Release: NoTracers-Mutator

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italianch40s

FNG / Fresh Meat
Apr 25, 2007
45
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I found a problem using notracer mutator and INF Penetration Mutator.
"No tracer" does show me traces :mad:
 

mat69

FNG / Fresh Meat
Aug 1, 2006
826
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I found a problem using notracer mutator and INF Penetration Mutator.
"No tracer" does show me traces :mad:

Well I would have to make a special version that works with INFPenetration.
If you're interested I could do that.
 

italianch40s

FNG / Fresh Meat
Apr 25, 2007
45
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Yes, please it's a very good mutator, i'm gonna use it in my next 30 players lan... (we found a place with internet connection... a school :))
 

mat69

FNG / Fresh Meat
Aug 1, 2006
826
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Added a version for INFPenetration (it does not fix any lag or whatever).
Updated first post and added an important note if you run INFPenetration or Ballistic716ID.
 

italianch40s

FNG / Fresh Meat
Apr 25, 2007
45
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i love you man. Great. I think mutators are the greatest invention :p

so... is it possible to make notracer for tanks too? :(
 

GS_Schimpf

FNG / Fresh Meat
Nov 21, 2005
426
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Is it possible to make the tracers just a bit more transparent? Or in other words harder to see but not completely removed?
 

mat69

FNG / Fresh Meat
Aug 1, 2006
826
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I'm not sure if I can do that.
I did a mutator for myself where I changed the tracer speed (the tracer bullets move the same speed as normal bullets, but the tracers themselve move only at half speed) to the same speed of normal bullets.
There you can't see tracers that easily, but I'm not sure if this could have bad effects on server performance or general game play, as I'm not sure if the Unreal engine has problems with very fast moving objects.
 

GS_Schimpf

FNG / Fresh Meat
Nov 21, 2005
426
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Can you explain how tracers are done? Are they just a moving sprite? If so, one could easily make a mutator that uses a different, less visible sprite instead for example. If they are somekind of light/emitter, there must be a setting that allows you to define their color or even alpha channel etc.
 

Recce

FNG / Fresh Meat
May 31, 2006
605
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But tracer rounds for Tanks can't stay!

it's not realistic
i love you man. Great. I think mutators are the greatest invention :p

so... is it possible to make notracer for tanks too? :(
Thanks to the Lone Sentry website, I was able to locate this from "Tactical and Technical Trends", No.27 17th June '43

"A U.S. Army observer in Tunisia reports that in a German night tank attack against one of our tank destroyer units, the German tanks would fire their coaxially mounted machine guns at every object that had the slightest resemblance to a tank or armored vehicle. If the tracer ricocheted (indicating that it had struck a hard surface), it would be followed immediately by a round from the tank gun. Apparently the Germans did not mind wasting ammunition on rock piles, bushes, haystacks, etc., on the chance of perhaps getting a destroyer."

Now, you could argue that German's only used tracer at night, but I would like to see some source material on the subject.
 

mat69

FNG / Fresh Meat
Aug 1, 2006
826
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Tracers are static meshes in RO. The "ball" you see after a tracer stops moving is also a static mesh.
They could be changed easily if someone made a new static mesh that is created similar (facing the same direction ...) - so that only the mesh has to be replaced while no other code has to be changed.

But imo the tracers do not need to be changed, I think that they don't look that bad if they move faster.
 

GS_Schimpf

FNG / Fresh Meat
Nov 21, 2005
426
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I would prefer rather bright and less visible tracers, as it would be way more realistic on daylight maps. On dark maps the brighter tracers would be easy to see. Just as in real life.
Anyone out there that can do this?
 

mat69

FNG / Fresh Meat
Aug 1, 2006
826
0
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Well I would do it that way that on night maps the tracers move slow and are bigger simulating the glowing of light objects in the night that remains some time even if they are gone, while I'd make them smaller and faster on day maps. This way I would not have to change the current tracers and a lot of code.

Disadvantage of this solution is that you'd have the same tracer for the complete map i.e. you are on a night map and enter a perfectly bright building here you'd still have the night-tracer and vice versa.
 

GS_Schimpf

FNG / Fresh Meat
Nov 21, 2005
426
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Good idea, but mapper would have to implement this to work, right?
Rather taking the hard work and change the code/SM. So a simple mutator could to the job for all maps without changes to the map.
 

mat69

FNG / Fresh Meat
Aug 1, 2006
826
0
0
Changing the tracers can be done via mutator. The only thing I would have to do is choose the maps that should have the night-settings and the maps that should use the day-tracer. Maybe a setting between these two would also not be that bad. But for that - the settings - testing and different opinions would be needed.
 

mat69

FNG / Fresh Meat
Aug 1, 2006
826
0
0
What I thought of was an ini file where admins can set the maps that are supposed to be night-day or inbetween maps. Maybe a note while the server is running that Tracer is activated and that the actual map is a nightmap or whatever would not be so bad. So that the people know why things happen the way they happen.
 

mat69

FNG / Fresh Meat
Aug 1, 2006
826
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NoTracer and FastTracer:
I did a new version of the mutator - delate all older versions! - that offers you the option to choose either NoTracer (set "bNoTracer" to "True" = standard) or Faster Tracer that move at 90% of normal rounds instead of 50% in stock RO (set "bNoTracer" to "False" and "bFastTracer" to "True").

It also incooperates special classes if you run INFPenetration or Ballistics716ID, so now you don't need special versions that work with these mutators, you only need to set "bINFPenORBall716ID" to "True" if you run one of those mutators.

For all that you only need to modify NoTracer.ini accordingly.

First post also updated, read that one as well, the download link is also in the first post.