== medScoreBoard =========
== a mutator by ==========
==========================
_ _ _
| | | | ___ | | ___ _ __
| |_| |/ _ \| |/ _ \ '_ \
| _ | __/| | __/ | | |
|_| |_|\___||_|\___|_| |_|
==========================
== Version 100 ===========
== www.birdieman.com/forum
== 2010.09 ===============
===========================================
== About ==
===========================================
This mutator (optionally) provides two things:
A. Fancier Scoreboard. Works for all standard game types.
B. Preservation of special characters in player names when the game is hosted on a linux server.
I say optionally because you can turn one or the other off if you just want/need one of them.
=========================================================
== medScoreBoard.ini, settings and default values ==
=========================================================
A sample medScoreBoard.ini has been provided. Here are what all the settings are:
================
== scoreboard ==
================
bUseScoreBoardOverlay If true, this will display the new scoreboard. The following settings only work if this
value is true. To get an idea of I am talking about when I am referring to colors, you
might want to run the mutator once with the default settings to get an idea of what it
looks like. The default value for this setting is true.
= Background colors. I call each area enclosed by a border as a "box" =
borderColor Color of the border that encloses the areas of the scoreboard, creating the appearance
of "boxes".Default value is black.
headerColor The "header" is the box where the title of the column names are drawn above the scores.
Default value is green.
scoreColor The "score" box where the player names and scores appear. Default value is metallic.
footerColor The "footer" is a little box that appears below the scores. Default value is blue.
= Here are accepted values for the background colors... =
black, blue, darkblue, darkerblue, darkestblue, lakeblue, paleblue, green, darkgreen, darkergreen, red,
darkestred, winered, pink, metallic, yellow, paleyellow, purple, fadedpurple, mauve, seagreen, brown,
darkbrown, orange, burntorange, gray, darkgray, palegray, olive
= Team scoreboard colors. A default coloring scheme has been provided, or you can set up your own look =
bDefaultTeamColorScheme The default value for this is true. If this is true it draws a red header for the
red team, a blue header for the blue team, etc. The default value for this is true.
If you want to specify your own colors for the team headers, you must set this to
false, and provide the next four settings.
redTeamColor These next four settings allow you to specify the color of the team headers.
blueTeamColor Accepted colors are the same as the above list of background colors.
greenTeamColor
goldTeamColor
= A second footer color for team games =
teamFooterColor If you want a different footer color for your team game, specify a value for this
setting. Otherwise, if you are ok with your normal footerColor being used for team
games, then just omit this setting.
= Colors for player names*. These colors are applied for NON-Team games ONLY! =
= Note that these have a different list of acceptable colors =
otherPlayerColor If you were playing DeathMatch, and looked at the scores (in the regular scoreboard),
you would see your name in yellow, and all the other player names in light blue. This
setting is the color that all the other player names should be. The default value for
this is the same as the regular scoreboard, which is called cyan.
samePlayerColor And this is the color of YOUR player name. The default value is bronze.
sameLeaderPlayerColor On the regular scoreboard, if you are in the lead, your name color is still yellow.
But with this mutator you can have it appear a different color when you are in the lead.
Default value is [custom] <= more on this later.
otherLeaderPlayerColor On the regular scoreboard, when another player is in the lead, their color is still light
blue (cyan). With this mutator you can have them appear a different color when they are
in the lead. Default value is [custom].
adminPlayerColor When you are logged in as admin, typically your name color is white. This setting allows
you to change that. Note that this setting will override any other possible color for
your name as long as you are logged in. Default value for this is white.
= Here are the standard accepted values for the player name (text) colors... =
white, green, gold, blue, lightCyan, silver, bronze, cyan, red
= Custom colors for player names (and footer text mentioned later) =
Ok for the text you are able to get custom colors in. You are going to be specifying the RGB component for the
color. NOTE!! Only 256 bit colors will work. To find acceptable values, just do a web search for something like
"256 RGB values". You can see the values for each color. What happens if you specify an invalid color? Nothing
bad, it just won't accept your color and it will use white instead.
Ok so here is an example of how to specify a custom color:
samePlayerColor=R=102,G=0,B=255
= You can put text in the footer. For example your server name, or some little message, whatever. =
= It can be up to 125 characters long. Here is the setting with an example:
footerText=Happy fragging!
= You can specify the color of footer text. Accepted values are the same as above for player names =
footerTextColor Default value is silver.
==============================
== Preserving Linux Letters ==
==============================
bFixLinuxLetters The problem when the game is hosted on a linux server, is that the server takes any
letter (or character) with an ascii value over 127, and replaces it with 127. So any
player who has set up a fancy name will see their name with little squares instead of
their special characters. This mutator is able to MOSTLY correct this. All the major
spots are fixed. There are still a couple of minor instances where I am not able to
fix the player name. The default value for this setting is false, so you have to specify
it if you want it turned on.
bFooterTextEncoded This one is a little bit of work to figure out, but I thought it would be worth it to
someone who wants to put special characters into the footer text (if they were also
using the scoreboard). Ok if you want to put special characters in the footer text, first
you need to set this setting to true. Then, you must encode the footer text yourself!
Here is an example, and how to do it.
footerText=101120097109112108101
Don't worry it's easy. This translates into "example". What you need to do is provide the
ascii value for each letter. Each letter must be represented by 3 digits. So let me space
apart the example:
101 120 097 109 112 108 101
The ascii value for "e" is 101. The ascii value for "x" is 120. The ascii value for "a" is
97, but I need 3 digits, so you must enter this as 097. etc. Just do a web search for
"ascii chart" to find the values for the characters.
====================
== other settings ==
====================
bLogInfo If true this adds various message to the log. It is false by default. I wouldn't bother
turning it on unless something isn't working, then maybe something in the log will help
you to figure why something doesn't work.
=======================================
== compatibility with other mutators ==
=======================================
= scoreboard mutators =
This mutator has zero compatibility with other scoreboard mutators, REGARDLESS of the value of bUseScoreBoardOverlay.
= HUD mutators =
If you have bFixLinuxLetters=false, then this mutator is 100% compatible with other HUD mutators.
If you have bFixLinuxLetters=true, then it depends on the other mutator. HUD mutators accomplish their goals in one
of two ways - either they draw on TOP of the existing UT HUD, or they REPLACE the existing UT HUD. So this mutator
will be compatible with other HUD mutators that draw on TOP of the HUD. How can you find out? You just have to load
it up and try it. Make sure to put this mutator ahead of any other HUD mutators in the list.
=========================
== running the mutator ==
=========================
You need to put these files into the System folder:
medScoreBoard100.int
medScoreBoard100.u
medScoreBoard.ini
You need to put this file in the Textures folder:
medPix135.utx
If you are using it on a server, you need to add these lines to the [Engine.GameEngine] section of the UnrealTournament.ini:
ServerPackages=medScoreBoard100
ServerPackages=medPix135
If you use the commandline to start the server, this is what you would add to the mutator list:
medScoreBoard100.medScoreBoard
Or if you want to start it with an Actor, you can add this line to the [Engine.GameEngine] section of the UnrealTournament.ini:
ServerActors=medScoreBoard100.medScoreBoardActor
=========
== fin ==
=========