Jump Mod v 2.0

I made some significant changes to the Jump Mutator.

Most imporant is the on the fly updating of the settings. All you have to do is type in one of the strings into your console and things will be set in motion. This is a destructive process, however. If you choose to use these mutate commands to change your mutator you are going to overwrite your configuration settings.

  • Mutate JumpMod SetMaxJumps n
  • Mutate JumpMod SetJumpBoost n

These are typed into your command console (F10 to get to it typically).

n is an integer

The SetJumpBoost value is scaled just as the one on the configuration dialog is (1-10) and extraneous values are replaced with the default value of 4.

These entries are both case insensitive. More Info

As expected, Work has commenced…

Work has begun mapping out the mod I plan to build with the UT3 release. So far it looks like its going to be a military simulation and revolve around reality. While I can already hear a few of my critics complaining about my choice to do so I really don’t want to trouble any of you too much. I have some very fun ideas and above all else I plan to respect the release early, release often mode of development to actually test out much of what I have been preaching to the mod communities that I have contributed to over the years.

Mutators are still in the works, allowing me to learn the engine more and more as I continue development but the overall goal is going to be this mod. Information about the mod is available here.

Thank you all, I have some reading to do so I will catch you later.

staying true to myself

Always a stickler for making development, and deployment for that matter, easy. It shouldn’t be too amazing to any of you that I would put energy into packaging my Mutators in a quick and easy method. I got tired of the process of tracking the files down and raring them individually, so I wrote this tool that allows me to quickly rebuild, and rar the files at the drop of a hat – or rather a double click of the mouse.

She works, give her a try…

Mut-a-Day – 3 mutators in 3 days

The past three days I have been in a haze of UScript. I have learned more in the last weekend about Unreal tournament than I know about my own game and squirrel, and that is a great thing. I spent a good 19 hours starting Friday night and going through to 11pm this evening, pausing only for food and a Red Dwarf marathon with my dad, and have coded out three Mutators for Unreal Tournament. They are all up on the site, ready to roll, working over the internet, configurable, and most of all… they are written by me.

Also of note – my wordpress video tags extension upload has finally been approved.

They are of course all on the software releases page. Go ahead and take a look.

Ruby, oh yea, its on Rails

I nearly forgot yesterday that Ruby has a train following it about. It has been growing in popularity over the last few years as it has become more and more well known as the language used behind a growing number of applications, such as campfire for instance. I have no complaints about it though, its actually a very useful language. My problem, as is often the case, falls on ignorance and the terrible practices of fearing languages.

When someone approaches me and asks me if I know Ruby on Rails I have to answer, quite politely the first time, no. I don’t know Ruby on Rails any more than I do QCodo, PHPCake or any other of the dozens of web frameworks. The attachment of “on Rails” to Ruby has really ruined, at least in my mind, the possible momentum that could be enjoyed by Ruby as has been enjoyed by other languages like, Perl or Python. The fact that these later languages names begin with the letter P should not lead anyone to believe that they are P-opular. All of the languages that I have experience with have their place in my heart and a place in my development practices. From my point of view, pinning “on Rails” onto Ruby weakens the message that many of us have already taken to learning.

Continue reading “Ruby, oh yea, its on Rails”

Developing in Unreal has its perks, and its also got its issues

The last two weeks I have been developing a couple of mutators for Unreal Tournament 3 and although my simple mutator, only about 20 lines of code mind you. It went without a hitch for the first large portion, actually coding the mutator’s effects, but I have tripped up quite badly as of late in trying to get the mutator to work over the internets. This is going to be a journey through a few of my notes on UT Development and quite possibly some thoughts on the matter of comparing HL2 with Source.

Continue reading “Developing in Unreal has its perks, and its also got its issues”

so okay, Gneu updates

I finally set up the automatic backup for every portion of my site, including the wiki and forums. I spent about 4 hours configuring the app to run itself properly and email me like I want it to and so forth, but now its on autopilot so woo hoo!

Secondly, some of you may have already noticed a release was made this past week. I know its simple but I would love to hear your thoughts on the mutator as it is my first and as such is extremely simple.

I have also been doing quite a bit of work on the wiki in the last week. It looks like I am going to be able to get back into my books and tutorial writing sooner than I had expected, and since everything I do is backed up, it will be that much more fun to do it without worrying about my fucking host being dumb again.

=)