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Messages - arramus

#31
Texturing / Skelly Jack
April 03, 2010, 06:28:52 AM
Download here

Skelly Jack greets you most 'whole heartedly'.

#32
Properties Editing / Re: Mouse droid mod
April 01, 2010, 10:18:25 AM
This mod's great. You have to get up close and personal to the enemy and if you stick to the load out weapons it really feels in context with the characters.
#33
The only place I've found so far is through the Unreal Editor actor browser list. It gives kills streak message options for what the client sees and a different set for what the rest of the players on the server see.
#34
Bad Company 2 Conquest

RULES

1. Registration

a) All Players MUST be registered at this website for Anchorhead Brawl: http://sandcrawler.net/ in order to participate in Bad Company 2 events.

b) All players MUST sign up with their respected clans and appear on their roster on this website.

c) All players MUST assign their Steam Login Name (not nickname) to their username at this website.

d) Players who wish to compete must individually sign up for the event.

2. Setup and Coordination of Matches

a) During match setup, when maps, hosts, number of matches, starting team, and competing sides are chosen, players on each team should be announced to help enforce that all players in the match are signed up at Anchorhead Fight Week and are active on a clan.

b) Match Setup and Coordination must be done in:

Xfire
Forums
Chatroom

c) Clan and player membership should be verified prior to each battle event.

d) Players must agree on maps, numbers of rounds and players before battle starts and host launches game. If this agreement is made in the Chatroom then it must be saved by members of both clans and shown in cases of dispute.

e) Each team will host two rounds and then pass hosting to the opposing team, unless agreed otherwise prior to the start of the battle.

f) Players per game can range from 1 verses 1 up to 16 verses 16. No games hosting uneven sides will be permitted/authorized or reported.

g) Host asks if all players are ready to begin. Upon receiving an affirmative answer from all players the host resets the level using a remote console command. The command can be performed in an application like:

PRoCon
BC2CC

h) Each map round result will be reported as an individual game played.

i) Host is responsible for taking screenshot of scores and registering results for both teams (sides). All players are encouraged to take their own screenshot of the results of the battle. Xfire allows screenshots to be taken using the default Scroll Lock+S key binding. Screenshots will be stored in the Xfire folder.

j) Host will report battle results of games played, unless agreed otherwise prior to the start of the battle. Results of games are to be reported at: http://sandcrawler.net/

k) If a player disconnects from the game, it will be the player's responsibility to reconnect to the game as fast as possible. Even though all points are lost when disconnects occur; players returning will contribute to their team score. If the player does not return this person will still be recorded when game results are submitted, with all zeros (0s). Unless the Host Game Crashes, game will continue to the end.

l) All servers will require a password to ensure that only reognised competitors can enter the server.

m) Punkbuster must be on for all matches.

3. Host Setup and Configuration

Hosting will require a good connection to ensure stability. Please take this into account when submitting your game server as a host for your club.

Select Maps Page
1. Gametype: Conquest
2. Server Name: Anchorhead Brawl (club tag vs club tag)
3. Selected Maps: As agreed during match setup.

Game Server Settings
1. Max Players: 32 (max)
2. Friendly Fire: On 100%
3. Autobalance Teams: Off

Play fair, be friendly, and have fun.
#35
Matinee/Animation / Re: Editing packages
March 22, 2010, 08:21:45 AM
I believe so.

I could use the CloneTrooper set instead of the regular set as I wanted to play as a Clone Trooper. I did the following and it saves to Properties.u

Properties > Default CTCharacters.MPClone Properties

1) DisplayAdvanced > Mesh > SkeletalMesh'Clone.CloneTrooper'

2) Karma > RagdollOverride > Trooper

3) MPPawn > MPMeshSets > 0
Mesh > SkeletalMesh'Clone.CloneTrooper'
Set > MeshAnimation'Clone.CloneCommandoSet'

4) MPPawn > MPSkins > 0 ~ 4
Shader'CloneTextures.CloneTrooperTextures.CloneTrooper_Shader'

I took out the MP animation as it didn't suit the Clone Trooper mesh. You can always try adding strings of mesh types to one character.
#36
Maps in Progress / Re: KF-Isoloation
March 21, 2010, 09:38:25 AM
Just need to add a URL to the shop volume > shopvolume > URL area directed to the teleporters or we'll get stuck inside the trader room once the door closes.

It's compact in there and will be intense on a high level with 6 players for sure. The bots have a bad habit of falling through the holes on the top level rather than walking around them when you're up there. It can make it easy pickings sometimes.
#37
It doesn't happen too often but the Sandcrawler server still gets its full days. It doesn't hurt that a server admin is in the background playing around with a few console commands giving gamers an 'Alice in Wonderland' experience.

#38
Looking good so far. Just a few things to consider.

1) If you can ask users to type TD or ensure when the GUI is made it sets TD for Team Death Match rather than TM as TM isn't a recognised game mode.

2) Ensure you add + to the beginning of the xmaplist entry, eg, Map+=(FileName

If you don't add the + and you have two maps with the same name for CTF and DM then only the last map entry will appear in the game browser.

3) If you can also consider adding a wildcard for Steam installations as it's also running through there on a different installation location at:

For XP users:
C:Program FilesLucasArtsStar Wars Republic CommandoGameDataSystem

Not too sure on Vista/Win7 as I haven't ventured there yet.

Welcome to modding for RC. This is going to be a great tool for the community when it's all ready to go.
#39
General / Re: Don’t Tell the Kids
March 04, 2010, 09:56:51 AM
Time to add a spam bot question to the registration process I fear...
#40
Properties Editing / Re: Battle Droid in Multiplayer
March 04, 2010, 05:57:58 AM
That's a really cool video with lots of variety. Why not make your own Mod thread postings so we can keep track of all your updates. When you're ready to release a beta/final version let us know and we can get a mod server up.

Great stuff so far!

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

Edit --

To be honest, I had also been working on building the Battle Droid into a Clone Trooper vs Battle Droid mod and it's ready for release.

Now you've posted you're also making such a mod I won't release it as it'll conflict with the work you guys are doing. You're also going to add HUD arms which will expand on what I've done so let's wait for that.

What I'll do is wait until you release your mod and then release mine as a tutorial version.

This will show modders how to make edits, compile the folder hierarchy, create an .ini, set up a server, and release it for the public. It's a shame I didn't know about your mod earlier so I could have looked in another direction.

I'm going to put my version on a server and just play test it with some friends who will keep the files to themselves. I can do the same for you guys if necessary.
#41
Projects / Re: Sandcrawler Mod Version 1
March 03, 2010, 11:06:09 PM
There's a tut above your post and at the top of the main post for future reference.

The SP missions can be played in regular MP and don't really need the mod to run them. However, they were designed with the mod in mind, you'll see what I mean when you reach that stage.
#42
Properties Editing / Battle Droid in Multiplayer
March 03, 2010, 10:27:33 PM
frazscotland has been busy in the properties area finding out what does what so I'm going to utilise his hard work and test the Battle Droid in Multiplayer.

http://www.youtube.com/watch?v=L5ZVWT3O6V4

Forgive the image quality. My 9800 GT has a habit of boosting the bloom...what with turning down shading.

#43
Projects / Re: Sandcrawler Mod Version 1
March 03, 2010, 10:12:29 PM
Give me a little while to go through Steam using the manual installation files to see what I can come up with.

OK, try this.

1. Download the Manual Installation version of the Sandcrawler Mod and place the files in the correct folders.

2. In the Steam games window right click on SWRC and create a desktop shortcut.



3. Right click on the desktop shortcut and open properties. In the target area add -ini=Sandcrawler_Mod_v1.ini to the end of the command line. Ensure there is a space between 6000 and ini. Hit apply and ok.



4. From hereon. If you launch the game from the Steam games window you will play the unmodded game. If you launch the game from the shortcut you will play the Sandcrawler Mod version of the game.
#44
Projects / Re: Sandcrawler Mod Version 1
February 25, 2010, 08:49:57 AM
Certainly. All the code changes and assets are available and ready for updating.
A new weapons class for one. And some alternative models rather than the current 2 troopers.
#45
Can you make an attachment tut in case some of the modders want to attempt their own creations and to better educate the community?