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Thread: Path to map files for Server redirect

  1. #1
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    Path to map files for Server redirect

    Hi,

    I'm trying to set up my own UT3 (Unreal Tournament 2007) server with http redirect for fast map download. The maps aren't decompressed though.

    The UT3 maps are stored in a relative path to the http server at "UTGame\CookedPC\CustomMaps". However a connection failed is the message shown. I can connect to the server successfully if the maps are present on the local PC, but this means other remote plays cannot download them when they connect. Does anyone know what path the UT3 game will attempt to download the maps from using http redirect?

    In the UTEngine.ini I have configured the following:

    [IpDrv.TcpNetDriver]
    ConnectionTimeout=60.0
    InitialConnectTimeout=60.0
    AckTimeout=1.0
    KeepAliveTime=0.2
    MaxClientRate=15000
    MaxInternetClientRate=10000
    RelevantTimeout=5.0
    SpawnPrioritySeconds=1.0
    ServerTravelPause=4.0
    NetServerMaxTickRate=30
    LanServerMaxTickRate=35
    IdleServerTickRate=30
    AllowDownloads=True
    DownloadManagers=IpDrv.HTTPDownload
    DownloadManagers=Engine.ChannelDownload
    NetConnectionClassName=IpDrv.TcpipConnection


    [IpServer.UdpServerQuery]
    GameName=ut


    [IpDrv.HTTPDownload]
    RedirectToURL=http://host-name.net/ut3/
    UseCompression=False

  2. #2
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    I'm not quite sure what your problem is, but basically all the files need to be in the root folder of the redirect server. In your case it has to be http://host-name.net/ut3/
    The client will figure out what do with the downloaded files on its own. One word of advice though - use compression, otherwise some of the large files may result in huge download times.
    "Yeah. _Lynx can fire the lightning gun, have the lightning bolt turn a 90 degree corner, stop and ask the closest teammate for directions, confuse the directions and get lost, realize it went the wrong way, make a U-Turn, and get a headshot on the intended target."
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  3. #3
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    To add to that.

    Files do not need to be placed specifically to a given folder (such as root, where the URL would point to). The only thing which has to work is the URL which should provide the file. UT3 doesn't care about where the server or the client stores its maps (or packages) as long as they are placed in correct folder to be recnognized by the engine (typically a subfolder of CookedPC\, the engine searches for that folder on various locations). That said, this will force the client to download the specific map/package file from a URL which looks like this:

    http://host-name.net/ut3/DM-Deck-FPS.ut3

    In case of using compression, the file needs to be compressed first (using ut3 commandlet "ut3 compress" or some tools):
    http://host-name.net/ut3/DM-Deck-FPS.uz3

    The ini file is not important for a working redirect. By knowing these URLs, the host can parse the request and point to the right folder. Typically a redirect server is a plain file server and such URL would work, but if you're intending to keep a file structure, you need to do some server sided implementation to receive the right local file for a given request.





    What does the log state, for client and server? It's strange that it aborts the connection even if AllowDownloads is set to "True", which is then used as fallback for the redirect and the file is pushed through the UT3 server connection which tends to be really slow (like 20 to 40 kB/s).





    Quote Originally Posted by FragFill View Post
    The maps aren't decompressed though.
    What do you mean by that? Do you mean the maps aren't compressed? Your config setup assumes files to be decompressed (kept as it is).


    PS: Altough Lynx recommended using compression, you may have to think about it. Depending what you prefer, compression reduces the bandwith usage but you need to compress files (you end up having to upload files twice, for the server and for the redirect. Also larger compressed files need to be uncompressed by a client, low-end machines might timeout during that process and the connection drops out, forcing the client having to reconnect. Sometimes you don't gain much from compressing files, like already cooked files are compressed internally and compression them again to uz3 will only result into a file being about 90% of the original file size at max. Uncooked files can be reduced drastically, most maps com uncompressed.
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  4. #4
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    Hi

    Yes, put the files in the base path as suggested and redirect is now working ok. Thanks.

    The mutators don't work properly though... they need INI files to configure them. Server is RichsGamingHost under deathmatch if you want to check it out online. Have some great maps, you need mutated weapons setup right to frag in these big maps.

    There must be a script or something to configure these mutators?

  5. #5
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    Quote Originally Posted by FragFill View Post
    The mutators don't work properly though... they need INI files to configure them.[...]

    There must be a script or something to configure these mutators?
    What kind of mutators, or which ones specifically?
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  6. #6
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    Its the EM_XX.MutEM_XX mutator - it has some classes and a large INI file

    D:\UT3 Elite_XX\UTGame
    D:\UT3 Elite_XX\UTGame\Config
    D:\UT3 Elite_XX\UTGame\Published
    D:\UT3 Elite_XX\UTGame\src
    D:\UT3 Elite_XX\UTGame\Config\UTEM_XX.ini
    D:\UT3 Elite_XX\UTGame\Config\UTUI_Scenes_EM_XX.ini
    D:\UT3 Elite_XX\UTGame\Published\CookedPC
    D:\UT3 Elite_XX\UTGame\Published\CookedPC\EM_XX
    D:\UT3 Elite_XX\UTGame\Published\CookedPC\EM_XX\EM_XX.u
    D:\UT3 Elite_XX\UTGame\Published\CookedPC\EM_XX\EM_XX_Content.upk
    D:\UT3 Elite_XX\UTGame\Published\CookedPC\EM_XX\UI_Scenes_EM_XX.upk
    D:\UT3 Elite_XX\UTGame\src\EM_XX
    D:\UT3 Elite_XX\UTGame\src\EM_XX.txt
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\DmgMsg.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite3rdPersonMutatorInteraction.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\EliteMachine_GameRules.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\ElitePawn.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\ElitePlayer.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_BioGlob.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_BioGlobling.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_BioShot.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Bio_Attach.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Bio_ChargeDMG.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Bio_GibDMG.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Bio_GooDMG.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Bio_Rifle.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Enforcer.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Enforcer_Attach.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Enforcer_DMG.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_FlakCannon.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Flak_Attach.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Flak_DMG.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Flak_Shard.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Flak_ShardMain.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Flak_Shell.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Impact_Attach.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Impact_Hammer.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Link.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Link_Attach.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Link_Beam_DMG.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Link_DMG.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Link_Muz.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Link_ProJ.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Rocket_Attach.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Rocket_BodyShot.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Rocket_Grenade.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Rocket_Launcher.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Rocket_Loaded.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Rocket_ProJ.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Rocket_Seeking.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Shock.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Shock_Attach.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Shock_Combo_DMG.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Shock_DMG.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Shock_Emit.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Shock_HeadShot.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Shock_ProJ.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Sniper_Attach.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Sniper_BodyShot.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Sniper_HeadShot.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Sniper_Rifle.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Stinger.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Stinger_Attach.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Stinger_DMG.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Stinger_DMG_Sec.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Stinger_S_Shard.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Elite_Weapon.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Goliath_Cannon.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Goliath_Cannon_Attach.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Goliath_Cannon_DMG.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Goliath_Cannon_ProJ.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Killed_Message.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\Killer_Message.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\MultiJump_Info.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\MutEM_XX.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\RedeemMachine.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\RedeemMachine_Attach.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\RedeemMachine_DMG.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\RedeemMachine_ProJ.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\TransElite.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\TransElite_Attach.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\TransElite_ContentBlue.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\TransElite_ContentRed.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\TransElite_DMG.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\TransElite_DMG_Fail.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\TransElite_Light.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\TransElite_Light_Blue.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\TransElite_Pawn.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\UIFrontEnd_EM_Menu.uc
    D:\UT3 Elite_XX\UTGame\src\EM_XX\Classes\UTUITabPage_WeaponsTab.uc

  7. #7
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    Seems like Elite Machines is not created with the intent to work online (or at least some things are conflicting/not existing). For instance, the following config section allows to tweak the weapons:

    Code:
    [EM_XX.MutEM_XX]
    Config_ImpactHammer=(fMinDmg=20.000000,fMaxDmg=300.000000,fMinForce=50000.000000,fMaxForce=200000.000000,fMinSelfDmg=10.000000,fEMPDmg=300.000000,fSelfDmgScale=1.000000,fSelfForceScale=5.000000,fMaxChargeTime=0.000000,fMinChargeTime=0.000000,fAIRating=0.150000,bUseHammer=True)
    Config_Enforcer=(bAmmoRegeneration=True,bDoubles=True,fPriFireInterval=0.120000,fSecFireInterval=0.120000,fPriSpread=0.020000,fSecSpread=0.030000,fAIRating=0.330000,fDamageOverlayTime=1.000000,fVehicleDamageScaling=1.000000,fNodeDamageScaling=1.000000,fBurstCoolDownTime=0.970000,fVehicleMomentumScaling=1.000000,iPriDamage=19,iSecDamage=19,iMomentum=1241,iAmmoCount=100,iMaxAmmo=420,iShotCost=1,iHelpRadius=100,iAimError=1000,fAkimboTime=0,iEnforcerRecoil=0,iBurstMax=3)
    Config_Shock_Rifle=(bAmmoRegeneration=True,bDoubles=True,fFireInterval=0.700000,fHeadShotDmgMult=2.200000,fSlowHeadshotScale=10.000000,fRunningHeadshotScale=2.200000,fAIRating=0.650000,fDamageOverlayTime=1.000000,fNodeDamageScaling=0.500000,fVehicleDamageScaling=0.500000,fVehicleMomentumScaling=1.000000,iDamage=215,iDamageRadius=275,iInstaDamage=45,iMomentum=60000,iAmmoCount=100,iMaxAmmo=420,iShotCost=1,iInstaRecoil=0,iSpeed=1075,fSecFireInterval=0.800000,iComboAmmoCost=0,iVortexRadius=800,iVortexForcePerSecond=100,fVortexDuration=5.000000,iDamageImpulse=10000,iImpulseRadius=1000)
    Config_FlakCannon=(bAmmoRegeneration=True,bDoubles=True,fAIRating=0.750000,fPriFireRate=0.600000,fSecFireRate=1.000000,fSpread=0.100000,fMaxBonusTime=0.020000,fCustomGravityScaling=0.500000,fDamageOverlayTime=1.000000,fNodeDamageScaling=0.500000,fVehicleDamageScaling=0.500000,fVehicleMomentumScaling=0.800000,iFlakRecoil=0,iAmmoCount=100,iMaxAmmo=420,iShotCost=1,iSpeed=3500,iDamage=21,iDamageRadius=0,iMomentum=15000,iShardBounces=1,iCenteredDamageBonus=101,iMainBounces=10,iSecDamageRadius=200,iSecDamage=100,iSecSpeed=12000,iTossZ=0)
    Config_Content=(bStartIn3rdPerson=True,bHitSounds=True,bShowDMG=True,bHeadshotSounds=True,bHeadshotMessage=True,bHeater=True,bCooler=True,bVampirism=True,bNoSelfDamage=True,bInventoryDrop=True,bDodgeJumping=False,iVampHealth=5,iHeater=1,iHeaterSeconds=1,iHeaterHealthLimit=190,iCooler=-1,iCoolerSeconds=1,iCoolerHealthLimit=190,iMaxNumJumps=3,iMaxJumpBoost=200,ijumpZ=480,iDodgeSpeed=504,iDodgeSpeedZ=488,iGroundSpeed=468,fAirControl=10.000000,iMaxHoverTime=7,iMaxAirDodges=3,iCrouchJumpBoost=514)
    Config_Bio_Rifle=(bAmmoRegeneration=True,bDoubles=True,fPriFireInterval=0.380000,fSecFireInterval=0.350000,fDamageOverlayTime=1.000000,fVehicleDamageScaling=0.500000,fVehicleMomentumScaling=1.000000,fNodeDamageScaling=0.500000,fDripTime=2.500000,fAIRating=2.000000,iDamage=21,iMomentum=40000,iAmmoCount=100,iMaxAmmo=420,iHelpRadius=100,iAimError=1000,iShotCost=1,iSpeed=12000,iMaxResting=5,iGlobStrength=30,iGloblingSpeed=300,iDamageRadius=150,iBioRecoil=0,iSecSpeed=12000,iSecDamage=21,iSecDamageRadius=150)
    Config_Stinger=(bAmmoRegeneration=True,bDoubles=True,fPriFireInterval=0.140000,fSecFireInterval=0.380000,fPriSpread=0.070000,fSecSpread=0.000000,fAIRating=0.740000,fNodeDamageScaling=0.500000,fVehicleDamageScaling=0.500000,fVehicleMomentumScaling=0.000000,fDamageOverlayTime=1.000000,iShotCost=1,iAimingHelpRadius=100,iAimError=1000,iStingerRecoil=500,iAmmoCount=100,iMaxAmmoCount=420,iSpeed=9000,iDamage=24,iDamageRadius=100,iMomentumTransfer=25000,iLifeSpan=0,iSecSpeed=0,iSecDamage=50,iSecDamageRadius=0,iSecBounces=1)
    Config_Sniper_Rifle=(bAmmoRegeneration=True,bDoubles=True,iDamage=42,iPriHelpRadius=100,iAimError=1000,iSniperRecoil=0,iShotCost=1,iMomentum=1918,iAmmoCount=100,iMaxAmmo=420,iZoomFOV=15,iZoomRate=200,fHeadShotDmgMult=1.500000,fSlowHeadshotScale=1.500000,fRunningHeadshotScale=1.500000,fFireInterval=0.190000,fAIRating=0.640000,fDamageOverlayTime=1.000000,fNodeDamageScaling=0.500000,fVehicleDamageScaling=0.500000,fVehicleMomentumScaling=1.000000)
    Config_RL_BFG=(bAmmoRegeneration=True,bDoubles=True,fPriFireInterval=0.400000,fSecFireInterval=0.400000,fAcquireTime=0.010000,fAIRating=0.710000,fDamageOverlayTime=1.000000,fNodeDamageScaling=0.500000,fVehicleDamageScaling=0.500000,fVehicleMomentumScaling=1.000000,iDamage=50,iMomentum=0,iAmmoCount=100,iMaxAmmo=420,iHelpRadius=100,iAimError=1000,iSpeed=2000,iGrenadeSpeed=3500,iDamageRadius=100,ispreaddist=128,igrenadespreaddist=128,iLockRange=20000,iShotCost=1,iFlockRadius=21,iRocketRecoil=10000,iFlockStiffness=0,iFlockCurlForce=0)
    Config_GoliathCannon=(bAmmoRegeneration=False,fFireInterval=0.180000,fNodeDamageScaling=0.000000,fVehicleDamageScaling=0.000000,fVehicleMomentumScaling=0.000000,fZoomFOV=20.000000,fAIRating=1.750000,iZoomRate=500,iDamage=650,iDmgRadius=600,iMomentum=200000,iSpeed=12000,iAmmoCount=3,iMaxAmmo=12,iShotCost=1,iGoliathRecoil=20000)
    Config_LinkGun=(bAmmoRegeneration=True,bDoubles=True,fPriFireInterval=0.320000,fNodeDamageScaling=0.500000,fVehicleDamageScaling=0.500000,fVehicleMomentumScaling=0.000000,fDamageOverlayTime=1.000000,fLinkFlexibility=0.000000,fAIRating=0.670000,iPriDamage=5,iSecDamage=5,iMomentum=0,iAmmoCount=100,iMaxAmmo=420,iProJSpeed=6550,iDamageRadius=0,iBeamAmmoSec=8,iWeaponLinkDistance=550,iShotCost=1,iBeamRange=2048,iLucyRecoil=0)
    Config_TransElite=(bUseTrans=True,fFireInterval=0.010000,fAIRating=0.000000,iRechargeRate=1,iTossZ=220,iSpeed=3500,iMaxAmmo=20,iBuoyancy=0,iMomentumTransfer=200000,iGibPerterbation=100)
    Config_RedeemMachine=(bAmmoRegeneration=False,iDamage=650,iMomentum=200000,iRocketSpeed=9000,iAmmoCount=1,iMaxAmmo=3,iLifeSpan=0,iZoomFOV=30,iZoomRate=500,iShotCost=1,fAIRating=2.000000,fNodeDamageScaling=1.000000,fVehicleDamageScaling=1.000000,fVehicleMomentumScaling=1.000000,iDeemerRecoil=40000)
    That config is statically used (using the defaults accessor in script) when a weapon is created - locally (server/standalone) and on clients. When a server admin sets values in such config and the server spawnes such weapon, it uses these values, but the clients' weapons will use their own values. Some values are not used on clients (such as the damage scale etc.) but others are. For instance the charge time properties of the ImpactHammer, these are also used for animation.

    I haven't check the full scource but I could think there are several other issues (missing replication). I know the mutator plays find locally in a standalone/Instant-Action game. So even if you properly setup that mutator to be downloaded through a redirect, you can't solve the issue of a bugging code.
    ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
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  8. #8
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    Yes, I see your point.

    Although, I found this mutator when playing on a server using the EM_XX Elite Sniper rifle x2. Once I knew the mutator name, I downloaded from the web so I could use it in my own server.

    Without their config files the weapons do not work properly at all really.

    So there must be a way of getting the config downloaded... just founding out how?

  9. #9
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    Quote Originally Posted by FragFill View Post
    So there must be a way of getting the config downloaded... just founding out how?
    There is none. Such things have to be coded to properly replicate values to clients. If the server uses the mutator's default values, the client will likely work fine (when downloaded and no ini file exists) but when the client also have it's own values configured, there is a mismatch.
    ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
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