Radar2004
Radar2004 is a UT2004 radar mutator
that tries to combine what I feel are the best features of some other UT
radars, notably TacticalDisplay (which is derived from Radar2003), TeamRadar,
and the radar from the Deathball mod.
Credits:
Credit must be given to Pfhoenix
(radar2003), Cheshire Cat (Tactical Display), and Snorelax and AirMoran
(TeamRadar), all of whom contributed significantly to this effort. The
Deathball folk also deserve mention for inspiration, though no code or graphics
of theirs were used.
Specifically, the original code
base for this radar was TacticalDisplay, whose code base in turn was
Radar2003. The vehicles and the code for
the Onslaught map display were taken from TeamRadar.
Installation:
- After downloading and unzipping one of the download files (available here), put Radar2004.ucl, Radar2004.u, Radar2004.int, and Radar2004.ini into the UT2004/system directory.
- To use on a server, add
the line “ServerPackages=Radar2004” to “[Engine.GameEngine]” secion of
UT2004.ini. Otherwise clients will not get or use the radar.
- If you launch a dedicated server from the UT GUI interface and have selected the Radar2004 mutator, it will downloaded automatically to clients. If you launch the dedicated server from the command line, include the phrase "?Mutator=Radar2004.RadarDB" after the level name.
Features:
General
- Works
with all UT2004 modes.
- Is
completely zoomable. (Default zoom keys: numpad + and -).
- Zoom starts
automatically adjusted to the size of the current level.
- Graphics
attempt to be subdued and unobtrusive.
Display
- Displays
vehicles and players properly, both on the Radar2004 HUD inset and, in
Onslaught, on the Onslaught radar (thanks, TeamRadar).
- All
game objectives (power nodes and cores, current assault objectives, flag
bases, bomb goals, and domination points) are displayed and color coded in
an appropriate manner.
- Indicates
position of the ball (Bombing Run)
and flags (Capture the Flag).
- Turrets
are displayed when manned.
- Most pickups
are displayed and color coded. Special pickups are highlighted.
- Player
icons dim as they lose health.
- Icons
indicate whether a player or base is above or below you.
Options
- Allows
either the player or radar to rotate when turning (fixed player direction
or fixed world direction). This is settable on startup and also can be
bound to a toggle key.
- Radar
display itself may also be bound to a toggle key.
- Pickup
display is settable on startup and can be bound to a toggle key.
- Has a “TeamOnly” option, allowing display of enemies (or not). This mode is not cheat-proof, however; see the "Problems/Bugs" section.
- There is an option to display the automatic turrets in Assault mode games, but this should only be used in the single player game (see the "Problems/Bugs" section).
Key
|
Assault Objective, Power Core or Node, Flag Base, Bomb
Goal, and
Domination Point
|

|
|
Same, but above the player
|

|
|
Same, but below the player
|

|
|
Current player (not in vehicle or turret)
|

|
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Other player (not in vehicle or turret)
|

|
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Other player above
|

|
|
Other player below
|

|
|
Leviathan
|

|
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Goliath or Ion Tank
|

|
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Raptor or Space Fighter
|

|
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Manta
|

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Turret
|
  
|
|
Ball (Bombing Run) and Flag (Capture the Flag).
Also used around current objectives (assault) and attacked
nodes (Onslaught).
|

|
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Projectile (Yellow) and regular Pickup (Weapon Pickup:
Green, Health Pickup: Blue)
|

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Special Pickup: Bigger and brighter than normal pickups
(Shield: yellow, Super Shield: bright yellow, Keg of Health: light blue,
Double Damage: purple, Superweapon: bright green)
|

|
Notes:
- In the
game, these are color coded red or blue by team color, and yellow or white
if neutral.
- A
circle surrounds a base or player that has the flag (Capture the Flag) or
ball (Bombing Run). The color of the flag circle is red or blue; the ball
is gold.
- Player
brightness dims as they lose health.
- This
gold circle is also used around current assualt objectives and power nodes
that are under attack in Assault and Onslaught, respectively.
- Vehicles
and turrets are only shown when occupied.
- In the
single player game, and on the “listen server” player, the pickups dim
considerably when they are not there. Unfortunately, I could not get this
to work on the client, which simply shows all pickup points and does not
indicate if they are there or not.
- Key bindings will be available in the usual place ("Settings/Input/Configure Controls") when the radar is installed on a client. If the radar is downloaded from a server, they will not be available, though the numpad + and - keys will be bound to the radar zoom in and zoom out unless the client has bound them to some other commands.
Screenshot Examples
See Screenshots for some descriptive examples.
Problems/Bugs
Support
Please email jkorein@comcast.net
with any and all feedback: questions, bug reports, wild praise, etc.