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{DvT} Deviants An Unreal Tournament 3 Clan www.dvts.org


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Old 06-11-2007, 02:21 PM   #1 (permalink)
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Possible DvT server mutator usage...

I was wondering how everyone would feel about this mutator being used on our clan server.

The mutator is called Utcomp.
It allows us to force a better skin color for the teams and also custom use a certain color for clan members only. I just find that sometimes when I am playing certain skins it is hard to see any team color unless you are near point blank for that speck of groin cloth color. It does have some other features that would probably not get used (although are very helpful if someone has bad lag or PL to be able to tell if they are even hitting someone by using hit sounds). I have also noticed that sometimes players will revert back to the standard grey color scheme of the DM mode during our clan server play.

Would anyone else be interested in this sort of mod? It also has some cool features that keep track of different scores during the game.
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Old 06-11-2007, 02:59 PM   #2 (permalink)
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Custom team colors might be fun.

I can say, without any doubt, that I would never play on any server that had either brightskins or hit sounds enabled. I wouldn't even play if they were disabled but could be turned back on with a vote.
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Old 06-11-2007, 04:19 PM   #3 (permalink)
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Well... I am a handicapped player that needs to be able to play blind and deaf... and since I am having problems with the aim bot

I need a different strategy to not sux0r so much.
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Old 06-11-2007, 05:36 PM   #4 (permalink)
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Brightskins and hitsounds are Teh Ghey. Are you saying that you desire to spend some time homosexualing?

That's fine if you do, I'm an open minded guy. Just expressing my intent to not engage in such activities.
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Old 06-12-2007, 11:21 AM   #5 (permalink)
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I have to agree with S6 regarding brightskins and hitsounds.

I also have to say that I have developed, even fostered, a prejudice against UTcomp that goes beyond the "enhancements" it adds to the game. One of the ladders that we participated in required UTcomp. The "pros" at ProUnreal swear by it: "In order to be a real UT pro, you have to use UTcomp." B u l l F u c k i n g S h i t. In order to be a pro, you have to develop your skillz the way OverToad did in U1: by simply becoming flatout, flatassed good.

OF likes to play w/ the Excessive mod. In its way, it is similar to brightskins and hitsounds in that it enhances your ability to obtain a frag. I like to play Excessive every now and then as a change of pace and I have no objection to OF's use of the mod. Why no objection? Because they make no pretense about Excessive being "the tool of the pros." They use it because they have fun playing it. I don't put it on our server because I don't like it that well and because setting it up and configuring it is a PITA.

So? Why can't we put UTcomp on our server with the attitude that we are just having fun with it? As I see it, it too easily becomes a crutch and I'm prejudiced.
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Old 06-12-2007, 11:28 AM   #6 (permalink)
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Quote:
Originally Posted by {DvT}dagger View Post
Well... I am a handicapped player that needs to be able to play blind and deaf... and since I am having problems with the aim bot

I need a different strategy to not sux0r so much.
Not sux0ring so much isn't that difficult, dag: instead wasting your life in the fantasy world of school, work, cars, girls, parents, food, sleep, and the other decadent pasttimes of R/L, return to the basics of existance and clean living by devoting your life to That Which Is Green and Unreal.
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Old 06-12-2007, 10:11 PM   #7 (permalink)
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In my mind UTcomp is a great admin tool when you're running matches: you can set warm up times, have all players hit ready so the map starts so can make sure all players are on the right time, etc. I don't care much for the rest of it.
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Old 06-13-2007, 01:18 AM   #8 (permalink)
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De man under de sombrero sayz.... "no".

If Hex were to put that mod on... or any extreme bullshit mod... that would completely **** up the game. I'd have to enjoy a nice movie on frag night if that were to happen.
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Old 06-13-2007, 08:57 PM   #9 (permalink)
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Ok, I was messing around with settings in the instant game type and found out there are two things that help with the visibility and telling the difference between the two teams colors. Enabling team colors (aka forced team colors) and also enabling player lighting (meaning that the color red or blue tends to glow like it did in UT). This helps to prevent the annoying parts of maps where there is either too much shadows that actually prevent players from being seen in wide open hallways, or maps where they use dark shadows and team colors that conceal certain teams only. (morbias etc.)

Unless there ever was an official "bright skins" mod that only made the players look or stand out like they used to in UT with red and blue colors that we can use. I just don't remember these problems on our old server that I can recall. Or maybe I have just been away from the game too long to have forgot how much of a pain in the *** or impossible it is to see players half the time (which I doubt is the reason)

I just feel that there is a setting different on our new server that is preventing the team colors from easily being visible... since single player has 2 options that makes it happen.
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Old 06-13-2007, 09:02 PM   #10 (permalink)
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Here is what I tend to see on my screen (an example someone else took and is the left image).



Perhaps we could use the TTM mod to make it easier to see... otherwise that image on the left easily becomes hidden or near impossible to see on most maps.

You can get the mod here. It does have bright skins in it but the server admin can permanently disable it. It is disabled by default but people can still vote it on unless the admin disables it. This is more of what I was hoping we could get on the server with a setting or a mod. I dislike bright skins in the essence of those annoying neon ones. I just would like to be able to actually tell if I am fragging my own team mates or not.
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