View unanswered posts | View active topics It is currently Tue Feb 07, 2012 6:40 pm



Reply to topic  [ 43 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next
 Counter Monster Hunt 
Author Message
BANNED

Joined: Mon Aug 11, 2008 9:44 am
Posts: 848
Location: Coos Bay Oregon
Post 
Skillz do me a favor and send me the exact version you are playing with. I'm going to decompile it and we can look it through together. I would really like to make this work, so let's leave no stone unturned on it.

Looking through the readme, it references admins adding playerstarts coded to the different monsters. What I think is happening is that when you select a monster it "borrows" the information from the monster spawn, gives you that class, and then spawns you. If the coder found a way to spawn through the monster spawn yet still retain the human playercontroller, I am really excited! There are any number of new possibilities with that, least of which is the ability to actively select different classes in-game. We will know for sure when I get the mod opened up. I think I had a copy but I lost it when I had to roll my computer back this past week.


Wed Oct 22, 2008 6:24 pm
Profile
Site Admin
User avatar

Joined: Fri Aug 21, 2009 3:59 am
Posts: 1871
Post 
The copies I have of MCoop and UTMHCoop can be found here:
http://www.planetmonsterhunt.com/mcoop-t261.html

_________________
www.ut-files.com


Wed Oct 22, 2008 11:38 pm
Profile
BANNED

Joined: Mon Aug 11, 2008 9:44 am
Posts: 848
Location: Coos Bay Oregon
Post 
OK I'm going to decompile them and post them back as *{Sourcecode}.zip

I slept in a little this morning but I'll start combing through the uc's tonight. Let's just see what kind of modding we can do with this puppy.

I sent you an MSN message too. There is a forum issue you might need to look at.

EDIT: Here's the sourcecode for UTMCoop=
http://agutgopostal.com/wildman/UTMCoop ... ODE%7d.zip

I'm having problems extracting MCoop. Could someone who knows the mod give me a hand? It's erroring on no set client netspeed in initial values. If you have run this particular mod successfully, let me know and I'd be forever grateful if you would see if yours will extract. I'll show you how, it'll take all of 3 minutes. Skillz I know the zip is good because I can use another program to peek inside the mod and the code is ok, it just won't decompile right. It could also very well be a "poison pill" that is put into the code by the author to prevent decompiling. I'm just not sure.


Thu Oct 23, 2008 7:02 am
Profile

Joined: Mon Oct 13, 2008 6:54 am
Posts: 5
Post 
I'm afraid You'll have little luck trying to get the sources for any version of MCoop.
All versions have their sources stripped out and the author told me a few years ago that the Unreal versions were also encrypted to prevent anyone from reading / extracting the sources.

MCoop is an Unreal mod and thus it'll only work properly under Unreal. So trying to run MCoop 1.x or 2.x under MH isn't going to give much results either. After several requests by me and 3, we were able to get Winged Unicorn to make a version for UT, which happens to be UTMCoop. But due to the differences in replication and other functions between Unreal and UT, the author didn't want to make a fully working MCoop for UT. That's why UTMcoop is basically a "lite" version of the original MCoop.

I'm afraid I've lost contact with Winged Unicorn since those days and I'm not sure if he even has the source files for his old mods stashed somewhere. I'll try digging my mail archives and see what I can find.


Thu Oct 23, 2008 8:35 am
Profile
BANNED

Joined: Mon Aug 11, 2008 9:44 am
Posts: 848
Location: Coos Bay Oregon
Post 
Yeah, I thought so. I have a workaround for that but it's manual and would take a while to rebuild the source. I peeked at the classes and what you say makes sense. What I saw didn't "look" right but knowing it was an Unreal mod explains that.

If you get his permission, I'd be happy to manually rebuild the classes and begin work on it. I am pretty uncomfortable working on it now though without his OK since he did go to the trouble of making it purposely hard to extract.


Thu Oct 23, 2008 2:03 pm
Profile
Site Admin
User avatar

Joined: Fri Aug 21, 2009 3:59 am
Posts: 1871
Post 
Not sure how active the boards are, but they are still up:

http://www.wingedunicorn.tk/

You can go there and possibly ask him? :hsdunno:

_________________
www.ut-files.com


Thu Oct 23, 2008 2:05 pm
Profile
BANNED

Joined: Mon Aug 11, 2008 9:44 am
Posts: 848
Location: Coos Bay Oregon
Post 
I posted. I'll let you know what happens.


Thu Oct 23, 2008 7:51 pm
Profile
User avatar

Joined: Tue Aug 26, 2008 5:21 pm
Posts: 185
Location: Kansas, USA
Post 
I doubt that you could simply take control of an existing monster. As for players playing as monsters spawned from SpawnPoints, this way could work. (Aslong as the SpawnPoints are spawning default monsters.)

Each monster type will require a custom PlayerPawn class created for it, to allow players to fully use it. This part requires a lot of work, since monsters are missing a lot of animations that players have. As for reassigning a different monster to a player on the fly, I'm lost there. Only thing I can think of is destroying that monster and changing the player's PlayerPawn class to a new PlayerPawn designed to mimic that specific monster.

UTMCoop for UT used custom PlayerPawns to allow you to play as a player that mimics a monster. UT does not allow you to control a pre-scripted pawn, like a monster. ScriptedPawns/monsters have no functions accepting input, so the way to do it is to make custom PlayerPawns.

I suppose custom PlayerControllers could work like you've been discussing, but I wouldn't know where to start there. :P


Thu Oct 23, 2008 8:06 pm
Profile WWW
BANNED

Joined: Mon Aug 11, 2008 9:44 am
Posts: 848
Location: Coos Bay Oregon
Post 
Rex I appreciate your input and opinions. It's gotten me thinking in several different directions now, depending on what happens with the coop source code.

I came here from 2K4 invasion, where I made custom monsters for use on INV servers. I've worked on some admin mods too and all these required work in controller classes. I'm fairly comfortable in scripting said controllers but I have a lot of blanks where data should be on this. It's just a gut reaction but I'd think with about 80% certainty that simply assuming the monster's control (think BE the monster) won't work online. Unreal engine is very fickle about controller assignment and any change in that requires an object be destroyed and remade with the new controller intact. I'd also guess with the same certainty that the default monsters have no script input for control and all that would have to be written, which may very well "break" them as this will directly conflict with their AI.

Now I have been looking at the code on UTMCoop and his solution is pretty elegant. For all intents and purposes you appear to be the monster but the player retains all the rights of a player. I really hope we can mod for this. I see many, many possiblities for this way beyond teams.


Thu Oct 23, 2008 9:00 pm
Profile
BANNED

Joined: Mon Aug 11, 2008 9:44 am
Posts: 848
Location: Coos Bay Oregon
Post 
OK a little update. I looked up a long time ago AGUT buddy to get permission to use his radar code. While at his site I found his code for spawning monsters and you can in fact spawn monsters from navigation points with the proper code. This is huge for the possible mod as it allows map spawning all over the place if a map has proper nav set up. I'm still waiting for his permission to use the radar, but I wouldn't worry. He's a good guy, long moved on from UT but still very computer oriented.

Also I still have gotten no answer from the maker of coop. :meh:


Sun Oct 26, 2008 7:34 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 43 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next

Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.

phpBB SEO