| Home Page | Recent Changes | Preferences

Spoon/Developer Journal


Freaky, HP code doesn't work well in Bombing Run. In fact, it performs strangely. I was shot dead by the ball runner, while the bot was holding the ball. It was like the bot said, "I'd like to kill this guy, but I've got the ball" and suddenly I was dead.


I've managed to get the Spark's Hit Prediction code working. It however does a mutator "no no", it's sub classes GameReplicationInfo. I'd have to make hacks in order to get the Invasion and Mutant game types to work since they sub class GameReplicationInfo. So I'm going to see how I can avoid sub classing GRI. However, I'm being lazy about it. It's been about a year since I've started Frnz Sniper Arena, I need a little break.

I'm been playing with skins lately. I've redone the Rapier to be gold and black, and copper and black. I'm adding a custom voice pack which I created with the festival voice synthesizer. I've layered two different voices on each other, put them through a flanger effect to get a cool sounding Star Trek borg voice.

I've also been trying to fix a few maps that the skybox doesn't show up in network play but does in instant action. Really strange. The maps are SniperTown and DarkCity, which looks to be imported from UT.



Frnz Sniper Arena 111 has been released. A few hours after, I started to integrated Spark's Hit Prediction code into what will become SA112. I just did the first network test. I had a few "None" access errors popping up, UT Secure not liking me over-riding some classes, and the sniper rifle wouldn't stop firing. However, when I managed to get a bot lined up, I didn't get the rubber bullets problem I normally get when shooting bots. So the first attempt I would call a success. Now I just to tweak out the warnings ... and the never ending rifle fire.


Now I know what Dev Journals are for. You write out the problems you are currently having and by the end of writing a page worth of material, you discover the answer :)

Well I was going to write about a hack which I thought was necessary in order to get the server to replicate the same value twice. The problem was the client was clearing the value when it was done, but the server wasn't. However I needed to send the value a second time, and server wouldn't do it because the value was the same. In the end, I just created a simulated function and allowed (replicated) the client to call it on the server to clear the value in both places.

No hack needed, just needed to write out a huge description of the problem in order to see the solution :)


Always wanted to create a development journal :)

Well, working on the release of Frnz Sniper Arena 111. Just finished of doing the one part I hate, which is updating the documentation. I still have the complaint from one server admin about the TL Mutator being the default weapon, even though I can't replicate this. Also got a complaint about "access none" coming from PutDown(), which I also don't get on my test server.

Frnz Sniper Arena 112 is going to be the "zero-ping" rifle which comes from Spark's Hit Prediction code. I have a lot of people asking for this, almost every day. I'm concern about cheating, since zero-ping in UT99 was a source of bots and such. However, might as well try it as see what happens.

Frnz Sniper Arena 113 is going to be pluggable media. I'm basically going to create hooks in the sniper rifle which would allow for different models, scopes, sounds, etc to be used. So if you wanted to create a custom night vision scope or replace the UT sniper rifle model with a handgun, you could.

I'm sure UT2004 will be out before 112, and defiently 113, are released. Even though UT2003 will add back in the sniper rifle, I'm going to maintain this mutator since it does more than just a regular weapon. I'll just make it so the UT2003 sniper rifle is an optional model, and maybe take it's damage code, so you can choose which one you would like.

My clan is wanting me to create translocator that doesn't telefrag and has control over the recharge rate. Also people wanting me to create a simple way to build team symbol packages. I've started to write a Visual Basic tool that will create these packages.

I also want to create a server control mutator which would allow admins to control all map pickups along with other stuff.


is optional.

Mythopus: HAHA, well, we're going to have to get Tarquin to fix that mistake :P

Category Journal

The Unreal Engine Documentation Site

Wiki Community

Topic Categories

Image Uploads

Random Page

Recent Changes

Offline Wiki

Unreal Engine

Console Commands


Mapping Topics

Mapping Lessons

UnrealEd Interface


Scripting Topics

Scripting Lessons

Making Mods

Class Tree


Modeling Topics


Log In