than standard ctf.)
>>
>> Can anyone tell me how to go about using UnrealEd to find and remove
>> these particular chunks of code?
>>
>> Thanks.


"goPostal" <agutgopostal@hotmail.com> wrote:

>Easiest way would be to use killbots (number) in the console. You can remove 
>a mut through editor but you risk messing the map up, and it certainly wont 
>run online anymore (incompatible). You can use allweapons mut but if there 
>is no weapon spawn actor you still mont get any. Use giveall then loaded if 
>you want to play around would be safest. 
>

You seem to be the only person responding to my posts.  I must have
done something to piss everyone else off.  (Probably when I said that
UT is a great game, but a lousy program.  When a line in an ini
referencing a module that isn't there can cause the game to crash,
that's not a good thing.)

I know this is an old thread, but I just came across it again.

Anyway, messing up the map is not a problem.  If I make it unplayable,
I'll just delete the damaged file, and unzip a new copy.  As it is,
it's unplayable for me anyway.  And most of these maps don't make it
onto server rotations, so making it incompatible doesn't concern me.
Especially since I was talking about playing against bots are on my
LAN, where all the computers would have the "fixed" version.

I hate SBC's news servers these days.  They seem to have retention of
about a week.  If I hadn't had these posts on my reader already, I
wouldn't have been able to respond.  Fortunately, Comcast has a better
retention, but I've already gone through my allowance for the month.
(They outsource to Giganews.)
Re: removing a mutator from a map?
#191146
Author: Folk
Date: Wed, 22 Oct 2008 16:38
15 lines
1950 bytes
On Tue, 21 Oct 2008 14:36:21 -0700, Todd <noone@nowhere.com> wrote:

>You seem to be the only person responding to my posts.  I must have
>done something to piss everyone else off. 

The couple of times I've answered your posts, I've gotten zero
acknowledgement from you that you have read the reply.  Looking back
at the history for this group (and mine goes back a couple of years)
you consistently repeat the same pattern of asking a question, getting
several responses, but never acknowledging those responses.  Not a
single "thanks" that I've seen.  Sure, you've responded a to a couple
of replies, but that's only when you need additional information. 

People don't like to offer help to someone who doesn't appear to
appreciate it.
Re: removing a mutator from a map?
#191147
Author: Todd
Date: Fri, 24 Oct 2008 00:09
11 lines
1659 bytes
Folk <Folk@folk.com> wrote:

>People don't like to offer help to someone who doesn't appear to
>appreciate it.

I hate to waste bandwidth with posts that are simply quoting someone
else's post with an added "thank you" or "thanks" at the bottom.

I used to include a "thanks in advance" in my original posts, but I
seem to have forgotten to do that lately.  I'll have to remember to
include it from now on.
Re: removing a mutator from a map?
#191148
Author: goPostal
Date: Fri, 24 Oct 2008 03:55
21 lines
1998 bytes
"Todd" <noone@nowhere.com> wrote in message 
news:9c42g41g2mu51qo8t5gd7m30ad47i2q2r3@4ax.com...
> Folk <Folk@folk.com> wrote:
>
>>People don't like to offer help to someone who doesn't appear to
>>appreciate it.
>
> I hate to waste bandwidth with posts that are simply quoting someone
> else's post with an added "thank you" or "thanks" at the bottom.
>
> I used to include a "thanks in advance" in my original posts, but I
> seem to have forgotten to do that lately.  I'll have to remember to
> include it from now on.
>
>

It's a good idea to tie up the thread with a nice, neat "Thanks dood!" or 
"Man you suck" to end things. Otherwise it sits unfinished.

BTW heya Folk! 
Re: removing a mutator from a map?
#191149
Author: Folk
Date: Fri, 24 Oct 2008 17:09
26 lines
2049 bytes
On Thu, 23 Oct 2008 20:55:04 -0700, "goPostal"
<agutgopostal@hotmail.com> wrote:

>
>"Todd" <noone@nowhere.com> wrote in message 
>news:9c42g41g2mu51qo8t5gd7m30ad47i2q2r3@4ax.com...
>> Folk <Folk@folk.com> wrote:
>>
>>>People don't like to offer help to someone who doesn't appear to
>>>appreciate it.
>>
>> I hate to waste bandwidth with posts that are simply quoting someone
>> else's post with an added "thank you" or "thanks" at the bottom.
>>
>> I used to include a "thanks in advance" in my original posts, but I
>> seem to have forgotten to do that lately.  I'll have to remember to
>> include it from now on.
>>
>>
>
>It's a good idea to tie up the thread with a nice, neat "Thanks dood!" or 
>"Man you suck" to end things. Otherwise it sits unfinished.
>
>BTW heya Folk! 

I thought about ignoring you just for giggles, but...  <g>
Re: removing a mutator from a map?
#191150
Author: goPostal
Date: Sat, 25 Oct 2008 14:18
31 lines
2512 bytes
"Folk" <Folk@folk.com> wrote in message 
news:6a04g416uiplqotqejhegcl2ajdrajcmte@4ax.com...
> On Thu, 23 Oct 2008 20:55:04 -0700, "goPostal"
> <agutgopostal@hotmail.com> wrote:
>
>>
>>"Todd" <noone@nowhere.com> wrote in message
>>news:9c42g41g2mu51qo8t5gd7m30ad47i2q2r3@4ax.com...
>>> Folk <Folk@folk.com> wrote:
>>>
>>>>People don't like to offer help to someone who doesn't appear to
>>>>appreciate it.
>>>
>>> I hate to waste bandwidth with posts that are simply quoting someone
>>> else's post with an added "thank you" or "thanks" at the bottom.
>>>
>>> I used to include a "thanks in advance" in my original posts, but I
>>> seem to have forgotten to do that lately.  I'll have to remember to
>>> include it from now on.
>>>
>>>
>>
>>It's a good idea to tie up the thread with a nice, neat "Thanks dood!" or
>>"Man you suck" to end things. Otherwise it sits unfinished.
>>
>>BTW heya Folk!
>
> I thought about ignoring you just for giggles, but...  <g>

I've got a wife AND two daughters. That's pretty much covered. 
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