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 Post subject: OK
PostPosted: Sun Apr 11, 2004 11:23 am 
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So what is it's official name and what is it's IP and what game type is it listed under? I will update the server list in the sticky with this info.

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 Post subject:
PostPosted: Sun Apr 11, 2004 11:49 am 
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It will be under deathmatch. I will post the info here in a few because....
I GOT IT TO WORK!!!
Well, close anyway. I actually played on it online, so I know it is working, except that the Redeemer mod is not working. Give me a few minutes to get that set up, and we shall play a game or two :D


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 Post subject: Ok
PostPosted: Sun Apr 11, 2004 12:10 pm 
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That's all good but you still haven't given me the rest of the story. I need the exact name and the IP. Are you behind a router? If so, I suspect that your IP will stay rather than change all of the time so long as it and your high speed connection have power and a connection. That is the beauty of servers behind routers! As far as the redeemer mod not working, be sure that you have that server package line added to your ini file as it says in the readme thatcame with the mod. Hurry! Hurry! Hehehe.

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 Post subject: For Bigi
PostPosted: Sun Apr 11, 2004 12:11 pm 
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Hey Bigi, what program are you using to open .u and .int files?

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 Post subject:
PostPosted: Sun Apr 11, 2004 1:15 pm 
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you have to decompile the .u file using the unrealed....the .int file can open in notepad.

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 Post subject:
PostPosted: Sun Apr 11, 2004 1:35 pm 
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Ladies and Gentlemen. I am pleased (and relieved) to give you the newest dedicated redeemer server.

Jarg's Fallout Shelter Redeemer Server
DeathMatch tab
I.P. = 68.234.117.175:7777
Using Bigi's Insane Deemer mod version 2b.


Please feel free to log on and enjoy. I have the max players set to 8, but may need to reduce to 6 if pings start to climb. Please let me know. Email me at jargonauty2k@yahoo.com.


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 Post subject:
PostPosted: Sun Apr 11, 2004 2:57 pm 
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I noticed today that when Bigi and another player entered, Bigi's ping was @999 and stayed there for a while. I am going to up the client netspeed from 5000 to 6000, at the cost of probably having only 6 players. Perhaps even 5. :?
Well, that is done. Now, unfortunately I have to get some sleep. I have to be up tomorrow at 3:30 AM for work. Next on the agenda is mapvote. That may have to wait until next weekend. If the pings do not get better, PLEASE let me know. Also, I noticed that the 999 ping problem when people join the server stops when voice channels are joined. Hmmmm.


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 Post subject:
PostPosted: Sun Apr 11, 2004 4:07 pm 
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That was my fualt Jarg, I was entering, then realized that I had my sound set on speaker as apposed ot my headset, so did a hard kill on the game, then restarted...it then listed me as player...

I played it, played nice. Great Job.

Forgot today was Easter, so can't put much time in to the mod. Spending the day playing with my son.

Update:
Last night I was successful in removing the red circle on the guided hud. I think I found the little piece of code that makes the Bots shot down the missles. I modified it, so they should only shoot them down if you have their skill set to super high...
As for the smoke trail, I have implemented my version of the trail, and I was able to change the color, but have been unable to completely remove it. It seems that I did reduce the size of the trail a lot, but will have to compare to the one Jarg is running to be sure.
I also want to remove the delay that occurs when you explode a guided missile, but just barely started looking at it.

I should be able to look at it again next weekend if I don't have to work.

Happy Hunting.

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 Post subject:
PostPosted: Sun Apr 11, 2004 5:37 pm 
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Okay, I got map vote working, but it takes a little while to bring up. I have set it to 1 second, but it usually takes 10-15 seconds.


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 Post subject:
PostPosted: Sun Apr 11, 2004 5:47 pm 
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Jarg, there are a few time settings for the vote.

One is the game end delay, which only seems to give you some time to view the player that won...(Restart Dely)

Can be found in the UT2004.ini file at:
[UnrealGame.DeathMatch]
RestartWait=5


The second is the delay after that for the mapvote to come up
The third is how long the map stays up.
Also in the UT2004.ini file:
[xVoting.xVotingHandler]
VoteTimeLimit=70
ScoreBoardDelay=5

I think lol.

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 Post subject:
PostPosted: Sun Apr 11, 2004 5:53 pm 
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The second two I changed, but I did not mess with the first one. Will do that tomorrow afternoon.
Thanks Bigi. :D


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 Post subject:
PostPosted: Sun Apr 11, 2004 7:53 pm 
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8) You and Bigi are work so hard.U both done good job. 8)

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 Post subject:
PostPosted: Sun Apr 11, 2004 7:55 pm 
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Update on version 2C

I had a brain storm while playing with my boy....wammo!

I finnaly got the smoke trail to be gone, was rough....seemed easy but ....lets just say, before, I considered this a weapon mod, after that, I would say it is its own weapon.

I need to run a beta test with someone to see if the Guided smoke trail is gone....may release this version to Jarg to test it.

It is pretty much ready for release, I just want to clean up the code a bit and add some documentation. I also want to continue trying to remove the detonation delay on the guided side.

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 Post subject: Yeehaw
PostPosted: Sun Apr 11, 2004 8:30 pm 
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I fell asleep for the last half of the day. I got some much needed rest so I don't feel like the day was a waste. The more I had played the mod, the more I hated the pink/red guided missile matrix. I'm soooo glad to hear it will be gone. Way to go on the smoke trail too. I look forward to the final release. I'll test it as soon as you post it. Looks like we got a winner. Jarg, you too have done a great job going from having nothing to a full server in a matter of days. Thumbs up to you too.

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 Post subject:
PostPosted: Sun Apr 11, 2004 9:57 pm 
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I played it against bots today, and found it to be a very fast moving game. The way the maps are designed, and the way the game seems to work makes it look like hide 'n guide won't be a popular technique. Lovers of small maps like Fractal and Oblivion are going to feel right at home. :lol:

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