Hiding Mutators

General community discussions here.
Post Reply
godspeed
Posts: 6
Joined: Fri Nov 01, 2024 3:19 am
Location: ill

Hiding Mutators

Post by godspeed »

Asking for help when setup server it loads on master server. It looking at your info for the server
How do you hide the ( Mutators) in the information about the server.Image
Attachments
001.jpg
001.jpg (14.24 KiB) Viewed 714 times
User avatar
SC]-[WARTZ_{HoF}
Site Admin
Posts: 440
Joined: Wed May 10, 2017 7:08 am

Re: Hiding Mutators

Post by SC]-[WARTZ_{HoF} »

Remove the mutator *.int files from the system directory.
godspeed
Posts: 6
Joined: Fri Nov 01, 2024 3:19 am
Location: ill

Re: Hiding Mutators

Post by godspeed »

Sorry still not getting it . I just dont want to sound stupid , only thing seeing is the ut ini file with Mutators for setup on the sever custom config.
User avatar
SC]-[WARTZ_{HoF}
Site Admin
Posts: 440
Joined: Wed May 10, 2017 7:08 am

Re: Hiding Mutators

Post by SC]-[WARTZ_{HoF} »

In Unreal Tournament 99 (UT99), a mutator's *.int file serves two primary functions: localization (internationalization) of in-game text and public registration of the mutator's classes so the game engine can recognize and list them in the game menus.

Key Functions of a *.int file for UT99 Mutators
    Localization: The file extension ".int" is short for "international". It contains all the human-readable strings (like names, descriptions, and menu captions) for the mutator, allowing them to be easily translated into different languages without modifying the underlying code. The game loads the appropriate language file based on the user's settings, defaulting to English if a specific translation is missing.

    Registration and Discovery: When UT99 launches, it scans the System folder for *.int files. The *.int file acts as a manifest, providing a list of public classes within the corresponding mod package (*.u file) that the game can use. Specifically for mutators, the file contains an [Public] section with an Object entry that allows the mutator to appear in the in-game "Mutators" selection menu.
    A typical mutator entry in an *.int file looks like this:

    Code: Select all

    [Public]
    Object=(Name=MyPackage.MyMutatorClass,Class=Class,MetaClass=Engine.Mutator,Description="My Mutator Name,A brief description of what this mutator does")
    Name points to the specific class within the package file (MyPackage.u).

    MetaClass specifies that it should be treated as a mutator.

    Description provides the name that appears in the game's menu and an optional description.

    Resource Reference: The engine uses these files as a quick reference to find resources (classes, objects, etc.) rather than searching through all the available packages every time, improving loading efficiency.

    In essence, the *.int file is crucial for a mutator's usability, making it visible, descriptive, and accessible within the game's interface and menus.
    User avatar
    SC]-[WARTZ_{HoF}
    Site Admin
    Posts: 440
    Joined: Wed May 10, 2017 7:08 am

    Re: Hiding Mutators

    Post by SC]-[WARTZ_{HoF} »

    Let me elaborate more on your specific question now that you understand the function of an *int file concerning mutators.

    While a mutator's *.int file is usually necessary for registration and menu visibility, its absence doesn't completely prevent the mutator from functioning if specifically invoked.

    Here is a better description of that scenario:

    In the context of a UT99 game server, a mutator's *.int file serves as its public manifest, enabling the game engine to automatically detect, list, and describe the modification in the standard "Mutators" menu.

    However, the mutator can still be loaded and executed on the server even if its *.int file is absent from the System directory, provided it is explicitly triggered using a commandlet or URL parameter (e.g., ?mutator=PackageName.MutatorClass in the server startup command line or game URL).

    When loaded this way:

    The mutator functions: The server runs the code as intended because the main code package (*.u file) is still available.
    It does not appear in the mutator list: The game lacks the *.int file's localization data and public class declaration, so it cannot automatically list the mutator's name or description in the menu interface. Players viewing the server's active mutator list might see an empty slot or an internal reference instead of the intended descriptive name, depending on how the game handles the missing information.

    Essentially, the *.int file is required for interface visibility and proper registration, but the game can be forced to load the code directly if told exactly where to find it. This distinction is often used by server administrators for hidden or mandatory server-side modifications that don't need a user-facing menu presence.
    Post Reply