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RTNP2U... oh, yes!

 
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Winged Unicorn



Joined: 22 Jan 2004
Posts: 87

PostPosted: Tue Jan 18, 2005 6:59 pm    Post subject: RTNP2U... oh, yes! Reply with quote

hey guys,

just wanted to inform you that some days go I found some hours to dedicate to Unreal and I decided to find out if it was possible to play RTNP maps in original Unreal (especially in Coop).

Here is the result. :D


--------------------------------------------------------

NOTE

This is only a little project I decided to do because I had a couple of hours free; therefore, I do NOT intend to go on with this, if anyone is interested (Zombie?) I could give out some hints on what to fix/complete. For now, think of it as a demonstration of how all those RTNP2U projects out there taking years to get completed are... ehm... well, you know. This thingy still needs some work, especially on the UPak package/dll separation (to be compatible with 224v clients too) and on the UWindow one. Nonetheless, it seems to be working great already - at least online
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Tue Jan 18, 2005 10:33 pm    Post subject: Reply with quote

It's a nice shortcut to playing RTNP fast on classic in singleplayer. Definitly worth it if any classic player hasn't played RTNP yet. However, it would just be problematic for most with puting it in online public coop servers.

The \System\ directory in the package contains new Unreali, UWindow, UPak, UDSDemo, and UMenu U files. One thing that kept me from doing anything like this is because of the big issue of version conflicts of connecting players, player install/download lazyness, and anti-cheat tools finding obj link mis-matches. I think players would have to install a special "RTNP" Unreal System directory just for playing safely between servers or by themselves in offline singleplayer.

IMO it would be best if RTNP was re-done with each file renamed to something unique so that the normal core files in either classic or Gold would never need to be changed. I think it's better that a player can download every file off a server if neccessary, and to not worry about those other conflicts mentioned.

Oblivion[CW] and I have been providing aid to Tentacle-Hunter with his own RTNP conversion project recently. I figured since Oblivion had cataloged so many bugs in the RTNP maps for me (since I lacked Gold) during DZMapM 2's map fix betas that we'd help him out by giving it for reference. As for Dinwitty still needing help finding bugs I'm not sure, but I really would of liked to see a more "Open" development instead of having all these RTNP projects spreading about.


-Zombie
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Winged Unicorn



Joined: 22 Jan 2004
Posts: 87

PostPosted: Tue Jan 18, 2005 11:50 pm    Post subject: Reply with quote

Out of the files in the System folder only UnrealI and UWindow have been modified, the others are just the ones provided with Unreal Gold. They won't give mismatch problems because I manually adjusted their GUIDs... only problem would be anti-cheat tools, but they are pretty useless in SP/Coop.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Wed Jan 19, 2005 12:09 am    Post subject: Reply with quote

Winged Unicorn wrote:
They won't give mismatch problems because I manually adjusted their GUIDs... only problem would be anti-cheat tools, but they are pretty useless in SP/Coop.


Ah.....pretty clever trick to avoid that issue. I'm sure that's what those aimbot writers have been messing with for ages to re-compile some basic checkers too.

I would help out with these RTNP packages if you could help convince all those anti-cheat writers to update their package's obj link checks to include your versions. Same goes with a new universaly accepted UBrowserConsole replacement for classic players to use in DM. ;) I think others can agree with me that DM anti-cheat protections could of been handled much nicer from the begining in regards to consoles.


-Zombie
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Wed Jan 19, 2005 12:49 am    Post subject: Reply with quote

Quite Nice, I always hated the way the original RTNP is incompatible with both coop and the older Unreal versions. (I still don't know why Legend/Epic did not make them compatible in the release version)

For this version: I wonder if it's possible to just join a server with RTNP2U and let all the files download in that way. If all files are in cache, they won't give any conflicts with DM games / cheat detectors.
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Oblivion[CW]



Joined: 28 Jan 2004
Posts: 59
Location: Chizra, Nali Village, Na Pali

PostPosted: Wed Jan 19, 2005 3:42 am    Post subject: Reply with quote

And yet another RTNP project has been started, yay?
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Wed Jan 19, 2005 5:02 am    Post subject: Reply with quote

Hyper wrote:
For this version: I wonder if it's possible to just join a server with RTNP2U and let all the files download in that way. If all files are in cache, they won't give any conflicts with DM games / cheat detectors.


I doubt it. Unreal always checks U files in system directory first before checking the uxx cache even if the GUID is the same or not. Since all unreal clients already have a regular UWindow and Unreali file in the system directory it will attempt to use them first before any version in uxx cache. The only way is to overwrite the UWindow and Unreali files from system. Plus both of those files automaticaly load when the game starts so the game will assume it already has the correct file loaded since the filenames are the same with the modified. Perhaps if this file loading behavior could be updated and modified to give more flexibility...


-Zombie
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Wed Jan 19, 2005 10:09 am    Post subject: Reply with quote

Zombie wrote:
Hyper wrote:
For this version: I wonder if it's possible to just join a server with RTNP2U and let all the files download in that way. If all files are in cache, they won't give any conflicts with DM games / cheat detectors.


I doubt it. Unreal always checks U files in system directory first before checking the uxx cache even if the GUID is the same or not. Since all unreal clients already have a regular UWindow and Unreali file in the system directory it will attempt to use them first before any version in uxx cache. The only way is to overwrite the UWindow and Unreali files from system. Plus both of those files automaticaly load when the game starts so the game will assume it already has the correct file loaded since the filenames are the same with the modified. Perhaps if this file loading behavior could be updated and modified to give more flexibility...


-Zombie


I see. Then I'm afraid the current state of this mod is not very useful yet, because I would advise the most players to not overwrite their system files. As said before it gives compatibility problems with deathmatch and the most other non-coop servers, so only players who only play coop online can overwriten them without (much) problems. (As far as I know ther are not many coop games with HackBusta / UProtect / AntiAimbot etc)
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Leo(T.C.K.)



Joined: 17 Jan 2005
Posts: 28

PostPosted: Wed Jan 19, 2005 12:32 pm    Post subject: Reply with quote

Hmm,yes.Tentacle-Hunter is still working on his rtnp maps remake.
I will download beta version of this.It will be good when i never played rtnp.Hmm I am worried about compatibility problems,but i will do a reserve to play on dm or other servers. ;)
But i heard something about Atari is working on 227 patch.Is it true?
So it can fix compatibility problems i think.Better to buy UnrealPlatinum with 227 patch,if it will release.
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Mon Jan 24, 2005 2:34 am    Post subject: Reply with quote

I mailed the author of the leading Unreal anti-hack (cheat / bot / etc) software UProtect with the question if a whitelist option is possible.

Quote:

I've kinda abandoned programming unreal stuff, so I dont think there will be a new version of uprotect in the near future.. But the kind of whitelist you mention would be a feature indeed if I'd make a new version.
For now, I'm sorry I can't be of any more help.


So it looks like there will be no white lists in the near future. UProtect is still a very good security tool (The only one not bypassed yet) but as long as it kicks every unknown package, it also obstructs innovation.

But even IF this whitelist feature should be realised, it's still uncertain if admins will use it. The most servers still use tools like SBAB / HackBusta instead of UProtect.
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