KF Mod Version 3 - progress  (Read 255330 times)

Hicks

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Re: KF Mod Version 3 - progress
« Reply #375 on: January 15, 2012, 19:45 »
Damn, it's really bad :(

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #376 on: January 15, 2012, 20:54 »
Damn, it's really bad :(

 :D  LOL - have some faith.  We'll get it fixed

http://www.youtube.com/watch?v=WlBiLNN1NhQ
« Last Edit: January 15, 2012, 21:25 by Snipe34 »

[MiA]Pepe

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Re: KF Mod Version 3 - progress
« Reply #377 on: January 15, 2012, 21:52 »
I'll soon have a break from my job to help test once more. \o/

Over n out.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #378 on: January 16, 2012, 02:00 »
Some betters news: 100GPing100 offered to help me with small questions about coding storymode.  Raj and I will try and figure out the coding and any really difficult questions ask 100GPing100

Work continues - also on some epic storymode maps

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #379 on: January 16, 2012, 18:39 »
Just a thought by the way:
The old KF Map Editor.bat is one big fail which we should fix in the next release.
It's content is
Code: [Select]
..\system\UnrealEd.exe -mod="KFMod20"A cmd window will pop up an only close after killing the editor. That's annoying.
Instead we should write in this file
Code: [Select]
start ..\system\UnrealEd.exe -mod="KFMod20"This starts the editor independently of the cmd window. Then the script runs to the end and closes its console window automatically.
« Last Edit: January 16, 2012, 18:43 by N3Cr0 »
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Snipe34

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Re: KF Mod Version 3 - progress
« Reply #380 on: January 18, 2012, 20:17 »
100GPing said he wrote an .exe for the editor.  Also the ammo pack thing...  He sent me the code he'd done, about 8kb of code [no ammo pack or .exe included].  Only changes I noticed was the game crashes after all players die.

Also 100GPing couldn't get the Storymode menu in-game, but that was because he renamed KFSMGameType.uc to Storymod.uc, so I renamed it back and it complied ok - the results as per above: none except crashes after all players die.

I will have to learn how to code V3 myself.  Can't see another way.  Certainly there are competent coders but they're doing other shit elsewhere.  And UT2004 is old.

But I am determined I will finish it somehow ^^  Perhaps with your help?  There are many small parts that need fixing, like the molotov for example that leaves a little glow on the ground when selected.  The 3p guns as noticed by VirusPunk - reload and fire look a bit weird.  [Winch and Taurus EmptyFire and Empty - I think I'll just drop the empty anims so there's no Empty action, just click, click, so that problem is easily solved.  Just looked better, the empty Taurus chamber turning, but meh].  Also I think the pistol, and the M10 3p aren't quite correct.
The tank doesn't drive that well, also needs that MG turret - but the MG turret I think would be very complex to add.

If you want to try to fix them, there's a project for you.

But the main problem is player respawn.
Also EndGameTrigger, that should work the same as Survival -your squad survived-  or your squad died.

During the game when there are no zombies, players should be able to change perks.  To buy from the trader.

And something I'm not sure about is 'the cost of dying.'  Well, losing all weapons and some £ is a cost.  But also perhaps give players only 5 lives?

Ok those are the ideal.

The whole problem of Survival to Storymode goes back to the bones of the KF game:  KFgameType.uc code is extended from UT Invasion.  If you don't know how Invasion works, fire up UT2004 and take a look.  It's wave based: kill monsters - short break - next wave of monsters.  So KF > Invasion: change the UT monsters for KF, throw in a trader, gloom it all down and you have KF.

Storymode should be extended from Assault or ONS which would offer more storymode options.  That would involve making one team the zombies.  I was messing around with that code before 100gPing came along.  3months later, not entirely wasted I focused on Storymode maps, with which I am pleased  + stacks of custom meshes and textures - Borthwick village is a beginning example.

That's where v3 is at.

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #381 on: January 18, 2012, 20:58 »
Also 100GPing couldn't get the Storymode menu in-game, but that was because he renamed KFSMGameType.uc to Storymod.uc, so I renamed it back and it complied ok - the results as per above: none except crashes after all players die.

I will have to learn how to code V3 myself.  Can't see another way.  Certainly there are competent coders but they're doing other shit elsewhere.  And UT2004 is old.

What a pity...

Is it possible to port the mod easily to UT3 ? If anyone get's that working I will buy the game immediately :P
http://n3cr0.itch.io/

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Snipe34

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Re: KF Mod Version 3 - progress
« Reply #382 on: January 18, 2012, 22:54 »
Also 100GPing couldn't get the Storymode menu in-game, but that was because he renamed KFSMGameType.uc to Storymod.uc, so I renamed it back and it complied ok - the results as per above: none except crashes after all players die.

I will have to learn how to code V3 myself.  Can't see another way.  Certainly there are competent coders but they're doing other shit elsewhere.  And UT2004 is old.

What a pity...

Is it possible to port the mod easily to UT3 ? If anyone get's that working I will buy the game immediately :P

Yep, was at the corner of my mind.   Probably then more help too.  But a ton more work, learning adding...
So what about moving it to UT3?  Any other thoughts?


« Last Edit: January 19, 2012, 01:52 by Snipe34 »

poompoom500

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Re: KF Mod Version 3 - progress
« Reply #383 on: January 19, 2012, 10:53 »
 ??? To Snipe34,

One question - how do you extract those *.upk files from Unreal Tournament 3? I tried using ut3 batchexport but it doesn't work. BTW, UDK 2012 is out! They use *.udk files. Download link is - http://udk.com/download.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #384 on: January 19, 2012, 20:12 »
??? To Snipe34,

One question - how do you extract those *.upk files from Unreal Tournament 3? I tried using ut3 batchexport but it doesn't work. BTW, UDK 2012 is out! They use *.udk files. Download link is - http://udk.com/download.

Sry I don't know what upk are yet.   But I looked at UDK and yep, also downloaded latest UDK beta.

I suppose making KF storymode in UT3 will be easier/diffcult - dice roll, but the result will be prettier.

Have a new harddrive, so in the middle of muddles at the moment @.@

Dargas

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Re: KF Mod Version 3 - progress
« Reply #385 on: January 28, 2012, 12:01 »
Hello everyone, someone remember of me? Anyway, what's up about the new KF version?
Cu Soon!

[MiA]Raj

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Re: KF Mod Version 3 - progress
« Reply #386 on: January 28, 2012, 14:24 »
I can't even recompile KFMod.u, I need valid source codes.

Some example errors:
Code: [Select]
Warning: Failed to load 'c:\ut2004\kfmod20\staticMeshes\KFNewMeshes1.usx': Can't find file 'c:\ut2004\kfmod20\staticMeshes\KFNewMeshes1.usx'
Warning: Failed loading package: Can't find file 'c:\ut2004\kfmod20\staticMeshes\KFNewMeshes1.usx'
Log: Failed loading package: Can't find file 'c:\ut2004\kfmod20\staticMeshes\KFNewMeshes1.usx'
Warning: Failed to load 'c:\ut2004\kfmod20\Animations\KFNewWeps3P.ukx': Can't find file 'c:\ut2004\kfmod20\Animations\KFNewWeps3P.ukx'
Warning: Failed loading package: Can't find file 'c:\ut2004\kfmod20\Animations\KFNewWeps3P.ukx'
Log: Failed loading package: Can't find file 'c:\ut2004\kfmod20\Animations\KFNewWeps3P.ukx'
Warning: Failed to load 'c:\ut2004\kfmod20\Animations\KFNewWeps.ukx': Can't find file 'c:\ut2004\kfmod20\Animations\KFNewWeps.ukx'
Warning: Failed loading package: Can't find file 'c:\ut2004\kfmod20\Animations\KFNewWeps.ukx'
Log: Failed loading package: Can't find file 'c:\ut2004\kfmod20\Animations\KFNewWeps.ukx'

This means,
Code: [Select]
#exec OBJ LOAD FILE=c:\UT2004\KFmod20\Animations\KFNewMapObjects.ukx
#exec OBJ LOAD FILE=c:\UT2004\KFmod20\StaticMeshes\KFNewMeshes2.usx
#exec OBJ LOAD FILE=c:\UT2004\KFmod20\Textures\KFNewWeapons.utx

should have been written this way:
Code: [Select]
#exec OBJ LOAD FILE=KFNewMapObjects.ukx
#exec OBJ LOAD FILE=KFNewMeshes2.usx
#exec OBJ LOAD FILE=KFNewWeapons.utx

you using 3 different way to load objects:
Code: [Select]
#exec OBJ LOAD FILE=c:\ut2004\kfmod20\textures\KF-NewMapObjects1.utx
00011: #exec OBJ LOAD FILE=..\Sounds\ONSVehicleSounds-S.uax
00012: #exec OBJ LOAD FILE=InterfaceContent.utx

eg right now ucc gives me this error:
Code: [Select]
Warning: Failed to load 'SkeletalMesh KFNewVehicles1.Pinz': Failed to find object 'SkeletalMesh KFNewVehicles1.Pinz'
Error: ObjectProperty Engine.Actor.Mesh: unresolved reference to 'SkeletalMesh'KFNewVehicles1.Pinz''

I fixed this by editing the KFMod.pinz class:
uncommented this line:
Code: [Select]
#exec OBJ LOAD FILE=..\Animations\KFNewVehicles1.Pinz.ukxend edited:
Code: [Select]
#exec OBJ LOAD FILE=KFNewVehicles1.ukx
Since you were using this object in defaultproperties:
Code: [Select]
Mesh=SkeletalMesh'KFNewVehicles1.Pinz'It needed to be loaded first.

But this gives me another error:
Code: [Select]
Critical: Assertion failed: FriendlyName!=NAME_None [File:.\UnClass.cpp] [Line: 692]
Exit: Executing UObject::StaticShutdownAfterError
Critical: UStruct::Serialize
Critical: (Class KFNewVehicles1.Options2DShaperBezierDetail0)
Critical: UState::Serialize
Critical: UClass::Serialize
Critical: (Class KFNewVehicles1.Options2DShaperBezierDetail0)
Critical: LoadObject
Critical: (Class KFNewVehicles1.Options2DShaperBezierDetail0 6124593==6124593/9543844 6124588 1)
Critical: ULinkerLoad::Preload
Critical: PreLoadObjects
Critical: UObject::EndLoad
Critical: UObject::LoadPackage
Critical: UEditorEngine::SafeExec

Corrupt KFNewVehicles1.ukx?

Basicly, this is how far I am right now...

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #387 on: January 28, 2012, 23:10 »
Nice you're giving it a try.  I'll send you some links.

Demon, hi!   Coding problems remain with v3 storymode....

poompoom500

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Re: KF Mod Version 3 - progress
« Reply #388 on: January 29, 2012, 04:09 »
 ??? KF3 Revised,

Made a few changes to KFMod.u file on zombies. Edited KF-Gametype.uc with the lines below. See CODE below:

Code: [Select]
     MonsterClassName(0)="KFChar.ZombieWretch" // Replaced these monsters with DOOM3 characters
     MonsterClassName(1)="DoomMonsterPackv3.FatZombie"
     MonsterClassName(2)="KFChar.ZombieShade"     
     MonsterClassName(3)="KFChar.ZombieStalker"
     MonsterClassName(4)="KFChar.ZombieScrake"
     MonsterClassName(5)="KFChar.ZombieFleshpound"
     MonsterClassName(6)="aliensfixed.EDWAlienINI"     
     MonsterClassName(7)="KFChar.ZombieSiren"
     MonsterClassName(8)="KFChar.MrsClamely"

Shades and DOOM3 Fat Zombie (they use wrench and throw exploding barrels)


Wretch Zombie


Predator
« Last Edit: January 29, 2012, 04:12 by poompoom500 »

Audrey-Rafael

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Re: KF Mod Version 3 - progress
« Reply #389 on: January 29, 2012, 05:34 »
I hope this does not go into kf3, as most of the zombie are pretty fine as they are.


Why you can't simple add zombie, maybe by editing Kfchar.u

Edit: I'm sure, that in that file, you can modify the game play a bit. by deciding with monster spawn, what are spawn groups and etc.
« Last Edit: January 29, 2012, 16:03 by Audrey-Rafael »