CF Mutator is a mutator made by Paul "Grum" Haack and Kristian "Dittler" Ditt for Ballistic Weapons 2.5 to enhance the entire gameplay with various
cool features and scale the existing game and new features fine grained. Bugfixes for the original Ballistic Weapons mod are included as well.
From the beginning on, the entire mutator was designed for network games and as such is fully compatible in all client server setups. Of course it will work just nice in singleplayer setup too.
See the full feature list here ->
Crazy-froggers.com
Important! Don't compatible with the unofficial BW core fix!
Only compatible with the official BW 2.5!
Some features may not work without Ballistic Loadout / Loadout Expanded !!
Load only the CFMutator and the Loadout Expanded together!!
Loading it together with other mutators isnt compatible or supported!!
Credits
##Programming
## Graphics
- Kristian "Dittler" Ditt
- Paul "Grum" Haack
## Sounds
- Arn "Shadow Blade" Richert
- Kristian "Dittler" Ditt
### Special thanks
- My Wife (For always being there and the acceptance of my absence for countless hours i was burryied in netcode)
- Logan "Black Eagle" Richert (For general consulting in coding matters)
### Installation
- Copy all folders and files into your UT2004 main directory
- or install it using the UT2k4 Content Installer -> Crazy-froggers.com
What "new features" exactly?
Runestorm.com
Detail Description at moddb follows later the week.
Here you can get the full feature list-> Crazy-froggers.com
it seems that mutator causes a crash related to missing damage types when it's used...
bug details:
OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 3059 MHz with 4095MB RAM
Video: NVIDIA Quadro FX 1700 (1106)
General protection fault!
History: UObject::execClassContext <- (CFBallisticPawn DM-Viridian[Classic].CFBallisticPawn @ Function CFMutator.CFBallisticPawn.Died : 013E) <- UObject::execClassContext <- (BallisticDamageType None @ Function BCoreV25.BallisticDamageType.GenericHurt : 0042) <- UObject::execClassContext <- (X82PrimaryFire DM-Viridian[Classic].X82Rifle.X82PrimaryFire0 @ Function BCoreV25.BallisticInstantFire.DoDamage : 0345) <- UObject::ProcessEvent <- (X82PrimaryFire DM-Viridian[Classic].X82Rifle.X82PrimaryFire0, Function BCoreV25.BallisticFire.ModeDoFire) <- UWeaponFire::ModeTick <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Viridian Dreams <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
Thats related to Sgt.Kelly's weaponpack and has nothing to do with "missing damagetypes".
I don't use Sgt.Kelly's weaponpack but i could take a look into it this weekend.
Give me some more information where and when it actually crashes and more important, what setup you used before shouting "bug" ...
whenever i'm about to shoot someone and kill him (rightr befor i shoot).
i tried diabeling the tactical dmg option of the ballistic recolors mutator,but i didn't try removing it.
still crashes even when i remove the ballistic recolors mutator and use only standart weapons.
is your mutator desinged to work with the unoffical patch?
It only works with standard BW 2.5.
Unoffical Core fix isnt supported!
I C....
guess i have to wait 'till teh fix becomes offical then XD
Looks like it.
It doesn't crash because of "missing damagetypes" when its used.
hay!!!! i neither see my gun nor shoot!!!! :(
You need to use one of the Loadout Mutators to make it work. We dont play anything else other then DM with the loadout expanded and this mutator.