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7th February, 2009, 03:04 PM
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out of order
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Join Date: Sep 2003
Posts: 3,383
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[UT2004/Release] Spawn With Locker Weapons
About two weeks ago, BeyondUnreal.com revealed the change list of the upcoming major UT3 patch. One of the new gameplay features reads:
Quote:
Originally Posted by BeyondUnreal.com
In game types using weaponlockers, players spawn with weapons from nearest weapon locker.
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This feature, which has not even been released for UT3, is now available in UT2004 by using my new Spawn With Locker Weapons mutator. It will work in all game types but for obvious reasons only has an effect in maps that contain weapon lockers in the player spawn areas.
Download link
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9th February, 2009, 12:38 PM
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Holy Shit!!
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Join Date: Jul 2005
Posts: 800
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Working good so far
Just wondering, is it normal that it takes our server off the standard list since it's server-side only?
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10th February, 2009, 07:12 PM
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out of order
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Join Date: Sep 2003
Posts: 3,383
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Yes, every mutator does that unless its name was explicitly added to Epic's white list on the masterserver. You could ask in the Epic forums if they will add it, but IMHO it changes gameplay in a way that might be considered "too non-standard" for a whitelisted mutator.
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11th February, 2009, 10:34 AM
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Holy Shit!!
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Join Date: Jul 2005
Posts: 800
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Yeah, that and they're kind of busy with UT3. Hmmm... I'll give it a try when I get the chance.
Would there be a way to somehow make it a server actor?
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11th February, 2009, 05:29 PM
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out of order
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Join Date: Sep 2003
Posts: 3,383
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Not without significantly increasing the required amount of processing power. And like I said: I don't mind it making servers non-standard.
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11th February, 2009, 05:45 PM
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Holy Shit!!
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Join Date: Jul 2005
Posts: 800
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On one hand, a server full of people without the mutator. On the other hand, a server almost empty with the mutator.
...
...
* ARsEnAl51 cries real hard
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12th February, 2009, 02:35 PM
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out of order
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Join Date: Sep 2003
Posts: 3,383
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People still don't uncheck that stupid box when they first see it?
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12th February, 2009, 05:28 PM
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Holy Shit!!
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Join Date: Jul 2005
Posts: 800
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Well, that and/or they don't use the favorites either. What's sad is that it's a great mutator.
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12th February, 2009, 06:07 PM
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out of order
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Join Date: Sep 2003
Posts: 3,383
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Maybe it could be integrated into ONSPlus. (Or is that not whitelisted either?)
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13th February, 2009, 09:01 AM
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Holy Shit!!
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Join Date: Jul 2005
Posts: 800
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ONSPlus is whitelisted. I don't know if Shambler is still active though...
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13th February, 2009, 09:31 AM
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out of order
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Join Date: Sep 2003
Posts: 3,383
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Does working on the UT3 expansion count as active?
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13th February, 2009, 09:47 AM
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Holy Shit!!
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Join Date: Jul 2005
Posts: 800
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Woops! *hides under a rock*
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13th February, 2009, 08:23 PM
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Killing Spree
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Join Date: Oct 2007
Posts: 47
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When there's a will there's a way. And there is a way to make it show.
Last edited by »SZO«Moo : 13th February, 2009 at 08:26 PM.
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5th March, 2009, 09:19 AM
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Killing Spree
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Join Date: Apr 2004
Location: Hell Cinky, F1nland
Posts: 31
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One point to whitelist
Nice mutator and I am interesting to install it to my two Onslaught-servers, but it is useless if the mutator is not whitelisted.
Why whitelisted?
OK, those servers what are not typically standard server they use often huge amount of mutators beginning low gravity, super-hyper weapons, c00L zounds and other stupidies. And you load those things over 300 MB when logging first time in. ;-) Those server are near of a new mods. :-D Therefore whitelisted server are little thing of good quality and near to original gamestyle.. Unreal gaming. This kind of mutator is not out of the original gaming, just helping get weapons and controlling spawnkillers idiot life.
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5th March, 2009, 12:34 PM
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out of order
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Join Date: Sep 2003
Posts: 3,383
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You are free to request whitelisting for my mutator, I certainly won't object.
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