AKcoop2 package.

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Unreal
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Re: AKcoop2 package.

Post by Unreal »

strategy-(DOG)- wrote: Wed Apr 19, 2017 6:33 pm
Unreal wrote: Wed Apr 19, 2017 5:00 pm Hi thoose pawns from AKcoop can be replaced by AKcoop2 since AKcoop2 are enchanged package. Pawns are the same. And in maintime could you pm me readme files on pack7,tkr_monsterpack,cyclone2,uber3.5,zcu97unreali and psxgargoyle?
a) VooDoo-(DOG)- states the dependencies of AKcoop package within certain maps.
b) if there are readme files on packs available, you can find them on the server - use tcadmin's filemanager and search the System-folder of that server.
Well that part with maps i understand. I think maybe thoose maps could be edited by someone to use AKcoop2 package if possibel . After what i see on map Voodoo-(dog)- mentioned . I couldnt open it in unrealed might be protected. So looks like we are stuck.

Anyway i have no access to file manager in tcadmin .
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Re: AKcoop2 package.

Post by VooDoo-(DOG)- »

Awesome!

That's a really useful mutator! Will check it out shortly. Thanks for your help. :)

Masterkent wrote: Wed Apr 19, 2017 8:03 pmSo, no idea what your troubles are...

Well it seems to be purely an Advanced Coop "problem". When AKcoop2 is added to ServerPackages in the UnrealLinux.ini on the Advanced server (where AKcoop is already in ServerPackages), it only gives partial success with the summoning of those actors.

Any chance you could add the mutator to the Advanced server temporarily if you have time left today?

You sir, are a legend!

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Re: AKcoop2 package.

Post by Unreal »

What if Akcoop and akcoop2 added same time in server packages in test server will it work or are that tested allready with success.
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Re: AKcoop2 package.

Post by strategy-(DOG)- »

Unreal wrote: Wed Apr 19, 2017 8:54 pm Anyway i have no access to file manager in tcadmin .
Unreal
sorry, my bad. here are the readme-files that i got regarding the mentioned packs.
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Re: AKcoop2 package.

Post by VooDoo-(DOG)- »

Thank you very much for your time and patience Masterkent, it is very much appreciated!
Also thanks for a detailed explanation. I understood a lot of it, but not all:)

I honestly thought I was going mad with AKcoop2 working on the Test server 1 but not on Advanced Coop. :P

I will do it the DZMapM way - added!

Everything works great now and I am sure Unreal will be very pleased indeed!

You rock! :mrgreen:

You might not "WOOF!" but have an extra-large one from me.......

WOOF!


PS. I will be permanently leaving the AgePack3 out of ServerPackages Unreal. The server runs much more stable without it.
 
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Re: AKcoop2 package.

Post by Leo(T.C.K.) »

So that's it? Well I told you there would be some variable. bdiez was it then, though if its false it dies. Makes a lot of sense. ;)
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Re: AKcoop2 package.

Post by Unreal »

strategy-(DOG)- wrote: Thu Apr 20, 2017 6:20 am
Unreal wrote: Wed Apr 19, 2017 8:54 pm Anyway i have no access to file manager in tcadmin .
Unreal
sorry, my bad. here are the readme-files that i got regarding the mentioned packs.
Thx.
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Re: AKcoop2 package.

Post by Unreal »

VooDoo-(DOG)- wrote: Thu Apr 20, 2017 1:28 pm Thank you very much for your time and patience Masterkent, it is very much appreciated!
Also thanks for a detailed explanation. I understood a lot of it, but not all:)

I honestly thought I was going mad with AKcoop2 working on the Test server 1 but not on Advanced Coop. :P

I will do it the DZMapM way - added!

Everything works great now and I am sure Unreal will be very pleased indeed!

You rock! :mrgreen:

You might not "WOOF!" but have an extra-large one from me.......

WOOF!


PS. I will be permanently leaving the AgePack3 out of ServerPackages Unreal. The server runs much more stable without it.
Hehe looks like good news :)

About agepack3 you right i did remember from time when jeanruss run server . Agepack3 did server unstable in periods . I think problem is rccannon with all thoose small rockets.
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Re: AKcoop2 package.

Post by -(bob)- »

here is a package and thread that has bdiez fixed so there placeable/ summonable . its conformed so you wont get a mismatch.
http://www.unrealsp.org/viewtopic.php?f ... =15#p50876
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Re: AKcoop2 package.

Post by VooDoo-(DOG)- »

Thanks for that Bob!

Well I guess it seems a bit drastic to tailor a mod in such a way that most of the actors cannot be summoned without running the mutator or gametype, but that's Asgard's creation so that's the way it is!


PS. Are you happy to be called "BobIsUnreal" on this list of players by nationality . Message me if you have another preferred name!

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Re: AKcoop2 package.

Post by Leo(T.C.K.) »

VooDoo-(DOG)- wrote: Thu Apr 20, 2017 6:17 pm Thanks for that Bob!

Well I guess it seems a bit drastic to tailor a mod in such a way that most of the actors cannot be summoned without running the mutator or gametype, but that's Asgard's creation so that's the way it is!


PS. Are you happy to be called "BobIsUnreal" on this list of players by nationality . Message me if you have another preferred name!

WOOF!
Same story was with the serpentine mod, wish someone made a fixed version of that too since I liked it. There was a rare version of it that I happened to lose. It was called Serpentine 9 I think. Since the last umod version was serpentine 8 and 9 was semi official or something. If anyone has this rare to find update let me know. I know Smirf didn't bother hosting it and was surprised it existed. It did introduce some major changes to the submachine gun which is why some might not have liked it.

It had a new sound and tweaked damage. Also there was the spas shotgun mod that I remember from way back, on version 220 or something. I know that one dm map had it as package files. If any of you encountered it please tell me. I found it great myself back decades ago.
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Re: AKcoop2 package.

Post by VooDoo-(DOG)- »

Wel Bob, I was going put that modified version of AKcoop2 up for download here, but after reading the readme, I changed my mind. Thanks anyway though!

WOOF!
 
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Re: AKcoop2 package.

Post by £éè£å-(DOG)- »

One note:
TheWaterWorks2 does not need Akcoop.u to be under ServerPackages.
Wonder who spreaded this rumor.

For AKcoop2, I've seen this mod only on one server back in 2006/2007 and that was White Wolfs server. Wonder if it's possible to get the Spitfire work properly.
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Re: AKcoop2 package.

Post by VooDoo-(DOG)- »

 
Hi!

£éè£å-(DOG)- wrote: Mon Oct 30, 2017 9:50 pm Wonder if it's possible to get the Spitfire work properly.

Well everything in akcoop2 was summonable and worked 100% (after some effort and thanks to MK), including the spitfire, until a couple of months ago. Masterkent provided 3 new commands for adding/removing packages in real time without the need to restart the server, but sadly this information and other very useful information about it was lost when his posts got deleted. :P

WOOF!
 
 
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