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SabreMatch - Rune Lightsabre Combat v.101

v.101 of sabreMatch, adds performance fixes, preliminary...

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SabreMatch - Rune Lightsabre Combat v.101

v.101 of sabreMatch, adds performance fixes, preliminary force powers, and is now a gametype instead of a mutator. Replaces all weapons with lightsabers which all players begin with and it has lots of fun sounds.

[sabrematch]

Okay, time to revise this readme file to reflect the changes.

First up, sabreMatch is now a gametype ; if you decide to use the mutator, I can't promise what will happen. I still left in for those that may wish to run it as such, but [as said before] I really don't have the time to test it.

Next up, I made a few bugfixes as well as added some "undocumented hooks" to the mod ( as I guess it can be called now ) that are /completely/ unsupported. I'm releasing this as it is because, atm, I'm unable to test this on a net server so I'm hoping the new release will spark some interest.

( Side note: the dropping FPS bug is fixed, I believe. If people still experience it, please email me at [email protected] with your config info and I will try to correct it. )

Finally, the gametype is now in zip and in RMOD format - for those of you without working RMOD installation, here's the "Command Line installation process for RMODS":

[1] Copy the RMOD file to your

\System\ directory.

[2] Type the command "setup install

.RMOD" at the command line.

[3] Setup should initialize the file and take care of the rest of the process for you.

If you are installing via the plain 'ol zip file, just do this:

[1] Copy the sabreMatch.u and sabreMatch.int file to your

\System directory.

[2] Copy the UTX file to your

\Textures directory.

[3] Copy the UAX file to your

\Sounds directory.

[Changelist]

v.101 [beta release] :: Added some prelim force powers, fixed performance bugs.

v.100 [initial release] :: As per the title, this is the first version.

[Force Powers]

Okay, these are completely in for debugging, and work a lil' funky atm.

Add these lines to your user.ini file under [Engine.Input] . The [n] is actually a numeric value that IS NOT THE SAME for each different case. For example, the [n] in forcejump would actually be [20] in my case, the forcepull would be [21], and the forcepush would be [22]. The .RMOD does this automatically, but I really think these are /very/ rough, and thus only good for experimentation.

The alt, backslash, and comma assignments are only for my particular case ( AND MUST BE PUT IN THE FILE USER.INI MANUALLY ) ; choose whatever key you want and experiment.

Aliases[n]=(Command="mutate forcejump",Alias=forcejump)

Aliases[n]=(Command="mutate forcepull",Alias=forcepull)

Aliases[n]=(Command="mutate forcepush",Alias=forcepush)

Alt=forcejump

Backslash=forcepull

Comma=forcepush

[Source Code]

Add this line to your Editor.EditorEngine section of your Rune.INI file ( done automatically if you used the .RMOD file ):

EditPackages=sabreMatch

Now export all the script files using RuneEd. The sabreMatch code will be placed in

\sabreMatch\Classes

[Server]

Again, done automatically if you used the .RMOD file, adding this to your Rune.ini file under the Engine.GameEngine section will stand you in good multiplayer stead:

ServerPackages=sabreMatch

Have fun,

netshade < [email protected] >

PS: Anyone out there know how to display framerate count under Rune?

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