OldSkool Amp'd Documentation

8/20/01

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Author : UsAaR33

Co-Author: Psychic_313

Title : OldSkool Amp'd (version 2.38)

Email Address : usaar33@yahoo.com

Webpage : http://www.unreality.org/usaar33

Psychic_313's webpage: http://www.pseudorandom.co.uk

Can you find the hidden message ;)?

Austin Greene has already found it, can you? Be sure to check out his clan, Kronos, at http://www.klankronos.com!

A nice message for the readers

-This will be the last stand alone version of OldSkool Amp'd. There are not many new features in this version and it should only be considered as a bug fix. Future versions will be a "module" for a huge mod, Enhanced UT (E:UT). E:UT will include:

-An far more advanced menu system. Menus will have scollbars (like Win 9x) if menus get to long. Further more, mods will be able to go into ANY sub menu and users may generate custom mod groups which will cascade into mod options themselves.

-All known menu system errors will be immediately corrected.

-Most likely an implamentation of Cerr's unreleased mod, wUTcher. wUTcher is an in game browser to watch UT games, purely by pinging them. You can even get play by play prediction.

-Background swapping (OldSkool's as well as OSX format) is supported natively by this mod and will no longer be a part of OldSkool Amp'd.

-Faster skin/map loading. This is a seperate E:UT module will use DLL's and require a Windows 9x+ system. However, the practice session window and player setup window is guarenteed to at least load twice as fast. Most likely, you will see an increase far greater. This in fact is based on UT Demo Manager's code.

-All non-Unreal in UT related features (Such as the music tracker) will be removed from OldSkool and be a part of their own module.

-Easy to use client-side mod system that allows mods to get ticks without actors. Note that there is hardcoded protection against aimbots so don't get any ideas :D

Installation:

1) Run UMOD file.

2) Goto the mod menu in UT and click on install oldskool amp'd.

3) The new menus should be self-explainatory.

Co-op Server:

-Be sure that both oldskool and olweapons are in the serverpackages.

Listen server:

-Simply goto the new singleplayer game menu and then goto co-op.

Dedicated Server through UCC:

-Use the gametype oldskool.coopgame2

DM-Server:

-Only olweapons needs to be in the serverpackages. OldSkool is not required.

-Add the mutator olweapons.oldskool and run as normal.

Advantages over Unreal I:

-Advanced menu system which makes starting Single Player Games much simplier.

-Weapons animate much smoother in net games

-DECALS!

-Vortex Riker save bug is corrected.

-Music track is saved.

-Automag can be reloaded.

-Mutators! Who wants some instagib skaarj shooting?

-Some other factors.

What is new in Version 2.35?

Singleplayer:

-Most updates are singleplayer related:

-Direct 3D/OpenGL masking bugs have all been fixed (thanks DavidM!). Note you may see small holes in the slith. There is little I can do about that, sorry :( If you use the s3 textures, you may wish to over-write the s3 skybox.utx with the old one.

-You can now actually BEAT Unreal! The Illumination teleport bug has been fixed.

-Blood decals! All blood now stays on walls, provided that option is chosen.

-New SinglePlayer Options: Auto-taunting (SP only), Pause on save game load, Unreal I Air Control (5% vs. UT's 30%), permanent carcasses, and permanent decals!

-Fixed the old krall carcass collision bug.

-Saved games now save mutator options. This prevents problems that have occured with player's inventory being wiped. Decals will also be restored if permanent decals is on.

-Fixed up EndGame cinamatic menu bugs.

-Singleplayer weapon swapper now checks the class alone rather than the parent. This should allow partial conversions, like Panic to work.

-Now unlike both Unreal and old OldSkool versions, saves will save the current music track, instead of reverting to the default.

-Hack fixes to make decals work in fog zones!

-Skaarj Trooper now uses Pulse Gun correctly, although the base of the pulse beam sometimes flies off the gun :D

Menus:

-The Oldskool menu is now scrollable and will work much better at lower resolutions.

-Two new pages have been added: A credits menu, and a keybinder (which other mods can use).

-OldSkool Options menu now stays in memory after opening.

Weapons:

-Network compatibility has been broken to allow much better network code to be implamented. All weapons will now work 100% in net games.

-Akimbo automags now animate in netgames.

-Quadshot has been tweaked for a slower select, but a faster reload animation.

-Eightball and dispersion pistol network bugs have been fixed.

-Miscellaneous:

-Note that the oldskool mutator has been removed from the oldskool package to the olweapons package. This is the first stage of transfer over to Enhanced UT. Consequently, you may need to reconfigure the mutator.

-Crash bugs in mutator have been fixed.

-Unreal I models have been removed from the main package and seperated.

What is new in Version 2.10 (Legacy version)?

-CSHP will NO LONGER detect OldSkool Amp'd as a cheat! You may now use it on your favorite servers and not worry!

-OSX backgrounds are now supported! Note that to be installed correctly, you must NOT copy the osxbackgroundchanger.u (from the OSX zip) into UT. Doing so, will cause a crash. BTW, I recommend you check that page for all the custom backgrounds. I have few of my own...

-Unreal I HUD and Scoreboard CAN BE USED IN NETWORK GAMES! That means while others are using the UT HUD, you can have fun with your Unreal HUD! (there are unreal HUD equivilents for all UT gametypes).

-Message system of HUD has been completely rewritten, to well, allow messages to work better :P

-Miscellaneous bug fixes (including the Vortex Rikers save bug (was even present in Unreal) being non-existant!)

-Last but not least, EASIER INSTALLATION! Simply click on the install oldskool amp'd button in the mod menu!

Thanks to : The REAL CTF (http://www.planetunreal.com/realctf) team for letting me use the HUD graphics and their skins. Hellscrag for providing me with an excellent description of each UMX file. Nemo_NX for p1mpage and constant support through-out this project. Antonio "NetDevil" Cordero for making UTPT able to extract meshes so I could rebuild the flak slug and quadshot. Bane for allowing me to use his akimbo automag code to build my own version. Those guys at the mutation device for helping me here and there. All my beta testers for beta testing. Epic and DE for the obvious :D

Very important note! There is a bug in the sound subsystem of UT version 436 that for some people (I not being one of them) will cause a high-pitched noice in various out-door levels. To stop this, simply go to the advanced options and under audio, and set usereverb to false. Thanks goes to Ed Massuda for the solution!

Message from the Author:

This was my first MAJOR mod I've ever written. I've learned many things about unrealscript and the unreal engine in general throughout this project of mine. I am quite pleased with the results of it. I was amazed by the popularity (and high reviews) of my original OldSkool mutator. (93% on mod squad, 3rd place in top pick of mutators). I can only wonder how this mod which is far larger than the tiny mutator will do. The last version of OldSkool also got 93%, with no cons at all. (shouldn't it be 100% then? hint..hint).

What this mod does:

New menus that allow:

-Configurable backrgounds of the UT desktop.

-A Weapon Priorities window that allows configuration for ALL weapons installed (provided you have picked it up already and an INT references it).

A nice music selector:

-Works right under 4.32 patch!

-Supports an infinite amount, as songs are referenced through INT files.

-Descriptions of songs (not just the name)

-more reliable!

-allows selection of song sections, allowing support for Unreal/Deus Ex music

-Access to Advanced Options (ohh...boy!)

Enhanced mutator:

-simply add oldskool to the mutators list (not compatible with any other arena mutators!)

-fully configurable

-allows swapping of HUD and scoreboard, which will work and show all info for ALL included gametypes. It will also display talktextures and local messages. Configure it in the hud configuration of the normal preferences window (when it is active).

-allows setting up of your own arenas.

-works in LMS!

-cool random pistol power-ups!

Unreal weapon enhancements:

-now fully net compatible!

-Better BOT AI!

-All have decals! (and you can confugure this too in the oldskool options)

-dispersion pistol plays shaky anim client side, unlike in Unreal!

-Automag displays amount of clips left and can be reloaded manually (bind key in controls) Also uses the twirl animation. It also can be akimbo'd (if you allow it in the preferences and only in deathmatch).

-Stinger looks right in Net play (remember unreal? :D)

-Sniper Rifle uses unused animations and has the lagless zoom, like its UT counterpart

Advanced SinglePlayer Support:

-3 options under "game"

-allows easy to set up co-op too.

-custom "map packs" can be set up quick and easy!

-Difficulty Selection works

-20 save spots PER map pack!

-scoring which shows amount of baddies you've defeated and has a scoring calculation based on enemies difficulty to give you points (hit F1 in game to see).

-Custom SP map selection (will take a while to load, but only on first load)

-Full UT weapons in Unreal support!

-Notification of Headshots and there is auto-taunting, if you have it enabled.

-Note: it is by design that the UT HUD can't be used. That HUD does not work well for a singleplayer game as there is no inventory slots or a translator area.

All Unreal I models with skins and talktextures. (Now animate in player setup).

Quick Overview: To start a new singleplayer game, you would go to game-->new singleplayer game (wow...that's a bit obvious!). Most of the configuration (including singleplayer mutators, backrounds, and music) can be performed within the four tabs of the main configuration window. I feel the options are pretty self explanatory.

Weapons Overview: There are a total of 13 weapons present in OldSkool Amp'd. However, during play, you will only be able to use up to 11 of them.

Dispersion Pistol:

The important thing is that you can power-up this weapon by collecting power-ups. If you enable random power-ups (in the options menu), you will be able to see what I mean.. There are 5 power-levels. Further more, it regenerates ammo.

Fire: Fires plasma energy. With higher levels, it becomes much more powerful (but uses more ammo).

Alt-fire: Allows you to charge up the pistol, and the shots cause splash damage. You can charge it up more at a higher power-level.

Automag:

Exactly like the Enforcer, except it needs to relaod every 20 shots. You can manually reload it by binding a key to reload in the oldskool config menu.

Stinger:

Fire: Rapid fire of tarydium shards.

Alt-fire: Fires 5 at once, but at a much slower rate.

ASMD:

The shock rifle looking a lot cooler! The combo is slightly stronger too.

Eightball:

A less techno version of the rocket launcher

Flak cannon:

Like the UT one, except the primary fire rate is slower and the flak does more damage.

Razor-jack:

Skaarj version of ripper.

Fire: pretty much like ripper

Alt-fire: you can control the blades by moving the mouse (i.e. looking in direction for them to go). It's pretty hard to learn the technique, but once you've mastered it...

GES bio rifle:

The only difference from the UT version is that you can only load 5 ammo in the alt-fire and you can't hold the stuff in forever (auto-ejects).

Sniper Rifle:

So much like the UT one, it's not even funny.

Minigun:

Cooler lookin' version of the UT one.

Quadshot:

This was NOT in UNREAL I!

It holds nine shells in it, and you need to reload to add more.

Fire: fires one shell. Has some kick-back.

Alt-fire: Four shells. Power of recoil will cause you to loose 2 health (reduce this if you duck).

SMP:

WAS NOT IN UNREAL I

Liandri decided to get rid of the redeemer (as it caused too much radiation) and replace it with a Sub-Machine Pistol that was just as deadly.

There are two-versions of this: one uses the automag model and the other, the enforcer (if you want auto-mags in game, it looks like an enforcer and vice- versa).

Fire: EXTREMELY fast fire. EXTREME amount of kick-back.

Alt-Fire: Fires 10 shots at once! AND it's still pretty fast.

If you see someone with this, think REDEEMER!

Map Packs referenced to in this release (note that they only show up in the window if you have them installed):

-Original Unreal Series (go to your local store and buy this nice game called Unreal! Only $10!)

Get the following off the unreal->singleplayer section of www.planetunreal.com/nalicity

-Hollow Pack

-Xerania's fall Part ][: Invasion

-Peril On mars UT (get it from other mods section of UT area)

-Ballad of Ash (intro.unr and ash.unr MUST be put in the main maps folder for the pack to be detected)

-Illhaven Saga

-One Day

-shinigami Pack 1

-Tower of Shrakith'a

-Return to Na Pali is not currently supported, but will be one of these days (please do not email me about release!)

Playing Unreal in UT:

The best way is to run it right off the hard-drive. Simply copy the maps into the unrealtournament\maps directory and the music into unrealtournament\music

If you have to play off the CD open the unrealtournament.ini file and search for the lines that say paths= and add (right after the last one) paths=d:\music\*.umx and paths=d:\maps\*.unr (or whatever the CD drive is on your comp...)

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* Play Information *

New Sounds : Yes, 2 sounds for the quadshot have been shamelessly ripped from Legacy. If you have never played Unreal before, you'll also here a lot of new sounds.

New Models : No new ones, but the quadshot has been reimported to add a select and down weapon animation. Again without ever playing unreal, you might not have seen MANY of them.

New Textures : Mostly screenshots, but the SMP (both enforcer and automag versions) has a new skin. Also, there is that little play button I made and an ammo icon for the pulse gun.

New Music : No again, but with the power of the music selector, you may be able to hear things you never have been able to before...

New maps: No, but now you can use more to their full potential :D

* Construction *

Lines of code: 30,000+ (however, a lot of this is just copies of other code to get the stuff to work correctly. Maybe 16,000 or so lines are actually original.

Editor used : UnrealEd, UTPT, Uclasses, USE, UCC

Build time: More than a year, off and on.

Cheats : Since you read this far, I'll tell you the one and only cheat. In a singleplayer game (with baddies, not bots), type in the console mutate spyd00d to enable F5 viewing from monsters!

Also there is a "hidden message" in one of the menus :D Can you find it?

* Copyright / Permissions *

Unreal and Unreal Tournament are copyrights of Epic Megagames, Digital Extremes, and GT Interactive.

The textures and models activated by this umod are also owned and created by Epic Megagames.

UsAaR33 has absolutely no control over what is done with this, but chances are if you try to sell these, Epic will sue you :). Also, don't seperate this file and give credit to UsAaR33 if you add these to your site, CD's, etc.