Off-Kilter's Funhouse

Bombing Run

KilterBR 1.0b8 Released

by on Dec.29, 2009, under Bombing Run

I just put beta 8 up (will I ever be done?). This one fixes stuttering from multi-dodging. For best performance, I put multi-dodge back into the gametype. If you still use my mutator it will ok, but in some cases it might still stutter. Most of the problem was a replication issue in KilterBR, but because the multi-dodge mutator works on tick, there are still delays when networked which might make it less than glassy.

With this change, even with a 100+ ping to my test server, multi-dodging is silky smooth, like you’d expect (and like you get in 2k4).

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Anubis for Kilter BR Finally Released

by on Dec.05, 2009, under Bombing Run

It seems like forever that I’ve been dealing with Anubis. I started it before I even started on KilterBR! But it’s finally here and available on our maps page.

There are actually two files in the download package: the map, and a separate texture package. I separated it because I’ll be using the Egypt textures for a KBR version of the old Apophis map from 2k4. The Egypt package is cooked, so be warned. The map itself is not.


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Multi-Dodge Mutator Updated

by on Nov.08, 2009, under Bombing Run

I’ve updated my multi-dodge mutator to add an option to give you the behavior that existed in 2k4 when wall-dodging: the ability to stop your fall. This was a bug in the 2k4 sources, but so many people keep bitching about it not working that I figured I’d finally give in and add an option. The option defaults to false (the pure and right choice), but you cheaters can set it to true if you want now 🙂

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Beta 7 Released

by on Oct.14, 2009, under Bombing Run

Beta 7 is now available on our goodies page.

Changes in 1.0b7

  • Fixed issue where ball trail would zoom from last place ball was picked up to current launch/drop location using Rigid Body physics.
  • Fixed issue where ball tracking in HUD would sometimes not show correct position when carried using Rigid Body physics.
  • Fixed issue where if a pawn feigns death while holding the ball, it would actually get killed using Rigid Body physics.
  • Fixed issue where dodging would appear to lag or glitch.
  • Fixed issue where standing against a wall and shooting ball would reset the ball using Rigid Body physics.
  • Fixed issue where ball would immediately reset if it entered a pain-inducing volume. It now waits until it has landed before ‘dying’ like 2k4. You should use killZ volumes if you want areas where you can shoot the ball into and have it reset immediately.
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Honorable Mention in MSUC

by on Oct.13, 2009, under Bombing Run

Apparently we’ve gotten an Honorable Mention in the Make Something Unreal Contest, Phase 4! I never really expected to win, but at least we were recognized as having something of value!

Click here for the thread in the Epic forums.

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KilterBR 1.0b6 Released!

by on Sep.06, 2009, under Bombing Run

KilterBR 1.0b6 changes:

  • Fixed issue where ball could fall out of geometry and you’d get a stream of “ball reset” messages.
  • Fixed issue where ball would say reset, but it wouldn’t get sent back to the ball spawn.
  • Quieted some noise from Squad AI accessing bad variables.
  • Altered Bot behavior if team size is 1.
  • Fixed access of None when a kill was recorded.

Download it here!

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KilterBR 1.0b5 Posted

by on Aug.31, 2009, under Bombing Run

Good changes. We’re almost ready for final release. Download it here!

Changes in 1.0b5

  • Rigid Body Physics! You can now turn RB physics on/off as an option (it currently defaults to on). The Mod Settings button has a checkbox for this. With RB, you’ll get a more realistic ball effect. We’re still tuning the ball mass, etc. but I wanted to get this out sooner rather than later. So the ball may behave a bit differently in the final release. If you use RB physics, you can have the ball react correctly to water volumes by setting the Rigid Body Damping to around 2. Should behave like it used to in 2k4 water volumes. You’ll also notice the ball rolling around a lot more now 🙂
  • Kimset support. We support events and a condition. See the mapping readme for more information.
  • Tweaked ball trail.
  • Reworked Adrenaline combo code.
  • Added rings around player when activating the Berzerk combo. They used to exist in 2k4, but not in ut3.
  • Moved Adrenaline display to default to right side in order to avoid the play clock. If you play VBR it will be over on the left.
  • Tweaked ball sound to have a better sound radius.
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KilterBR 1.0b4 Posted

by on Aug.08, 2009, under Bombing Run

An issue was reported having to do with the ball rings not showing up to remote players when using a listen server. Fixed and posted!.

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New KilterBR and Translocator Fix Mutator

by on Aug.01, 2009, under Bombing Run

We’ve release our latest KilterBR and Translocator fix mutator today. Here’s the important changes


  • Fixed issue which would cause us to rewrite the UTKilterBR.ini file with our old prefix.
  • Removed Multi-dodge and quad jump functionality and pushed it out to mutators, available on our site.
  • Consolidated options under a ‘bUse2k4Movement’ flag. This now does all it used to, plus corrects dodge speed, jump z, and multi-dodge boost. Also, air control is now set to 0.2 when this setting is used.
  • Added bUse2k4Gravity setting. This setting sets the gravity to approximate 2k4 gravity. If you use the standard UT3 low-grav mutator, we detect this and set it to approximate 2k4 low-gravity. This mean we don’t need a special mutator just to get 2k4 low-grav settings.
  • Removed the RespawnDelay setting and hard-coded it to be 1.0
  • Added settings scene to allow you to change our setting for instant action, etc.
  • Changed default settings to enable throw score, adrenaline, 2k4 movement and 2k4 gravity.
  • Added setting bTeammateBoost (enabled by default) to allow you to turn off team boosting.
  • Fixed issue where if you shot/dropped the ball with your back against a wall that was at the edge of the world, the ball would fall outside.


Completely changed implementation strategy to reimplement the trans and not subclass from the orginal. One downside of this is that bots will no longer recognize trans discs to destroy them. I’m willing to live with this for a trans that behaves.

Get them both on our Goodies Page.

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Two New Mutators Posted

by on Jul.31, 2009, under Bombing Run

I just posted two new mutators on the Goodies page. There’s a multi-dodge and a quad jump mutator there now. Beta 3 of KilterBR won’t have that functionality baked into the core any longer, so I wanted to put these out there now. Beta 3 is pretty imminent at this point. I also have a new version of the translocator fix mutator on the way as well. Stay tuned!

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