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legacy-obscenery
03-19-2005, 11:41 PM
Name: Monster Manager

Version: 1.8
Changes:

RPG "Summoned Monsters" are now purple on the HUD Radar so they don't get confused with bad monsters, the ones we want to kill! This can be turned off in the User.ini (see the USER.INI notes in the "Monster Manager Help.html"), and only applies if you are using the custom compiled version of RPG.
Wave timer (time remaining in the wave) added. This can be turned off in the User.ini (see the USER.INI notes in the "Monster Manager Help.html")
Wave name shows during count down. This can be turned off in the User.ini (see the USER.INI notes in the "Monster Manager Help.html")
MonsterManager health bar and health numbers colors can be customized (see the MONSTERMANAGER.INI notes in the "Monster Manager Help.html")
Now shows the Monster's Name (including the Player that owns it i.e. Obscenery's WarLord) over the monster. This only applies if you are using the custom compiled version of RPG.
Different color health bar for the Friendly Monsters, so they are easier to identify. This can be customized (see the MONSTERMANAGER.INI notes in the "Monster Manager Help.html"), and only applies if you are using the custom compiled version of RPG.
Improved initial monster spawning
Improved monster count handling by adding new settings (found on the wave configuration screen):
-- Initial monster count (how many monsters will there be if only one player is in the game).
-- Add'l monsters (how many more monsters to add for each additional player)
-- Max monsters is now the maximum number of monsters allowed to be in a wave simultaneously overriding the Initial + ((Players-1) * Additional) formula, just so we don't end up with 100 monsters and MONSTER LAG
Monster Max count will also change if a player dies, quits or joins during a wave *the calculation above is re-evaluated.
Spectator HUD Changes:
-- Added Timer (same timer that is in the standard HUD)
-- Added "Monsters Remaining" count
-- Added "Player Health" (for the player that you are spectating)


Notes:

Make sure you check out the "Monster Manager Help.html" for more detailed information.
You can still use your ini file, just change _1_n to _1_8 or you can change the one in the zip file from MonsterManager_rename.ini to MonsterManager.ini I did this to avoid wiping out everyones good waves and monster configurations, too much data is at risk!
There is an incompatibility with Extreme Invasion and UT2004RPG or DruidsRPG, if you need to use either these I have devised a solution, you can download it here (http://www.sargsoft.com/obscenery/MonsterManager/MM_1_8_RPG.zip). You will need to be familiar with Mysterial and Druid's stuff, see the enclosed _rename.ini for an example.
If you want to use it in a server, don't forget to add... ServerPackages=MonsterManager_1_8 and ServerPackages=FriendlyMonsterIdentify (yeah this is new!)


Version: 1.7
Changes:

If there are no monsters selected for the wave the system will generate a random wave of monsters selecting from all of the usable monsters configured in the monster list.
Added monster count in the spectating mode (if you die you can watch from someone else and see how many monsters are left).
Added a temporary zoom for the radar (lasts 5 seconds, press the key more than once for greater zoom up to 10x, default key=H configurable).
Added a perimiter radar dot for monsters outside of radar range, it will send you in the correct direction for hard to find monsters.
Added bTeamScore to the ini in the [MonsterManager_1_7.MutMonsterManager] section, which will give everyone still alive at the end of the round experience points, not just the high scorer.
More efficient monster spawning (more monsters more quickly)
Fixed the monster health inidicator, now works in standard Invasion also.


This entry was getting too long so...
For a complete version history please see the documentation inside the zip file!

Compatibility: UT2004 (should work with all versions)

Description:
Manage the list of monsters
Create waves
Make monsters randomly different sizes, speeds, health and point values
Adjust the base size, speed, health or point value of a monster (even before the randomization takes place)
Make sure the wave ends
Kill sound (client specific - you only hear your kills)
Reduce those rediculously large GIBs (only happens when the size of some monsters is changes, namely the ones that ship with the game)
New Gametype Extreme Invasion, that removes some of the old wave and monster count per wave limits more naturally (must be used with the MonsterManager mutator!)
And other stuff...

Comments:
Many of the features in this mutator do not necessarily need Invasion, the random monster stuff will work with any monster spawned (i.e. InvasionEverywhere)
There is a readme.txt and "Monster Manager Help.html" file included in the release as there is too much stuff in this mutator to go into here

Credits:
Satore - I used his mutator as the base for my learning, and in some cases the actual code, most of which I altered but it helped me learn a lot about this stuff.
Mysterial - I used his RPG Awareness ability as the base for my code for the Monster Health Indicator.
Sargon, and the ODC Clan, and everyone in the forums that use it and give me feedback!
Epic - There is a lot of code reuse.

Special thanks to xplosion82486 for all the testing!!

Homepage: None (still)

Download: Monster Manager 1.8 Download (http://www.sargsoft.com/obscenery/MonsterManager/MonsterManager_1_8.zip)

Sorry, but that old thread was getting quite long, I figured I better go ahead and let that one die, however, much good info is in it so here is a link to is... The old Monster Manager Thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=408295)

legacy-Laharl
03-20-2005, 12:14 AM
:eek: Wow, just wow... Obscenery I admire your work very much! This is one of my favorite mutators ever! Thanks for making a 1.3 =)
P.S. If it is not too much trouble, could you provide links to dowloads of every monster pack that you have included in your manager? One more thing, there are some monsters such as skeleton humper (lol) that are on the list of monsters but I don't seem to be able to use when I am adding monsters to a wave. How do I make these monsters usable in my waves? Thanks for your time!

BuffyTheSlayer
03-20-2005, 12:39 AM
also thank you for made all monsters config file too .. :D :heart: :up:

legacy-obscenery
03-20-2005, 12:44 AM
Below are links to all the monster downloads!

But first, here is a website with all the monsters pictures thanks to Windybut! Monster Pictures (http://kickme.to/windybut)


[UT2] Monsters are shipped with the game

[C5] Monsters can be downloaded here (http://www.sargsoft.com/obscenery/Monsters/C5Monsters.zip)

[EDW] Monsters can be downloaded here (http://www.sargsoft.com/obscenery/Monsters/EDWMutes.zip)

[Evil] [Inv K] [Kang] [Sang] Monsters can be downloaded here (one package) (http://www.sargsoft.com/obscenery/Monsters/WyRM-HC-R3.zip)

[Parser] Monsters can be downloaded here (http://www.sargsoft.com/obscenery/Monsters/wyrm_parsage_v11.zip)

[Skaarj] Monsters are from EE's U2Skaarj pack the forum thread is here:U2Skaarj Forum Thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=396937)

[SMP] Monsters are from the SatoreMonsterPack, an excellent mutator, the link to the forum thread is here: SatoreMonsterPack Forum Thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=397397)

[HALO] Monsters are in the HaloUT pack, the link to the forum thread is here:HaloUT Forum Thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=411681)

[VAS] (bio blobs) can be found here VAS Bio Invasion (http://vasserver.dyndns.org:88/vasdn/forums/forum.asp?FORUM_ID=135) Don't use too many of these though they can slow things down quite a bit.

[U4E3] Monsters are from Unreal4Ever, and their download site is here:U4E Web Site (http://u4e.beyondunreal.com/?p=download)

[FHI] Monsters are from Fraghouse Invasion, and it rocks, here is a link to their site:Fraghouse Web Site (http://fraghouse.beyondunreal.com/)

[ZON] Monsters are from the Zombies of Nightmare mutator, the forum link is here:Zombies of Nightmare Forum Thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=421901)

[WINV] Monsters are from the Wehtam Invasion pack, a very cool game, with some neet looking cool colors on the old Monsters. Here is a link:Wehtam Invasion v2(and Monsters) (http://unrealtournament2004.filefront.com/file/Wehtam_Invasion_2;39630)

[AI] Alien Invasion Monsters can be downloaded here (http://www.sargsoft.com/obscenery/Monsters/AlienINV.zip)

More to come... (someday, when there are more monsters to battle!)

legacy-Laharl
03-20-2005, 12:59 AM
Thanks alot! Only two problems I still have left. Extreme invasion does not seem to work, it just uses a normal configuration for invasion (which in my case is no monsters since i turn them all off except for when i use MM) so the infinite wave thing isnt working for me. And the 2nd problem is that some monsters are listed in the monsters section but are not available when i make waves. Why is this and how can i fix it. Thank you so much!

****EDIT**** Ok I realized i had monster manager mutator on and it cancelled out extreme invasion settings, so it works now.

legacy-obscenery
03-20-2005, 01:15 AM
If you were using MonsterManager 1.2, you should make a copy of MonsterManager.ini (backup).

Then edit the original, by changing everything that says _1_2 and making it _1_3.

Or, you can rename MonsterManager.ini.rename (a file that is in the zip) and remove the .rename from the end. But again if you are using 1.2 you may want to backup your current MonsterManager.ini file, just in case.

Also, did you go into the mutator configuration, on the "Waves" tab and set up some waves?

legacy-Laharl
03-20-2005, 01:33 AM
Parser monster pack seems to be for UT 2k3?

legacy-obscenery
03-20-2005, 01:43 AM
Many of them are from 2k3, but they work just the same.

AnubanUT2
03-20-2005, 04:04 PM
Wow man this is going to be a blast to play!! Good going. :D :up:

legacy-obscenery
03-20-2005, 04:24 PM
I have found a rather major problem with the damage system. Suffice it to say that the monsters do WAY too much damage with certain settings.

I am working on it right now and will release another version of this hopefully today.

toniglandyl
03-20-2005, 05:29 PM
why is this in full release if it's beta?:confused:

legacy-obscenery
03-20-2005, 05:56 PM
Because its a beta release of a previously fully released mutator. I know, I wasn't sure if I should just start it in the Beta forum, but all of the people that use it are used to seeing it in the full release section and it will move to full release very quickly (I hope)...

legacy-obscenery
03-20-2005, 07:55 PM
I have fixed the damage problem, also note two changes, one I forgot to mention (and was the cause of the problems) and the other is another change I just made:

Wave Difficulty completely controls Monster Difficulty and its per wave. (No more Monster Skill setting!) (Extreme Invasion Only)

I removed Web Admin setting from in-game configuration menu, it can only be set by way of the INI file.

The link in the first post will work for this one as well.

legacy-gades
03-20-2005, 08:12 PM
Nice job doodman, d/ling

Oh, I've found a new monster pack that was released days ago, Wehtam Invasion. The mod is basically an instagib invasion with a few tweaks, but the monsters are cool (like red, super fast pupae, flak shell belching gasbags and redeemer shooting warlords)

Link is HERE (http://unrealtournament2004.filefront.com/file/Wehtam_Invasion;39251)
:cool:

legacy-obscenery
03-20-2005, 09:41 PM
GREAT FIND!

Wehtam Invasion Monsters are quite cool, with some real beefed up weaponry!

I have added them to my link of "Where to get Monsters" and, here are the entries you can use in MonsterManager

MonsterTable=(MonsterName="[WINV] Blood Bag",MonsterClassName="WehtamInv.BloodBag",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Dirt Bag",MonsterClassName="WehtamInv.DirtBag",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Doom Lord",MonsterClassName="WehtamInv.DoomLord",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Electro",MonsterClassName="WehtamInv.Electro",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Fadar",MonsterClassName="WehtamInv.Fadar",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Hogan",MonsterClassName="WehtamInv.Hogan",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Hulk",MonsterClassName="WehtamInv.Hulk",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] ice Lord",MonsterClassName="WehtamInv.iceLord",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Krallion",MonsterClassName="WehtamInv.Krallion",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Redbug",MonsterClassName="WehtamInv.Redbug",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Tomk",MonsterClassName="WehtamInv.tomk",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Wexel",MonsterClassName="WehtamInv.Wexel",bUseMonster=True,bUseGibReduction=False)

legacy-SacredLye
03-21-2005, 11:53 AM
Sweet!!!!
I do have one question however. I thought we also needed AlienINV as well? Let me know If I am mistaken, cause that will be one less thing I will need to install. Trying to run a stable LAN server by the seat of my pants is killing me. The biggest problem to date have been to figure out what mutator don't work well with what other mutators.

Sacred

legacy-obscenery
03-21-2005, 07:14 PM
AlienInv has a monster two monsters in it the Face Hugger which is basically useless because it has no animations, and an Alien monster that can shoot weapons. It looks like the EDW Aliens, but it can shoot a gun.

I have been missing this one from my ini forever, I forgot about it.

MonsterTable=(MonsterName="[AI] Alien Invasion",MonsterClassName="AlienInv.AlienInv",bUseMonster=True,bUseGibReduction=False)

Using it is up to you. You don't have to use any of them.

I have added this one to the list above.

legacy-xplosion82486
03-21-2005, 07:46 PM
hey obscenery, got question for ya, first gotta say, im loving ur mutator!!!
but heres the deal, i use random config and i change the sizes of monster and want the monster to have so much health according to their size, like more health if they are big and less if they are small, but for right now, i have settings like from 1.2 but changed it a lil bit and each monster have too much health, i have no idea where to go from here cuz i been playing with settings for awhile now and still cant get it, even small monster have lots of health, can u take a look at my settings and show me wat to do, thnx



[MonsterManager_1_3.MMRandomConfig]
ChangeSizeAllow=True
ChangeSizeProbability=0.600000
ChangeSizeMinFct=0.500000
ChangeSizeMaxFct=3.000000
ChangeSizeMinNA=28
ChangeSizeMaxNA=120
ChangeSizeMinAddPts=-1.000000
ChangeSizeMaxAddPts=3.000000
ChangeHealthAllow=True
ChangeHealthProbability=0.300000
ChangeHealthMinFct=0.000000
ChangeHealthMaxFct=0.250000
ChangeHealthMinNA=0
ChangeHealthMaxNA=2000
ChangeHealthMinAddPts=0.000000
ChangeHealthMaxAddPts=0.250000
ChangeSpeedGroundAllow=False
ChangeSpeedGroundProbability=0.250000
ChangeSpeedGroundMinFct=1.250000
ChangeSpeedGroundMaxFct=2.500000
ChangeSpeedGroundMinNA=0
ChangeSpeedGroundMaxNA=600
ChangeSpeedGroundMinAddPts=0.000000
ChangeSpeedGroundMaxAddPts=1.000000
ChangeSpeedAirAllow=False
ChangeSpeedAirProbability=0.250000
ChangeSpeedAirMinFct=1.250000
ChangeSpeedAirMaxFct=2.500000
ChangeSpeedAirMinNA=0
ChangeSpeedAirMaxNA=600
ChangeSpeedAirMinAddPts=0.000000
ChangeSpeedAirMaxAddPts=1.000000
ChangeSpeedWaterAllow=False
ChangeSpeedWaterProbability=0.250000
ChangeSpeedWaterMinFct=1.250000
ChangeSpeedWaterMaxFct=2.500000
ChangeSpeedWaterMinNA=0
ChangeSpeedWaterMaxNA=300
ChangeSpeedWaterMinAddPts=0.000000
ChangeSpeedWaterMaxAddPts=1.000000
ScoreCalculated=True
ScoreRandomized=False
ScoreAdditive=True
ScoreChangeProbability=0.500000
ScoreChangeMinFct=1.000000
ScoreChangeMaxFct=5.000000
bBalanced=True
BalancedHealthScale=0.000000
BalancedGroundSpeedScale=0.000000
BalancedAirSpeedScale=0.000000
BalancedWaterSpeedScale=0.000000
BalancedDamageScale=1.100000
ChangeDamageAllow=True
ChangeDamageProbability=0.900000
ChangeDamageMinFct=0.500000
ChangeDamageMaxFct=3.000000
ChangeDamageMinAddPts=0.500000
ChangeDamageMaxAddPts=3.000000




edit*** i tried turning random monster config off and still the monsters have too much health, any ideas...???

legacy-obscenery
03-21-2005, 08:15 PM
Two things...

First, how do you know they have too much health? Are they easier to kill when MonsterManager isn't running?


Second, it sounds like you are talking about "Balanced", which is one of the settings in the random config (right below the attribute selection drop down). Balanced basically lets you configure based on Size, so your health and speed will go up as the size goes up and vise-versa. At the bottom of Health and the different Speeds, there will be a box called Balanced Scale. This lets you define how much that attribute will change based on Size.

Anyway, that is the easy way to handle you problem, but if you are turning off Random Config then something else is going on because that is the only place that I change the monster health, unless you have gone through and edited each monster and changed their health, but I doubt you did that or you wouldn't be asking for help.

You can also turn on debugging and the ut2004.log will have all kinds of information in it about monster health, size, etc... If there is a problem I will need to see it.

Let me know...

legacy-xplosion82486
03-21-2005, 08:22 PM
Originally posted by obscenery
Two things...

First, how do you know they have too much health? Are they easier to kill when MonsterManager isn't running?


Second, it sounds like you are talking about "Balanced", which is one of the settings in the random config (right below the attribute selection drop down). Balanced basically lets you configure based on Size, so your health and speed will go up as the size goes up and vise-versa. At the bottom of Health and the different Speeds, there will be a box called Balanced Scale. This lets you define how much that attribute will change based on Size.

Anyway, that is the easy way to handle you problem, but if you are turning off Random Config then something else is going on because that is the only place that I change the monster health, unless you have gone through and edited each monster and changed their health, but I doubt you did that or you wouldn't be asking for help.

You can also turn on debugging and the ut2004.log will have all kinds of information in it about monster health, size, etc... If there is a problem I will need to see it.

Let me know...



i see them have lots of health becuz it takes awhile to kill them then before, even like razor fly, me and my friend have been testing it out so thats why, and i dont think there somethin else becuz this started happening when i used 1.3, i was using 1.2 before and everything was going great, also i just copy and pasted that part of 1.2 random monster config to 1.3, does that have to do somethin with it? but i will try ut2004.log
should i post my whole monstermanager.ini?


edit****i tried normal invasion and its bak to regular, is wat happening becuz of how Extreme invasion is?

legacy-obscenery
03-21-2005, 11:03 PM
First, no don't post the log file here, if it comes to that I will have you send it to me by other mens, that stuff just litters threads in my opinion.

I want to try to duplicate what is happening to you here before we do anything else.

Give me an idea of which monster specifically is giving you grief, and which weapon you are using and I will try to duplicate it.

Hang in there, we will figure this out!:up:

legacy-xplosion82486
03-21-2005, 11:13 PM
Originally posted by obscenery
First, no don't post the log file here, if it comes to that I will have you send it to me by other mens, that stuff just litters threads in my opinion.

I want to try to duplicate what is happening to you here before we do anything else.

Give me an idea of which monster specifically is giving you grief, and which weapon you are using and I will try to duplicate it.

Hang in there, we will figure this out!:up:

haha, thnx :up:

but there are no specific monster, i was tryin out all the weapons, flak, rockets, minigun, link, shock, mine layer and any monster and they seem to have too much health, but u can try on like krall, pupae or brute, that was in wave 1 where i tested

but for now, im running regular invasion with no probs

legacy-obscenery
03-22-2005, 01:49 AM
So it only took one shot with the deemer on a few monsters and they all died in both invasion and extreme invasion so I am not sure what your problem could be... :D

But seriously... I have tested and found things seem to be working properly, 3 shots with the stock shock rifle in both Invasion and Extreme Invasion kill the Krall.

However, this only comes after I had made some changes earlier, so I am not saying there were not problems with this in 1.3, but since I have already made some changes I tested it with the new version and all seemed OK. So I have released 1.4 (see the top!)

Go ahead and dl it and let me know if it fixes your problem.

Good Luck

legacy-xplosion82486
03-22-2005, 02:01 AM
Originally posted by obscenery
So it only took one shot with the deemer on a few monsters and they all died in both invasion and extreme invasion so I am not sure what your problem could be... :D

But seriously... I have tested and found things seem to be working properly, 3 shots with the stock shock rifle in both Invasion and Extreme Invasion kill the Krall.

However, this only comes after I had made some changes earlier, so I am not saying there were not problems with this in 1.3, but since I have already made some changes I tested it with the new version and all seemed OK. So I have released 1.4 (see the top!)

Go ahead and dl it and let me know if it fixes your problem.

Good Luck


alright cool, thnx, i will download and put in my server tomrrow :up:

Bjossi
03-22-2005, 08:15 AM
Iīm also having problems with enemiesī health, but still havenīt tried turning off random configs.

Btw, how do I use satore monster pack? I put it in the active mutator list but then only krall, pupae and razorfly appear.
I disabled itīs monster table, but it doesnīt save it to the INI file so I had to do this manually.

Now when I add it, I get monsters but not satore ones.
This is getting frustrating, I want to have few new monsters and it has to be this complex...:bulb::down:

legacy-obscenery
03-22-2005, 09:56 AM
Again, try 1.4 and let me know how the monster health goes.


As far as Satore... You don't need to run his mutator unless you are doing something specific with it.

As long as you have the correct entries in the MonsterManager.ini for his monsters (v120, or which ever satore version you are running) and you have included them in a wave by way of MonsterManager, that sould do it.

Satore's mutator does a number of things, but I think MonsterManager does them as well. In fact running the two together could cause problems because of this very reason.

Let me know how it goes! If you can't get it to work let me know and I will make arrangements for you.

legacy-xplosion82486
03-22-2005, 04:45 PM
ite, just tried it out and in extreme invasion, i still get lots of health :(, but im gonna wait on my friend's config and see how it is with his...

also another question is, do you need to add mm1.4 to server packages?
ServerPackages=MonsterManager_1_4

cuz on 1.2 if u didnt, it would run at default settiings instead of ur config so wondering if u need that for 1.4?

Bjossi
03-22-2005, 04:46 PM
If it hasnīt been implemented already, would it be nice to add the ability to spawn monsters in 1.5?

Btw, found the reason. It seems Iīm using 1.19 so I have to edit the monster table lines.

Iīm going to grab 1.20 instead, doesnīt it fix the lag using SMP?

legacy-obscenery
03-22-2005, 05:27 PM
xplosion,
Yes you need the ServerPackages line.

Check one thing... Open MonsterManager.ini in a text editor, and check the "bUseWebAdmin" setting. Make sure it is set to FALSE!! If it isn't set to false your changes may not be saved, so random stuff could still be happening (just a thought).

Let me know how it goes with your buddies machine, if that doesn't work let me know and I will give you an email address to send me your ini file.


Bjossi,
Not sure what you mean by the ability to spawn monsters?

1.20 is supposed to fix the lag issue according to Satore's comments.

legacy-xplosion82486
03-22-2005, 05:29 PM
Originally posted by obscenery
xplosion,
Yes you need the ServerPackages line.

Check one thing... Open MonsterManager.ini in a text editor, and check the "bUseWebAdmin" setting. Make sure it is set to FALSE!! If it isn't set to false your changes may not be saved, so random stuff could still be happening (just a thought).

Let me know how it goes with your buddies machine, if that doesn't work let me know and I will give you an email address to send me your ini file.


Bjossi,
Not sure what you mean by the ability to spawn monsters?

1.20 is supposed to fix the lag issue according to Satore's comments.


yea its at false, and thnx, ill let u kno once i get the configuration from my friend Maximus :cool:

Bjossi
03-22-2005, 07:22 PM
That your mutator can spawn monsters, so you just choose monsters into a wave and they spawn without needing to have the mutators that the monsters use active.

Btw, Extreme invasion isnīt working for me. I canīt control anything related to invasion in the Game Rules menu and when I begin a match there are no monsters at all.

legacy-gades
03-22-2005, 07:30 PM
That your mutator can spawn monsters, so you just choose monsters into a wave and they spawn without needing to have the mutators that the monsters use active.

That's kinda what monster manager does already. I've successfully had waves from SMP, parser, u4e and others in a single wave before, and I haven't needed those other mutators either.
:cool:

legacy-xplosion82486
03-22-2005, 08:14 PM
ite, me and my friend got it to work obscenery, thnx for ur help!





Originally posted by Bjossi
That your mutator can spawn monsters, so you just choose monsters into a wave and they spawn without needing to have the mutators that the monsters use active.

Btw, Extreme invasion isnīt working for me. I canīt control anything related to invasion in the Game Rules menu and when I begin a match there are no monsters at all.


u dont control monsters and waves from game rules in extreme, u control them from monster manager itself...:up:

legacy-obscenery
03-22-2005, 09:23 PM
Xplosion, glad to hear it! Enjoy:up:


Bjossi,
All of the Extreme Invasion settings are dependant on running Monster Manager as a Mutator. I thought about this after I was done and realized its not a great solution, but oh well, its more fun with it anyway.

If you pick the game type Extreme Invasion, the add Monster Manager as a mutator, then go into Mutator Configuration. The Waves tab now has all kinds of stuff besides the actual monsters, and that is what controls the game.

legacy-folo4
03-22-2005, 10:56 PM
nice mutator :up:

can you make it so that you can put more than 2 bots to the invasion other than using the console?

legacy-obscenery
03-22-2005, 11:19 PM
Interesting that you mention that folo, I was actually in the process of doing that in 1.4 but there is an odd thing that happens. All of the bots will follow you around, which is something you have probably noticed if you have used the console to addbots.

Anyway, sure, I will attempt to put it in 1.5, assuming I can figure out what is going on. The code that actually looks responsible must only be partially responsible, because my only attempt didn't work.

legacy-folo4
03-22-2005, 11:43 PM
when they join, they follow you until you order them to search & destroy :weird:

legacy-obscenery
03-23-2005, 02:22 AM
Oh yeah:p guess I don't use bots very often, never even thought about giving them orders.:confused:

Anyway I got it working. I can now add bots by specifying a number or by creating a roster. I have to test it on a network, but it works in instant action.

I am a bit worried because the solution appears to be easier than the way they implemented the 2 bot maximum stuff??

Not sure when 1.5 will be released I would like to find a few more bugs (if they exist) or add something else. This just seems like a fairly minor thing to have a new release. However, if I don't hear anything in a week or maybe less I will go ahead and release it.

Bjossi
03-23-2005, 06:48 AM
Originally posted by obscenery
Bjossi,
All of the Extreme Invasion settings are dependant on running Monster Manager as a Mutator. I thought about this after I was done and realized its not a great solution, but oh well, its more fun with it anyway.

If you pick the game type Extreme Invasion, the add Monster Manager as a mutator, then go into Mutator Configuration. The Waves tab now has all kinds of stuff besides the actual monsters, and that is what controls the game.

I see. I need to read readmes more often...:p

I got another idea that might be useful. Adding healthbar above the heads of the monsters, or a health number.

I think thatīd be cool. :up:

legacy-folo4
03-23-2005, 09:44 AM
a certain RPG mutator could pull that stunt

you need to level up though :p

legacy-obscenery
03-23-2005, 09:51 AM
Bjossi,
Dang you and folo are seriously reading my mind, that was another thing I was thinking about.

And just as folo said UT2004RPG does that with some leveling up.

But it's actually one of my favorite parts of the RPG.

Hmmmm, maybe I will look into it, I will ask Mysterial if I can use his code (or at least disect it).

Bjossi
03-23-2005, 04:58 PM
Either we can actually read your mind without noticing it, or it just happened we had the same idea. :p


Anyway, you could add a dropdown option to the "Health" menu of the mutator named "Show Health" and there are three choices, "Number", "Line" and "None".

With "Number" selected, the health will be showed by a number above the monsters head. With "Line" itīs a healthbar and "None" is selected by default and explains itself.

Perhaps add "Both" also, so thereīll be healthbar and a number above it. And you can control the size of the number/healthbar.

Iīd love to have these options. :up:

legacy-obscenery
03-23-2005, 05:23 PM
I think I have all the code implemented to do it with the health bar. I haven't actually tried it yet, I will in about 2 hours.

I also don't have permission from Mysterial to use the code yet. He wrote the code for RPG, so I definitely need permission.

A number eh? I assume you want to see the actual health number, which can range from a double digit number into the tens of thousands if you are fighting a Fraghouse Boss?

Not sure if I can do it, but I will look at it, I personally kind of like the bar idea better than the damage number, but I will look into it.

legacy-SacredLye
03-23-2005, 06:40 PM
Looking through your INI file I find the following:
MonsterTable=(MonsterName="[EE] Amon",MonsterClassName="AmonMonster.AmonMonster",bUseMonster=False,bUseGibReduction=False)
What mod/add-on is this from?? I noticed that Buffy also had it in her INI file from the old 1.2 thread.

Sacred

P.S. Off the subject, but is there anyway to install the HALO monsters without installing all the extra HALO UT SKINS?? It causes my 4way CTF to crash and several of my LAN players don't like the Short monster guys. ( I do like the assault rifles and all the vehicles however.) I will probably go the whole mapmixer/botmixer route and choose bots for each Map If I can't find an easy way to do it.

Bjossi
03-23-2005, 06:58 PM
Obscenery, Iīve tried everything, reInstalling SMP, add SMP monsters to the custom waves list, use the SMP mutator with Monster Manager. But still no sign of SMP monsters in-game.

Iīm using 1.20, just like the INI file of 1.4 uses.

:mad::down:

legacy-obscenery
03-23-2005, 07:50 PM
Sacred,
Sorry about that I was playing around with one of EvilEngines models trying to figure out monster code. Delete it, its worthless!

Not sure about the Halo Monsters, I will look at it but I don't have time today.


Bjossi,
PM me, or if you have my email email me your ini file.

legacy-sargon
03-23-2005, 09:14 PM
Hmm, I put Extreme Invasion on this morning, and no one could kill anything..

I even turned off all the settings so the monsters would not be managed, still could not kill anything. Dropped rpg monster adjustment down to .01, still could not kill anything.

I went back to the previous version for now.

legacy-obscenery
03-23-2005, 10:45 PM
Sargon, send me the ini.


Xplosion check your PM.

legacy-folo4
03-23-2005, 10:55 PM
Can I have that mut with the option to put more bots please...

legacy-xplosion82486
03-23-2005, 11:36 PM
Originally posted by Bjossi
Obscenery, Iīve tried everything, reInstalling SMP, add SMP monsters to the custom waves list, use the SMP mutator with Monster Manager. But still no sign of SMP monsters in-game.

Iīm using 1.20, just like the INI file of 1.4 uses.

:mad::down:



hey, i think i can help u with this, i too went through this, but in my game, the satore monsters were invisible

all you need to do is add the server package to ur game but no need to add mutator in the game if u host that way
add these server package to ur ut2004.ini

ServerPackages=satoreMonsterPackv120
ServerPackages=satoreMonsterPackMeshes

legacy-obscenery
03-24-2005, 12:42 AM
folo, its coming soon, I am working on the health bar/number. Actually the bar works great but the number is proving to be a pain in my a$$, although its only because I have never touched this stuff before, learning new stuff!:up:

legacy-gades
03-24-2005, 06:48 AM
Hmm, how about a percentage number, that sorta like flashes up when you damage the monster. Also, disable this feature for small monsters like Razorflys, cause thier either alive or dead.

Alternatively, add a corona effect around the monsters (like you see when you turn on player coronas), these could be color coded, green for healthy, red for almost dead. The coronas should make spotting the monsters easier as well.
:cool:

Bjossi
03-24-2005, 07:14 AM
Obscenery, itīs not important to add this number, I too like the bar alot. Btw, I think the idea of a percentage is really cool. :up:

Itīs often easier to use percentages than actual numbers.


Originally posted by obscenery
Bjossi,
PM me, or if you have my email email me your ini file.

Give me few minutes. Iīll send you both SMP and MM INIs, it ainīt that much space these INIs take anyway. :)


Originally posted by xplosion82486
hey, i think i can help u with this, i too went through this, but in my game, the satore monsters were invisible

all you need to do is add the server package to ur game but no need to add mutator in the game if u host that way
add these server package to ur ut2004.ini

ServerPackages=satoreMonsterPackv120
ServerPackages=satoreMonsterPackMeshes

Will this work if Iīm an offline player?
I can try this anyway. I fixed an error message in Unreal: Return to Na Pali by adding a server related line to the INI file.

legacy-folo4
03-24-2005, 07:33 AM
okayyyy

good luck :up:

btw, when I set that wave so that it spawns zombies, I get skaarj miners instead.

what gives (1.4)? :cry:

legacy-obscenery
03-24-2005, 09:36 AM
Bjossi...
I found your problem, you didn't read the information I provided in the first post about this release!

MonsterManager_rename.ini is not a valid ini file. I put the "_rename" on the end so I wouldn't wipe out peoples waves and monsters. If you want to actually use this one, you have to delete or rename the existing MonsterManager.ini and then change the name of MonsterManager_rename.ini to MonsterManager.ini. (I have now highlighted this on the main release post!)

The base problem is that MonsterManager.ini still has v116 for the SMP monsters, and thats the one that is being used!



Folo, I get zombies just fine. I probably need to see your ini as well. Check your PM.


I will release 1.5 when I get Mysterials approval.
1.5 =
- More than two bots
- Bar and or health number indicator option (over their heads).
- a couple of very small mutator configuration interface clean ups.

I would like to figure out why some people are having difficulty killing monster, there may be a fix I can apply to remedy the situation, but I need an ini to figure it out.

Bjossi
03-24-2005, 11:26 AM
Originally posted by obscenery
Bjossi...
I found your problem, you didn't read the information I provided in the first post about this release!

MonsterManager_rename.ini is not a valid ini file. I put the "_rename" on the end so I wouldn't wipe out peoples waves and monsters. If you want to actually use this one, you have to delete or rename the existing MonsterManager.ini and then change the name of MonsterManager_rename.ini to MonsterManager.ini. (I have now highlighted this on the main release post!)

The base problem is that MonsterManager.ini still has v116 for the SMP monsters, and thats the one that is being used!

Damn, I knew there was something not right about that _rename part of the filename.

Thank you for solving this. :D

legacy-folo4
03-25-2005, 01:08 AM
obscenery, can you make an .ini with complete 99 waves?

legacy-obscenery
03-25-2005, 10:05 AM
Folo,

Yeah, I can do that, but it will be a bit before I get around to it. I am still doing some stuff for 1.5.

BuffyTheSlayer
03-25-2005, 04:30 PM
more info ..
I hope you make line for Monster manager soon too
thank you :heart:
http://mods.moddb.com/4155/
http://moddb.com/images/cache/mods/41/4155/gallery/water_23302.jpg
http://moddb.com/images/cache/mods/41/4155/gallery/water_23301.jpg

legacy-obscenery
03-25-2005, 04:45 PM
Thanks Buffy, I will keep an eye on that, always love new monsters!

Bjossi
03-25-2005, 05:39 PM
Obscenery, Iīm having problems, but not technical in the usual way.

Itīs the Queen. When it spawns, bunch of spiders follow, they slow my system down to less than 10 FPS. :bulb:

And if I use Redeemer to kill these spiders, my system canīt handle it and the game crashes.

Is there a line in the SMP INI to disable these spiders and let them just spawn individually like the other monsters?

legacy-xplosion82486
03-25-2005, 05:42 PM
spiders? are u talkin about pupae? if you are, go to ur UT2004/system folder and look for satoreMonsterPack.ini and if you dont want any children at all, look for this

[satoreMonsterPackv120.SMPQueen]
MaxChildren=0

and maxchildren will tell u how much queen can spawn out pupae, setting it to 0 will mean none and this will solve ur prob :up:

Bjossi
03-25-2005, 05:50 PM
Thanks, Iīll try that. :)

legacy-gades
03-26-2005, 04:19 AM
Wehtam Invasion 2 has been released.

D\L is HERE (http://files.filefront.com/Wehtam_Invasion_v20/;3833206;;/fileinfo.html)

The most notable change is a new Blue Goop Skaarj.
:cool:

Bjossi
03-26-2005, 10:09 AM
Iīm thinking of downloading FHI and U4E but due to the filesizes, Iīd like to know if there are new version of either coming out soon.

I download everything in final state thatīs larger than 20 Mbs.

My download limit is 100 Mbs, going over that will begin a tax counter for each megabyte, which is ridiculous. :mad:

legacy-obscenery
03-26-2005, 11:22 AM
Based on what Buffy found yesterday it appears that ther may be a new version of U4E, but I could find nothing on their website to indicate it so I am a bit confused.
U4E Website (http://u4e.beyondunreal.com)

FHI - I don't think there is anything new coming out, but you can check their website.
Fraghouse Website (http://fraghouse.beyondunreal.com)

legacy-folo4
03-26-2005, 11:26 AM
progress on 1.5?

anyways,

<crazy idea>

make a heads up about the amount of monsters and average hp :alien: :bulb:

legacy-obscenery
03-26-2005, 11:32 AM
Here is the line for the new Wehtam Invasion release, but they made a MAJOR blunder, they didn't version any of the files, so now there will be all kinds of version problems on servers.

I would let them know, but I cannot find any information on how to contact any of them?!?!


MonsterTable=(MonsterName="[WINV] Lightmon",MonsterClassName="WehtamInv.Lightmon",bUseMonster=True,bUseGibReduction=True)

Bjossi
03-26-2005, 03:02 PM
Obscenery, are you planning on adding options to tweak the projectiles of the monsters?

legacy-obscenery
03-26-2005, 03:47 PM
Not at the moment. I think 1.5 is about ready so I don't want to add anything else right now.

Also, I am not really sure how possible that even is. It may be, but I will have to experiment and learn that system (I learn as I go, yep, still a noob):D

Bjossi
03-26-2005, 03:49 PM
I hope youīll learn it anytime. :)

legacy-Daynarr
03-26-2005, 06:33 PM
I have no problems with 1.4 version at all. Great work. :)

Btw. you forgot a monster in your monstermanager.ini file:
MonsterTable=(MonsterName="[U4E3] Baby Enlightened",MonsterClassName="u4e3.BabyEnlightened",bUseMonster=True,bUseGibReduction=False)

I'm looking forward to next version.
:up:

I can't find any info on new version of U4E either. Maybe Buffy knows something? :weird:

legacy-Daynarr
03-26-2005, 06:43 PM
Oh, yeah. One more thing.

Judging from the updates list on ChaosUT website, I believe it will be possible to use their monsters in standard invasion when next version of ChaosUT comes out. Link is http://chaos.beyondunreal.com/. :cool:

legacy-SacredLye
03-27-2005, 06:14 PM
Bjossi,
I would wait on downloading both U4E and Fraghouse INV. Fraghouse INV is close to releasing a full version of 4.0 which will include the 3.1 version with fixes and the Fraghouse Invasion Community Pack. U4E is in the middle of a Mapping contest and from what obscenery and buffytheslayer posted, there is something going on with a new Monster. You might want to check out this page
Here (http://news.moddb.com/10768/) .

Sacred

legacy-folo4
03-27-2005, 08:47 PM
too bad I've already downloaded both of 'em for the sake of the ini that monster manager uses...... (curse that "almost complete list")

anyways,

what is this Fraghouse Invasion Community Pack?

Bjossi
03-28-2005, 07:28 AM
Obscenery, I got an idea. Itīll be very hard one or even impossible I assume.

What about giving monsters karma? The NaliFighter has karma as far as Iīve seen.

(do NOT give Redeemer to NaliFighter, but itīs damn fun none the less...:p)


Originally posted by SacredLye
Bjossi,
I would wait on downloading both U4E and Fraghouse INV. Fraghouse INV is close to releasing a full version of 4.0 which will include the 3.1 version with fixes and the Fraghouse Invasion Community Pack. U4E is in the middle of a Mapping contest and from what obscenery and buffytheslayer posted, there is something going on with a new Monster. You might want to check out this page
Here (http://news.moddb.com/10768/) .

Sacred

Thanks for telling me that. :)

legacy-utimer
03-28-2005, 08:38 AM
As for those wondering whenever they should download U4E now, I would say wait a bit, after the deadline we hope to give out a new release :)

It will feature 2 (1 of which has 3 version, so 4 monsters) new monsters for you to mess with :)
Now don't pin me down on this, but maybe I'll make up 3rd monsters as well :)

legacy-Daynarr
03-28-2005, 09:42 AM
Originally posted by utimer
As for those wondering whenever they should download U4E now, I would say wait a bit, after the deadline we hope to give out a new release :)

It will feature 2 (1 of which has 3 version, so 4 monsters) new monsters for you to mess with :)
Now don't pin me down on this, but maybe I'll make up 3rd monsters as well :)

Nice. :up: :)
You guys have best monsters I've seen in invasion. Enlightened is one of my favourites. Pawn Doll rules big time of course. :D

Any chance that these monsters will be made available in separate package to reduce the amount of download on servers?

legacy-folo4
03-28-2005, 10:31 AM
OMG the KING of U4E has spoken!

first time I see someone visiting another modders in quite some time :up:

you have a bit fame now,
obscenery!!

legacy-sargon
03-28-2005, 12:50 PM
Originally posted by obscenery
Here is the line for the new Wehtam Invasion release, but they made a MAJOR blunder, they didn't version any of the files, so now there will be all kinds of version problems on servers.

I would let them know, but I cannot find any information on how to contact any of them?!?!


MonsterTable=(MonsterName="[WINV] Lightmon",MonsterClassName="WehtamInv.Lightmon",bUseMonster=True,bUseGibReduction=True)

These are on the public redirect, seems to work just fine, looks like a new Monster, at least to me, Lightmon.

WehtamInvasio2.utx.uz2
WehtamWeapon2.ukx.uz2
WehtamInvv2.ucl.uz2
WehtamInvv2.u.uz2
WehtamInvv2.int.uz2

MonsterTable=(MonsterName="[WINV] Redbug",MonsterClassName="WehtamInvv2.Redbug",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Fadar",MonsterClassName="WehtamInvv2.Fadar",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Blood Bag",MonsterClassName="WehtamInvv2.BloodBag",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Electro",MonsterClassName="WehtamInvv2.Electro",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Tomk",MonsterClassName="WehtamInvv2.tomk",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Hogan",MonsterClassName="WehtamInvv2.Hogan",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Dirt Bag",MonsterClassName="WehtamInvv2.DirtBag",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Doom Lord",MonsterClassName="WehtamInvv2.DoomLord",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Lightmon",MonsterClassName="WehtamInvv2.Lightmon",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Krallion",MonsterClassName="WehtamInvv2.Krallion",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Hulk",MonsterClassName="WehtamInvv2.Hulk",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] ice Lord",MonsterClassName="WehtamInvv2.iceLord",bUseMonster=True,bUseGibReduction=False)
MonsterTable=(MonsterName="[WINV] Wexel",MonsterClassName="WehtamInvv2.Wexel",bUseMonster=True,bUseGibReduction=False)

legacy-obscenery
03-28-2005, 01:08 PM
Good find sargon!

I found the Wehtam Invasion main forum and Wehtam himself. I congratulated him on a good job, but I also mentioned to him the helpfulness of changing version numbers for Server Admins sake. He thanked me for the info, so we can hope to see future updates avoid this issue.

And yes, Ligthmon is a new monster in v2.

Bjossi
03-28-2005, 03:38 PM
Hey Obscenery, you might have missed my post few posts before.

But anyway, I found out why I was experiencing extremely high damage dealt. Itīs caused by Invasion Everywhere. I lose alot more damage there than in normal Invasion gametype.

legacy-Arcadia08
03-28-2005, 10:47 PM
Okay. Heres da problem. When i play with monster manager, the monster r huge! How can i fix that, but still have a random size change?:eek:

legacy-xplosion82486
03-28-2005, 10:59 PM
Originally posted by Arcadia08
Okay. Heres da problem. When i play with monster manager, the monster r huge! How can i fix that, but still have a random size change?:eek:

i believe ur using random config, easy way is go to ur mutator list in the game and click config mutator, and click the random config tab and you will see bunch of option where you can adjust for like size, health, speed, damage...and thats where you would config how big or small you want your monster to be :up:

legacy-folo4
03-28-2005, 11:08 PM
if only there's the player:monsters ratio....

Bjossi
03-29-2005, 06:43 AM
Originally posted by Arcadia08
Okay. Heres da problem. When i play with monster manager, the monster r huge! How can i fix that, but still have a random size change?:eek:

Adjust maximum size in the config. :)

Btw, you should check the balance option if you want the size to control health, speed etc. of the monster.

legacy-Arcadia08
03-29-2005, 12:59 PM
k thanks.:) ;) :)

Jes
03-29-2005, 02:55 PM
Manager download link's broken?! :bulb:

legacy-obscenery
03-29-2005, 04:04 PM
Try again, it worked for me.

legacy-folo4
03-29-2005, 09:01 PM
make sure no "monster manager 1.5 released" as an April Fools :D

(actually, i'm asking for progress)

legacy-Arcadia08
03-29-2005, 10:29 PM
I fixed it.;)

legacy-obscenery
03-30-2005, 01:44 AM
MonsterManager 1.5 Progress...

Finished testing today thanks to xplosion82486.

It includes:
- Monster Health Indicator (bar/actual health number/percent of health) (thanks to Mysterial I used his RPG code as a base!!)
- Fix to Monster HealthMax, so that the the health of a monster relative to max health is accurate.
- Slightly more aggressive spawning at the beginning of waves
- Monster Count indicator (number of monsters currently in the wave, directly below the radar)
- Eliminated the 2 bot max (use as many bots as you like)
- Minor config menu cleanup

I think that is basically it.

Unfortunately I need to update the documentation, I will try to get this all done tomorrow, and go ahead and release it.

Bjossi
03-30-2005, 07:17 AM
Great! :up:

legacy-SkY
03-30-2005, 07:41 AM
for the health bar , is there gonna be an option to take it off and put it on?

legacy-Arcadia08
03-30-2005, 09:31 AM
Yea cause i want random health

legacy-obscenery
03-30-2005, 10:20 AM
Sky, yes, you can enable it or disable it. If its enabled you will be able to toggle between 4 states:
- Bar
- Health Number
- Health Percent
- None

Arcadia - the health bar has nothing to do with how much health a monster has or how much it gets changed during randomization, it merely shows how much health is left based on the amount the monsters started with.

legacy-folo4
03-30-2005, 10:25 AM
hmm.........


random monster events?

e.g:

monsters immune to minigun; use something else!

monster outbreak!; random monsters stared appearing at an alarming rate!

OMG; no AMMO!

somthing like that?

legacy-obscenery
03-30-2005, 10:42 AM
Cool ideas, hold on to them for the future. I am going to need to take a bit of a break after 1.5 releases. I will still answer questions and start fixing any bugs, but I think I will let the ideas ride for a while, and take a deep breath (burning the candle at three ends right now).

legacy-SkY
03-30-2005, 10:48 AM
Originally posted by obscenery
Sky, yes, you can enable it or disable it. If its enabled you will be able to toggle between 4 states:
- Bar
- Health Number
- Health Percent
- None

Arcadia - the health bar has nothing to do with how much health a monster has or how much it gets changed during randomization, it merely shows how much health is left based on the amount the monsters started with.


thank you for answering obscenery, hopes 1.5 comes out fine :D

legacy-obscenery
03-30-2005, 03:13 PM
1.5 is released

READ THE RELEASE NOTES! You will avoid many headaches if you just read the couple of lines in the first post before you start.

Let me know how it goes!

legacy-xplosion82486
03-30-2005, 03:20 PM
awesome work Obscenery :up: :up: :up:

legacy-obscenery
03-30-2005, 03:24 PM
False Alarm, everything is fine!!

Bjossi
03-30-2005, 03:25 PM
Iīm going to try it out right now. :up:

legacy-Arcadia08
03-30-2005, 03:59 PM
Originally posted by obscenery
False Alarm, everything is fine!!

legacy-Arcadia08
03-30-2005, 04:00 PM
Originally posted by obscenery
False Alarm, everything is fine!!


Where can I find 1.5?:confused:




:cool: :cool: :cool:

legacy-obscenery
03-30-2005, 04:06 PM
I thought I made a mistake but I was mistaken!:D

Look at the first post, the link is near the bottom

legacy-Daynarr
03-30-2005, 06:01 PM
Good job. :up:


There is an incompatibility with Extreme Invasion and UT2004RPG or DruidsRPG, if you need to use either these I have devised a solution, PM me for information.

It wouldn't be bad idea to post a solution here since at least 90% of invasion players uses RPG.

legacy-xplosion82486
03-30-2005, 06:19 PM
Originally posted by Daynarr
Good job. :up:



It wouldn't be bad idea to post a solution here since at least 90% of invasion players uses RPG.


its only when using Extreme Invasion, if you use regular invasion, everything is fine

legacy-obscenery
03-30-2005, 06:25 PM
Thanks Xplosion, that is correct, if you are using MonsterManager to change the monsters, but you are running the standard Invasion gametype it will work just fine. (I have added this note to the first post!)

And the problem with posting the solution is that it required a custom compile of both of those mutators to make it work.

UT2004RPG specifically checks for "Invaison", well my new game type is "MMInvasion", and it doesnt even extend Invasion, so it just doesn't work. So I added a check for MMInvasion on top of the Invasion check and all works.

except...

DruidsRPG does a specific check for UT2004RPG, but since I had to change stuff I had to give it a different name so its UT2004MMRPG_1. So I had to change DruidsRPG to check for that, and so I had to rename that.

Now all of these changes will work with the original ini file settings, but you have to change the name of the ini file (I didn't want them walking on each other) and you have to change the section names inside the INI.

So this is/could be a rather complex issue to share/discuss here. And I don't want to post other versions of either of those mutators, that would be just wrong.

I have asked Mysterial to consider allowing other types of games to be identified as Invasion games so that this won't be an issue in the future. But if/until that happens, it requires a custom compile.

There may be other solutions, but I have not been able to identify them.

Bjossi
03-30-2005, 06:40 PM
Obscenery, health indicator doesnīt show up. :(

I flagged the property to enable the health indicator. Then I started a normal Invasion in the map DM-Floor500, I press the keys to cicle indicator types, but nothing happens.

I ran the following mutators with MM, CarLauncer, Random Weapon Swap and TweakTool.

I used the old INI, but renamed all the "categories" from 1.4 to 1.5.

I canīt see any number under the radar either.


This is odd...

legacy-xplosion82486
03-30-2005, 06:43 PM
^hey, did you check the Show Health in the MM mutator config or set ShowHealth to True in the mm.ini???

Bjossi
03-30-2005, 07:02 PM
Checked the option, I can also see the line in the INI file.

legacy-xplosion82486
03-30-2005, 07:05 PM
^did u add the ServerPackage?

Bjossi
03-30-2005, 07:10 PM
Is it neccesary when I play offline?
(I havenīt touched online playing my whole life)

legacy-obscenery
03-30-2005, 07:19 PM
These options are in Extreme Invasion. I was going to put the health bar in standard invasion, but I spent so much time with extreme invasion I totally spaced it. There is always 1.6...

Bjossi
03-30-2005, 07:23 PM
Iīll wait for 1.6 then. :)
I donīt use Extreme Invasion because it ainīt working for me. I totally forgot to tell you. I create the waves with monsters of my choice, map loads and bots spawn but after the countdown, no monsters appear.

Let me try 1.5, it might work for me now.

legacy-SacredLye
03-30-2005, 07:25 PM
For the extreme Invasion / RPG issues, you might think about Starting a seperate discussion on either / both Mysterial's and Druids sites/forums about how to run / compile this and/ or a seperate disscussion thread here.

Sacred

legacy-obscenery
03-30-2005, 07:37 PM
Bjossi, if you can't get any monsters there is something wrong with your ini. just PM me and I will give you an email address to send me your ini file. We will get you working!!!!!!!:up: :up:

Sacred, that is a great idea.

Bjossi
03-30-2005, 07:59 PM
It seems that Extreme Invasion IS working, but very strangely.

I saw "1 monster" killed it and my bot buddy said "Area secured". But the wave wasnīt over, few moments later I saw "2 monsters" then 4 and then 6.

Should Extreme Invasion work like normal Invasion? Ie., monsters spawn more regularly?


Btw, ideas for 1.6:

Configuring colors and size of health indicators
My idea here is to be able to choose the color of the health indicator. Iīm having very hard time seeing them from far away...

So, you flag the "Show health indicator" property. Then more options appear.
Flag option: "Color change": If you want, for example, the number to get more red when the monsterīs health gets lower or not.
If above is flagged, you get two extra options. "Starting color" and "Ending color". Each option has Green, Blue and Red slider. And there will be an example to show you what the color looks like. (a small cube next to "Starting color" and then "Ending color")

If above is NOT flagged. This property is available: "Indicator color", just choose a color of your choice with the GRB sliders I mentioned above.

Unbased on above options: "Indicator size": How big the health indicator will be in-game.


Iīm quite sure this is too much work. But I think controlling size is very important for my bad vision. I also canīt see bright colors in bright background either. So these option would kick ass. :up:

If you however want to and can pull this off, youīll need a special page for the health indicators in the mutators config menu. :p


Random Waves
A check property on the mutator configīs main page. If you flag it, "Custom Waves" option will be unavailable. This property randomizes every wave, if youīre too lazy to click "Random" for each wave or plan each one, just flag it and begin the fragging.

To make this property better, would be to be able to select likelyhood for each monster. from 0% - 100%. Basicly, thereīs a drop down list that displays all monsters in the game (it reads Monster Table), so you select a monster, then write itīs likelyhood of spawning. If you want it to spawn in every single wave, write 100, if never, write 0.

And to make it ultimate random, next to the likelyhood indicator box, have a flag "Random Likelyhood". If you flag it, the computer will choose the likelyhood for you.


Now Iīll stop. :p

legacy-obscenery
03-30-2005, 08:05 PM
The monsters spawning differently is a bit by design, I wanted monsters to come out a bit more quickly than before, but without lagging the game/ seems to be a fine line.

Cool ideas, I will note them.

legacy-Arcadia08
03-30-2005, 08:24 PM
Originally posted by obscenery
I thought I made a mistake but I was mistaken!:D

Look at the first post, the link is near the bottom


K.




:cool: :cool: :cool:

legacy-folo4
03-30-2005, 10:27 PM
GPF while playing extreme invasion :cry:



UT2004 Build UT2004_Build_[2004-11-11_10.48]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3002 MHz with 1023MB RAM
Video: RADEON 9200 SERIES (6517)

General protection fault!

History: UObject::GetPathName <- UObject::GetPathName <- UObject::GetPathName <- UObject::GetFullName <- DispatchDestroy <- UObject::GetPathName <- UObject::GetPathName <- UObject::GetPathName <- UObject::GetFullName <- DispatchDestroys <- UObject::PurgeGarbage <- UObject::StaticExit <- appPreExit <- FMallocWindows::Free <- FMallocWindows::Free

legacy-obscenery
03-30-2005, 10:42 PM
Folo,

What map were you using? Can you get it to happen regularly?

Looking at this error its hard to tell what happened. Normally when I get an error like this its obvious from the message, what part of the code caused the problem, but this one isn't.

legacy-folo4
03-30-2005, 11:21 PM
okay........

I lost during extreme invasion (damn Queen)

when I play the same map(and same gametype), GPF

this happens in 1.4 too :(

legacy-obscenery
03-31-2005, 01:05 AM
If you would tell me the map, I could try to hunt down the problem.

Bjossi
03-31-2005, 07:31 AM
Obscenery, how long would making my ideas take? I guess months...:p

legacy-obscenery
03-31-2005, 09:47 AM
How long would they take, or how long will they take me?;)

I am going to take a bit of a break before working on new elements. When I work on this stuff I tend to get quite absorbed, and I have a tendency to ignore the rest of my world. So every now and then I have to take break.

However, I do find that this is a pleasing release for my creative urges, so I may dabble with it every now and then.

Bottom line, I have no idea when I will get around to it, but I will play with the ideas and see how it goes.

Bjossi
03-31-2005, 01:19 PM
You can look at Epicīs code of how to make color adjustment with GRB sliders. (GreenBlueRed)

Btw, I love the new version. Even though I canīt see the indicators very often, I still love it. :up:

Btw, what is a "Fallback" monster? Iīm not sure...

legacy-obscenery
03-31-2005, 01:28 PM
Fallback monster is a monster that will spawn if for some reason it can't spawn the monster it is supposed to. Generally this will happen if the class name is spelled wrong, or it cant find the .u file with the monster in it.

You can hope to never see the Fallback monster, unless you have it in the wave as a regular monster as well.

You generally will want to use a monster that is certain to spawn, i.e. any of the generic skaarjpack monsters.

Bjossi
03-31-2005, 01:33 PM
I see.
I was kind of guessing that too.

legacy-Daynarr
03-31-2005, 01:39 PM
Fallback monsters also appear if some wave monster has no room to spawn. This most often happens with gigadosh mantas, giant razor flies and titans. Most often this can happen if they randomly get 3x bigger then normal.

I'm still not 100% clear on that druid and rpg compatibily issue. Is new thread about that topic open yet?

legacy-obscenery
03-31-2005, 02:32 PM
No there isn't thread yet.

I am still working on a couple other things, but I need to write a tut on how to configure it, its not that difficult, but it will help to have information. Then I will have links to two new RPG packages that are recompiled versions of the RPG and Druid stuff so that it works with Extreme Invasion.

I was thinking about starting another thread, but my problem is, that it only matters for this gametype. Druids page doesn't make sence the only reason I had to change it was because I had to change RPG. I could start a thread on Mysterials page, but its only relavent if you are using this Gametype, and even a new thread here is probably not warrated.

Let me put something together, post it here, and the you can tell me if you think I should post it somewhere else as well... Give me a couple hours.

legacy-::GiBlitZ::
03-31-2005, 03:36 PM
Thanx obscenery for your nifty mutator. I'm not really into playing invasion and such but when I occassionally do, Monster Manager is the way to go. - Top Stuff.

I'd also like to commend you on your dedication to fixing and perfecting MM and the way you respond to members and their wishes/problems - again, Top Stuff.

I dunno if it's possible or not, but is it conceivable to have an option in a mutator such as yours, where if you kill/gib a monster, as it explodes into meaty bits, those meaty bits become smaller versions of the monster that was just killed, and start attacking you. Like kill a normal size skaarj only to have 10 or so little versions of the buggers appear and start attacking you. - | - eh, just a thought.

legacy-obscenery
03-31-2005, 03:46 PM
GiB,
Thanks for the compliment, and an excellent idea, that would be way fun, very Halo-Floodish, I like it! I'm gonna have to think about how to do that one!

legacy-obscenery
03-31-2005, 03:50 PM
(ooh I hate double posting but this one is worthy of its own post!)

RPG and Extreme Invasion - the answers (I hope)

In order to get Mysterials RPG mutator to work with Extreme Invasion, I had to make some minor changes to his code to recognize my invasion gametype and treat it appropriately.

There are three steps to getting UT2004RPG to work with Extreme Invasion:

Download UT2004MMRPG_1.zip here (http://www.sargsoft.com/obscenery/MonsterManager/UT2004MMRPG_1.zip)
Copy your current UT2004RPG.ini to UT2004MMRPG.ini (note: there is an ini file in the zip that has these changes, and it also includes the Druid stuff, but if you use it you will lose your own settings, I have named it so that it won't overwrite yours by default)
Open the UT2004MMRPG.ini in an editor and replace all instances of "UT2004RPG" with "UT2004MMRPG_1"

You can now use RPG, as long as you select the correct mutator in the mutators list, it will be called "UT2004 MM RPG".


If you want to use Driuds additional RPG settings (they are very cool) you need to do the following: (this is based on version 155!)

Download DruidsMMRPG155.zip here (http://www.sargsoft.com/obscenery/MonsterManager/DruidsMMRPG155.zip) (note: This zip file has a version of ScoreFix.ini, which includes the Extreme Invasion gametype, if you have customized yours, you will want to be careful not to overwrite it, but just add the line I have added to yours, otherwise you can use it as is)
If you have been using this then you will already have settings in the UT2004MMRPG.ini (skip the next step)
If you have not been using this then you need to read "Druid's RPG Readme.txt" (which is inside the zip), make all necessary changes being sure to replace any instance of "UT2004RPG" with "UT2004MMRPG_1" (just like above).
Open the UT2004MMRPG.ini in an editor and replace all instances of "DruidsRPG155" with "DruidsMMRPG155"


Make sure you pick the correct RPG mutator if you leave both in your system folder: "UT2004 MM RPG" will run the Extreme Invasion friendly version, "UT2004 RPG" wil not.

legacy-SkY
03-31-2005, 03:58 PM
wait wait, with druids 155 , its going to be worthless in a few days, druid said he will be releasing druidsrpg156, altho i hope its not a april fool joke, keep an eye on his site for 156 obscenery, and im liking this rpg with extreme, i havent edit'ed my invasion server for a long time. i will try this soon , once the other server is ready

cheers


SkY:cool:

legacy-obscenery
03-31-2005, 04:11 PM
I have been watching the Druid site and when he releases I will make a new conversion (unless he comes up with a solution that will not require me to).

legacy-SkY
03-31-2005, 04:54 PM
no, i dont think druids like that, hes a cool guy. does he know what you did? did you ask permission to put it in a rpgmut ? if those answers are yes, and a yes, then i dont think he will put something for you not to put it in 156. i am going to wait until 156 comes out. then lets see what happens if you get your rpg going good ;)



SkY:cool:

legacy-obscenery
03-31-2005, 04:59 PM
Yeah, infact he reminded me to make sure I change the package name so there are no conflicts, which I had already done.

The change is so simple, once his new version comes out it will only take a couple of minutes to do it. So its probably not worth his time anyway (keep him working on the fun stuff!)

legacy-SkY
03-31-2005, 05:06 PM
now theres 2 rpg's, one for extreme invasion and the other standard invasion. theres an idea up my sleeves :D :up:

Bjossi
03-31-2005, 05:59 PM
Obscenery, I just saw that the forums will be taken down soon. (I surely hope itīs an April 1st joke)

So what are we going to do to get news? I mean all of the people that visit the thread regularly.

legacy-sargon
03-31-2005, 06:15 PM
Hmm, I had to back it out again, you can't kill monsters when in vehicles, back to the 1.2 version.

Bjossi
03-31-2005, 06:24 PM
If I remember right, I squished a Nali Fighter with Ion Tank running Extreme Invasion.

Are you sure the monsters donīt just have too much health?

legacy-sargon
03-31-2005, 06:44 PM
Originally posted by sargon
Hmm, I had to back it out again, you can't kill monsters when in vehicles, back to the 1.2 version.

The ION Tank blast would not kill them, I jumped out and could.

I went back in, fired the ion tank, jumped out before the explosion ended, and they died.

legacy-SkY
03-31-2005, 07:01 PM
Originally posted by Bjossi
Obscenery, I just saw that the forums will be taken down soon. (I surely hope itīs an April 1st joke)

So what are we going to do to get news? I mean all of the people that visit the thread regularly.

90% its april fool joke, 10% is true lol thats how i think of it, if it does come down, we can go to sargon's forums :D

AnubanUT2
03-31-2005, 07:22 PM
Originally posted by obscenery
GiB,
Thanks for the compliment, and an excellent idea, that would be way fun, very Halo-Floodish, I like it! I'm gonna have to think about how to do that one!

And HaloUT-Floodish as well (the 1.75 version). :D :up: Excellent update Big O. Here's hoping you can get the assistance you need to add the Flood Elite and Human Floods as monsters. If you need something from me let me know but I believe you know who to ask ... kill4 is now on the team. :)

Bjossi
04-01-2005, 07:41 AM
SkY: Letīs hope so...:(


Originally posted by sargon
The ION Tank blast would not kill them, I jumped out and could.

I went back in, fired the ion tank, jumped out before the explosion ended, and they died.

The Ion Tank works fine for me, including other vehicles. :confused:

The only thing Iīm not understanding is why I canīt select vehicles with Q like I could before. And it happened before MM 1.5. I think a mutator rebinded it or something, not sure.

Have you tried reDownload and reInstall MM 1.5?

legacy-obscenery
04-01-2005, 10:48 AM
We found the problem with the vehicles not doing damage to the monsters, and its not MM.

legacy-SacredLye
04-01-2005, 01:00 PM
So what is the problem? Don't leave us hanging obscenery!!!

Sacred

legacy-sargon
04-01-2005, 01:05 PM
Originally posted by sargon
Hmm, I had to back it out again, you can't kill monsters when in vehicles, back to the 1.2 version.

My bad, 1.5 is working fine.

legacy-sargon
04-01-2005, 01:06 PM
Originally posted by SacredLye
So what is the problem? Don't leave us hanging obscenery!!!

Sacred

It was my version of a combined rpg+druid155, I use my own, fixed it this morning, working just fine.

legacy-sargon
04-01-2005, 02:47 PM
What settings do you guys like to use for the health, damage, score and so on..

legacy-SkY
04-03-2005, 01:44 PM
wheres the next version:cry:

Bjossi
04-03-2005, 02:05 PM
Originally posted by SkY
wheres the next version:cry:

Not in the near future.

legacy-obscenery
04-03-2005, 03:23 PM
Actually if I figure one more thing out I will probably release it today.

Bjossi, you said you have difficulty seeing the Monster Health indicator. Tell me what your settings are so I can see if there is anything I can do to make it better. I have run it in 640x480 16bit and the numbers are very clear but the bar looks fine, so I am not sure what to do. (not saying it will make this release but I might as well look at it.)

Bjossi
04-03-2005, 03:29 PM
Itīs my vision. If you google up "retinitis pigmentosa" and read about it, youīll see that people with this genatic disease have problems seeing bright colors in bright backgrounds.

My favorite invasion map is DM-Floor500, itīs a UT2003 maps so the elevators donīt work. This map is very bright, when the monsters are big, the indicators will be see-able in the sky, invisible for me.


What I was wondering if you could make me able to change the color and the size of the indicators. If you want them to start at certain color (green for example) and they get more red. Iīd let them start at blue and they get more and more red.

Red and blue are one of few colors I can see in ALL backgrounds.

I keep my crosshair big and red, easy to spot, so they same might be possible for health indicators. :)

legacy-SkY
04-03-2005, 03:35 PM
Originally posted by obscenery
Actually if I figure one more thing out I will probably release it today.

Make it fast :D i wanna set up my server :up: :up: :D

Bjossi
04-03-2005, 03:55 PM
What will be new in this version?

legacy-folo4
04-04-2005, 09:38 AM
oh yeah

can you make it so that summoned monsters (using the charm) won't die of expiry....

Bjossi
04-04-2005, 09:48 AM
Do you mean they wonīt die when youīve been out of sight for long?

Thatīs great idea. :up:


Btw, Obscenery, can you make the Invasion radar so that itīll show all monsters? Have it like the GTA series. When an item goes out of sight, the dot will be on the edge and you run towards it until it then starts to move into the radar.

Itīs hard to explain.

legacy-obscenery
04-04-2005, 10:23 AM
Bjossi, that is close to one of the things in the new version. Although I didn't handle it quite like that. I made it so that there is a hot key so you can temporarily zoom the radar up to 10x (it returns to 1x after 5 seconds).

Hopefully that will deal with your issue.

Bjossi
04-04-2005, 10:43 AM
Thatīs good idea. :up:

legacy-obscenery
04-04-2005, 11:35 AM
But I think I like your idea better, so I will do both.

legacy-folo4
04-04-2005, 11:51 AM
oh yeah (again :D)

can you make it so that the summoning charm can summon ALL monsters?

it does not summon titans.......and zombies(probably most of the monsters registered with monster manager)...

legacy-obscenery
04-04-2005, 12:08 PM
Folo, that is not MonsterManager, that is the UT2004RPG stuff. I think there might be a way to configure that, but you probably need to check out the RPG forum or documentation.

legacy-SkY
04-04-2005, 12:12 PM
possible 1.7 today? man, i am desperate for this :cry:

Bjossi
04-04-2005, 12:29 PM
Wasnīt it version 1.6?

legacy-folo4
04-04-2005, 12:29 PM
wait....

can you make a "convert any maps from different gametypes to extreme invasion" mutator?

legacy-SkY
04-04-2005, 12:34 PM
Originally posted by Bjossi
Wasnīt it version 1.6?

see, thats how desparate i am, i typed it to fast

legacy-obscenery
04-04-2005, 01:04 PM
Folo, you have totally lost me now.

Sky, sorry man I am working on it, having network problems today but I will try to wrap it up if I can.

It is going to be 1.7, there was a 1.6 that had some minor stuff that only affected xplosion, so I never released it to the public (so to speak).

legacy-SkY
04-04-2005, 02:38 PM
thank you if you can :D

legacy-obscenery
04-04-2005, 04:35 PM
1.7 is released... all of the information and links are now on the first post. That includes a link to the newer RPG stuff, if you are using it.

legacy-SkY
04-04-2005, 04:36 PM
Yes! Thank you, i love you, i love you, i love you :D :D :D :D :up: :up: :up: , finally, time to set my up server :up: :up:

legacy-xplosion82486
04-04-2005, 05:49 PM
sweet, great work obs :up:
and you remember to keep monster count not countin summoned monsters and winning exp!! hehe

:cool: :up: :up: :up:

legacy-obscenery
04-04-2005, 05:58 PM
Yeah, I think I got both of those:up: (ini file setting for the bTeamWin, just like 1.6).

And you might be interested to know I fixed it so that Magic RPG Weapons work now.

legacy-xplosion82486
04-04-2005, 05:59 PM
Originally posted by obscenery
Yeah, I think I got both of those:up: (ini file setting for the bTeamWin, just like 1.6).

And you might be interested to know I fixed it so that Magic RPG Weapons work now.

are you talking about xxxxweapons?? becuz Daynurr was telling me that your 1.7 will fix that

Bjossi
04-04-2005, 06:11 PM
I tried out the new version. Great indeed. :up:
But Iīve noticed that when playing normal Invasion, health bars are alot longer.

Btw, have you planned what youīre going to do for 1.8?

legacy-obscenery
04-04-2005, 06:15 PM
I just realized the "UT2004MMRPG_3.int" file was not in the MM_1_7_RPG.zip file. I have updated it, but if you are using the RPG stuff and have already downloaded it, you can edit your existing file just as easily. (only changes are in the first two lines of the int file)


Bjossi, the longer health bars are a result of not being able to adjust a certain variable (which I do in Extreme Invasion), nothing I can do about it.

1.8 - so far, looking at the color adjustments for you. Nothing else right at the moment.


Xplosion, yes, 1.7 fixes that.

Bjossi
04-04-2005, 06:32 PM
Then Iīll have to use the other two options then.
Good luck with the next version. :)

legacy-folo4
04-04-2005, 09:03 PM
okay for example:

I want to play onslaught maps...

can you make it playable in extreme invasion?

(remove it's features such as powernodes but keep the vehicles)

possible?

legacy-obscenery
04-04-2005, 11:45 PM
Not sure, but you can try renaming the map by putting "DM-" at the beginning, I seem to recall that working, but I am not going to swear on it.

anyone know?

legacy-folo4
04-05-2005, 08:35 AM
.............................

nope

tried renaming it;does not work :cry:

Bjossi
04-05-2005, 11:23 AM
Originally posted by folo4
okay for example:

I want to play onslaught maps...

can you make it playable in extreme invasion?

(remove it's features such as powernodes but keep the vehicles)

possible?

The closest idea to this is to run Invasion Everywhere mutator and remove all players from the ONS map except you.

legacy-folo4
04-05-2005, 11:32 AM
lol...

there's a mutator that converts every types of maps to invasion....

I think it's related to vehicle invasion...

legacy-SkY
04-05-2005, 11:33 AM
the way i know is, rename it to DM- and go try to find the mutator that spawns cars in any map

legacy-folo4
04-05-2005, 12:17 PM
renaming does not work.....

legacy-SkY
04-05-2005, 03:50 PM
u4e monsters, the new version is out, and its version 4. do i change the classname to u4e4? or it stays as u4e3?

legacy-obscenery
04-05-2005, 04:40 PM
I am a little confused by the U4E stuff, but here is what I think...

Version 4 has been out for a while. But for some reason the zip says "Version 4" but the actual .u file is U4E3 (which seems to indicate version 3???) .

Based on the U4E website I would say nothing new has come out, although, I could be wrong, maybe they put it up somewhere else first.

I suggest you dl it, and look at it. If the .u file says u4e3 then...
1 - it probably hasn't changed.
2 - you should use what ever the .u is called for the monster class

Bjossi
04-05-2005, 04:58 PM
Nothing has happened on their site in awhile.
They still havenīt even added a single monster to the Information part...

legacy-SkY
04-05-2005, 06:22 PM
Originally posted by obscenery
I am a little confused by the U4E stuff, but here is what I think...

Version 4 has been out for a while. But for some reason the zip says "Version 4" but the actual .u file is U4E3 (which seems to indicate version 3???) .

Based on the U4E website I would say nothing new has come out, although, I could be wrong, maybe they put it up somewhere else first.

I suggest you dl it, and look at it. If the .u file says u4e3 then...
1 - it probably hasn't changed.
2 - you should use what ever the .u is called for the monster class

will do obscenery

legacy-SkY
04-06-2005, 08:59 AM
i found a few bugs, i dont know if it only happens to me but

1) bUseGibReduction=True <---- in mutator menu thats kill sound
bUseKillSound=False <---- in mutator menu thats gib reduction


2) everytime i select extreme invasion, select mutator tab, configure mutators, open monster manager, when i set my wave 1st and 2nd wave, and start the game, the waves work, but when i forfeit, and i go to monster manager menu again, my waves are gone :(

anyone know what am i doing wrong?

legacy-SkY
04-06-2005, 09:00 AM
Originally posted by SkY
i found a few bugs, i dont know if it only happens to me but

1) bUseGibReduction=True <---- in mutator menu thats kill sound
bUseKillSound=False <---- in mutator menu thats gib reduction


2) everytime i select extreme invasion, select mutator tab, configure mutators, open monster manager, when i set my wave 1st and 2nd wave, and start the game, the waves work, but when i forfeit, and i go to monster manager menu again, my waves are gone :(



anyone know what am i doing wrong?

*EDIT* litterally, everything i set on mm dosent save

legacy-xplosion82486
04-06-2005, 11:03 AM
Originally posted by SkY
*EDIT* litterally, everything i set on mm dosent save


set it on the Monstermanager.ini, sometimes mm doesnt save when config mutator in game for some reason, btw, did you added ServerPackages=MonsterManager????

legacy-obscenery
04-06-2005, 11:15 AM
skY,
Do you use the web admin?

There is an interesting problem I have been unable to overcome that has to do with allowing the web admin & in-game mutator configuration simultaneosly.

Check you MonsterManager.ini, check bUseWebAdmin, if you are going to use the in-game mutator configuration UI you MUST make sure bUseWebAdmin=False.

If you are going to use both web admin and in-game config, you will have to change it by hand depending on how you are going to configure the game.

I am not positive this is your problem but your problem sounds exactly like what I see when I have bUseWebAdmin=True and try to use the in-game config system.

Bjossi
04-06-2005, 12:27 PM
Obscenery, I just played an Invasion game and the health bars are back to normal size.

Btw, howīs the new version going? Still figuring out the color adjustment code? Maybe looking at the color code for crosshairs is similar to the one youīre going to use.

Btw, new and (hopefully) simple idea. A check box that allows us to choose if enemies dissapear if we arenīt in sight for awhile, or not.

I recommend everyone to power up the Mine Layer with WeaponStuff and use it. Just plain awesome how the spiders jump at the enemies, and gibs flying everywhere. :p

legacy-obscenery
04-06-2005, 01:00 PM
Originally posted by Bjossi
Obscenery, I just played an Invasion game and the health bars are back to normal size.

Btw, howīs the new version going? Still figuring out the color adjustment code? Maybe looking at the color code for crosshairs is similar to the one youīre going to use.

Btw, new and (hopefully) simple idea. A check box that allows us to choose if enemies dissapear if we arenīt in sight for awhile, or not.

I recommend everyone to power up the Mine Layer with WeaponStuff and use it. Just plain awesome how the spiders jump at the enemies, and gibs flying everywhere. :p

Not sure what you mean on the health bar back to normal size?

Colors are working, but I only did it via the ini. Doesn't seem like something that would change often enough to make a whole config screen for. But this also doesn't seem like enough to release a new version.

There is already logic that if a monster doesn't see a player and the time limit for the wave has passed the monster will eventually commit suicide. I guess I could do more, maybe...

Cool idea with the mine layer!

legacy-SkY
04-06-2005, 01:16 PM
ok obsce, i got it, it was webadmin :down:

legacy-SkY
04-06-2005, 01:47 PM
u4e again, whats the server packages for that?

Bjossi
04-06-2005, 01:55 PM
Originally posted by obscenery
Not sure what you mean on the health bar back to normal size?

Colors are working, but I only did it via the ini. Doesn't seem like something that would change often enough to make a whole config screen for. But this also doesn't seem like enough to release a new version.

There is already logic that if a monster doesn't see a player and the time limit for the wave has passed the monster will eventually commit suicide. I guess I could do more, maybe...

I mean that when I ran 1.7 for the first time, the health bars were so long that they went out of the screen, even far away from the monster.

You donīt have to make a cfg page, INI editing is easy. :)

What about beeing able to choose what enemies arenīt allowed to suicide? Itīd be helpful if you wan t to fight a boss and get ammo without worrying itīll die. Or just a simple flag property to disable suicide.

Both would be cool. :)

legacy-SacredLye
04-06-2005, 02:26 PM
U4E has NOT been updated. When you go to their web page, just check the NEWS section. Once the new version is complete they will have announced that in there.

Sacred

Bjossi
04-06-2005, 03:06 PM
I went to FHI website, and FHI 4.0 is close to release as mentioned in there. :up:

(I was really scared when reading the news below the newest one)

legacy-obscenery
04-06-2005, 03:55 PM
Originally posted by Bjossi
I mean that when I ran 1.7 for the first time, the health bars were so long that they went out of the screen, even far away from the monster.

What about beeing able to choose what enemies arenīt allowed to suicide? Itīd be helpful if you wan t to fight a boss and get ammo without worrying itīll die. Or just a simple flag property to disable suicide.

Both would be cool. :)

About the health bars... If you are running standard Invasion, and you alter the health of monsters, there is another variable that doesnt get reset, MaxHealth. The calculation for how long the bar is takes Health/MaxHealth, but because we up the initial health, more than MaxHealth you end up with a number > 1 which makes the bar stick out. I adjust that value in Extreme Invasion, so the bar will be the correct lenght to start with. (one of the small reasons I decided to do my own game type.

The problem with not allowing a monster to commit suicide is... Sometimes bad stuff happens, monsters spawn in places they shouldn't. It is rare, but I have seen it happen. And if the monster is somewhere and you cannot get to it and there were no suicide, well that would be an infinite game, and quite boring I might add. I will think about this one, there may be something I can do. But there is a timer involved here as well, if the monster hasn't seen an enemy (you) for a certain period of time after the match should have ended it kills its self. As long as you fight the monster fairly often he won't just go kill himself.

Bjossi
04-06-2005, 04:01 PM
What about a hotkey that you press to kill the last 1 or 2 monsters?

(it only works if there are 2 or less monsters left)

legacy-obscenery
04-06-2005, 04:47 PM
A hot key, how about the left mouse button :p

But seriously, your suggestion poses some interesting issues for Network play. Are you having a specific problem or is it just an idea?

Bjossi
04-06-2005, 04:49 PM
The hotkey one, itīs just an idea for a solution if you make it configurable to make monsters suicide or not.

legacy-SkY
04-06-2005, 08:03 PM
still cant get u4e to download on the server :down: :down: :cry:

EDIT* woot i got it, took 30 min :bulb:

legacy-SkY
04-08-2005, 07:59 PM
heres a bug, or something else =\ , when you link gun partners, it wont link , this was here on purpose or bug?

legacy-xplosion82486
04-08-2005, 09:01 PM
Originally posted by SkY
heres a bug, or something else =\ , when you link gun partners, it wont link , this was here on purpose or bug?

sky, u can still link

but for some reason, the link gun that comes with loaded weapons dont do that, to link, just throw that gun away or go pick up another link gun

legacy-SkY
04-08-2005, 09:03 PM
ah ok cool ty

legacy-ShiningSquirrel
04-09-2005, 05:23 AM
I am having a few problems with 1.7, don't know if it's just something I buggered up or what.

1) Extreme Invasion only spawns 1 or 2 monsters at a time, VERY slowly. I mean almost 30 seconds between spawns. Is there a setting that needs tweaking somewhere?

2) Clan/Donators, is this only for extreme? I can not seem to get it to work. Do you have to enter the full name, or just the clan tag?

3) Hot keys for the health bars are set as [ and ], these are also the keys used to swap artifects in RPG, so we cannot swap artifects any longer. Any way to change these keys?

I did not see these anywhere, so sorry if they have already been asked before.

Bjossi
04-09-2005, 08:07 AM
1) Thatīs the first wave, it spawns up to 12 monster p/30 seconds in the later waves.

3) Go to settings and configure your controls.

I hope this helps.

legacy-obscenery
04-09-2005, 12:19 PM
Originally posted by ShiningSquirrel
I am having a few problems with 1.7, don't know if it's just something I buggered up or what.

1) Extreme Invasion only spawns 1 or 2 monsters at a time, VERY slowly. I mean almost 30 seconds between spawns. Is there a setting that needs tweaking somewhere?

2) Clan/Donators, is this only for extreme? I can not seem to get it to work. Do you have to enter the full name, or just the clan tag?

3) Hot keys for the health bars are set as [ and ], these are also the keys used to swap artifects in RPG, so we cannot swap artifects any longer. Any way to change these keys?

I did not see these anywhere, so sorry if they have already been asked before.

1) Check your settings in MonsterManager mutator, on the Waves tab there is a max monsters setting, this may be the cause of your problems. (remember for the moment, there is a formula based on this number and the number of players so its a bit difficult to predict exactly how many monsters you will actually get) I think I am going to change this for version 1.8.

2) Yes Extreme Invasion only. Full name or clan tag should work. Although I didn't carefully check this as it was code sent to me by a friend that was already using it, so I assumed it would work correctly.

3) Bjossi is correct, go to you settings and configure the controls for something different. The reason I used the [ and ] keys is because these overlap with RPG, and since Awareness is an RPG ability you have to buy, I figured no one would use this with RPG at the same time. But just in case I made it so you could change the key settings very easily.

legacy-ShiningSquirrel
04-09-2005, 12:23 PM
Originally posted by Bjossi
1) Thatīs the first wave, it spawns up to 12 monster p/30 seconds in the later waves.

3) Go to settings and configure your controls.

I hope this helps.


We let it go through 3 waves, and the spawn speed did not seem to increase at all.

There is no option in the controls to change either the artifacts or the health bars. :(

Bjossi
04-09-2005, 12:37 PM
Thatīs strange, in 2nd Wave I get 12 monsters just 15 - 25 secs after the wave starts.

And when I scroll down the customize controls menu, I see 2 choices related to Monster Manager.

Are you sure everything is right in Monster Managerīs config screen? Like activate health indicators and see if the waves are ok?

legacy-obscenery
04-09-2005, 01:12 PM
Shining, you definetly have something not set right.

Are you sure you are using the Monster Manager mutator?

Where are you looking for the key settings for changing the health settings?

legacy-ShiningSquirrel
04-09-2005, 02:56 PM
I get the monsters spawning bettrer now, I changed the wave difficulty from 0 to 5. We all died very quickly, it was great!.

For the key settings, I went under settings, Input, configure controls. I did this while in game with the mutator runnung.

legacy-obscenery
04-09-2005, 05:04 PM
Settings, Input, Configure Controls...

Scroll down and there should be a "Monster Manager" section. Do you see one for RPG?

If you don't see this, I am perplexed, its there for me. Are you running version 1.7?

legacy-ShiningSquirrel
04-09-2005, 06:41 PM
I don't have a section for monster manger or RPG.
Yes, I am using 1.7.

legacy-obscenery
04-09-2005, 09:11 PM
Very strange, I have both...

Well, I need some help from the community on this one, I don't know why you wouldn't have these keys.

However, there is a way to override...

Open your User.ini file in an editor, in the [Engine.Input] section you will see all of your key assignments. You can reassign the MonsterManager keys this way:

GreyStar=radarzoom
GreyMinus=prevhealth
GreyPlus=nexthealth

These are mine, what you need to do is assign prevhealth and nexthealth to new keys, as I have done (Grey??? means the number pad, fyi). I have also reassigned RadarZoom, but you don't necessarily need to.

Hope this helps.

legacy-SkY
04-10-2005, 09:47 PM
hey obsec, how bout making Vehicle Extreme Invasion?

legacy-obscenery
04-10-2005, 11:09 PM
Talk to me SkY, what exactly are you thinking?

legacy-ShiningSquirrel
04-11-2005, 12:47 AM
Originally posted by obscenery
Very strange, I have both...

Well, I need some help from the community on this one, I don't know why you wouldn't have these keys.

However, there is a way to override...

Open your User.ini file in an editor, in the [Engine.Input] section you will see all of your key assignments. You can reassign the MonsterManager keys this way:

GreyStar=radarzoom
GreyMinus=prevhealth
GreyPlus=nexthealth

These are mine, what you need to do is assign prevhealth and nexthealth to new keys, as I have done (Grey??? means the number pad, fyi). I have also reassigned RadarZoom, but you don't necessarily need to.

Hope this helps.

That works, thanks!

legacy-folo4
04-11-2005, 05:05 AM
it's like extreme invasion with vehicles!

and make it so that it is playable in ALL maps (execept Assault maps):D

legacy-SkY
04-11-2005, 10:06 AM
yeah like that but , more tweaks to the gametype, likw you did with extreme invasion :)

legacy-obscenery
04-11-2005, 10:26 AM
Well there are a couple DM maps with Vehicles already that basically do this now.

The difficulty with this would be how to spawn the vehicles. Usually a mapper has to put the vehicle spawning locations on the map. If this were not already done the best alternative is using the CL5 Car Launcher. Otherwise it means creating new maps for the new game type and I honestly don't want to go there.

What other kinds of tweeks do you have in mind?

Bjossi
04-11-2005, 10:45 AM
Just use the CarLauncher.
Why would Obscenery put the effort when thereīs already a simple 5 Kb way to do so? ;)

legacy-SkY
04-11-2005, 03:54 PM
the reason why i said that it because when i switch gametypes, let say deathmatch, and after tha match we want inv again, we vote inv, and it finishes loading extreme invasion is not loaded, as well as mm. it only loadfs regular invasion and old monsters

legacy-obscenery
04-11-2005, 04:03 PM
Assuming you are using UT2Vote (now 50), you just need to configure the game type in the Ut2Vote.ini file. I use this and it works fine for me.

legacy-SkY
04-11-2005, 04:10 PM
nah, i dont like utvote, i like xvoting, maybe i have to put the class name in the begining of the mutators line?

legacy-obscenery
04-11-2005, 04:12 PM
Unfortunately I won't be able to help you with that because I have never used xvoting. But there has to be a way to add a new game type and automatically load certain mutators with it.

legacy-SkY
04-11-2005, 05:30 PM
ok i got it going to extreme invasion after another gametype has been finished, i also managed to get the link gun to work :D , nice mutator obsce :up: its owniing :D :cool:

legacy-obscenery
04-11-2005, 06:37 PM
Thanks SkY.


HEY EXPLOSION!!! I want to help but your PM box is full!!

legacy-xplosion82486
04-11-2005, 06:51 PM
Originally posted by obscenery
Thanks SkY.


HEY EXPLOSION!!! I want to help but your PM box is full!!


oops, sorry, its cleared now

legacy-Arcadia08
04-11-2005, 07:23 PM
Originally posted by obscenery
Name: Monster Manager

Version: 1.7
Changes:

If there are no monsters selected for the wave the system will generate a random wave of monsters selecting from all of the usable monsters configured in the monster list.
Added monster count in the spectating mode (if you die you can watch from someone else and see how many monsters are left).
Added a temporary zoom for the radar (lasts 5 seconds, press the key more than once for greater zoom up to 10x, default key=H configurable).
Added a perimiter radar dot for monsters outside of radar range, it will send you in the correct direction for hard to find monsters.
Added bTeamScore to the ini in the [MonsterManager_1_7.MutMonsterManager] section, which will give everyone still alive at the end of the round experience points, not just the high scorer.
More efficient monster spawning (more monsters more quickly)
Fixed the monster health inidicator, now works in standard Invasion also.

Notes:
You can still use your ini file, just change _1_n to _1_7 or you can change the one in the zip file from MonsterManager_rename.ini to MonsterManager.ini I did this to avoid wiping out everyones good waves and monster configurations, too much data is at risk!

There is an incompatibility with Extreme Invasion and UT2004RPG or DruidsRPG, if you need to use either these I have devised a solution, you can download it here (http://www.sargsoft.com/obscenery/MonsterManager/MM_1_7_RPG.zip). You will need to be familiar with Mysterial and Druid's stuff, see the enclosed _rename.ini for an example.

And oh yes, if you want to use it in a server, don't forget to add... ServerPackages=MonsterManager_1_7


This entry was getting too long so...
For a complete version history please see the documentation inside the zip file!

Compatibility: UT2004 (should work with all versions)

Description:
Manage the list of monsters
Create waves
Make monsters randomly different sizes, speeds, health and point values
Adjust the base size, speed, health or point value of a monster (even before the randomization takes place)
Make sure the wave ends
Kill sound (client specific - you only hear your kills)
Reduce those rediculously large GIBs (only happens when the size of some monsters is changes, namely the ones that ship with the game)
New Gametype Extreme Invasion, that removes some of the old wave and monster count per wave limits more naturally (must be used with the MonsterManager mutator!)
And other stuff...

Comments:
Many of the features in this mutator do not necessarily need Invasion, the random monster stuff will work with any monster spawned (i.e. InvasionEverywhere)
There is a readme.txt and "Monster Manager Help.html" file included in the release as there is too much stuff in this mutator to go into here

Credits:
Satore - I used his mutator as the base for my learning, and in some cases the actual code, most of which I altered but it helped me learn a lot about this stuff.
Mysterial - I used his RPG Awareness ability as the base for my code for the Monster Health Indicator.
Sargon, and the ODC Clan, and everyone in the forums that use it and give me feedback!
Epic - There is a lot of code reuse.

Special thanks to xplosion82486 for all the testing!!

Homepage: None (still)

Download: Monster Manager 1.7 Download (http://www.sargsoft.com/obscenery/MonsterManager/MonsterManager_1_7.zip)

Sorry, but that old thread was getting quite long, I figured I better go ahead and let that one die, however, much good info is in it so here is a link to is... The old Monster Manager Thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=408295)
How many more monster manager versions can u make?!:eek:

legacy-obscenery
04-11-2005, 07:39 PM
Versions without number, for I am boundless!!:p

Actually, 1.8 is just around the corner, I just need to figure out one more thing before I release it. But after that, I am feeling like it should ride off into the sunset and live happily ever after... Unless I think of something else cool to add!:haha:

legacy-SkY
04-11-2005, 07:41 PM
hmmm, i downlaoded the zombie files from sargon's site, but they dont appear in the game, which zombie version did you use obsce?

legacy-obscenery
04-11-2005, 10:40 PM
On the first page of this thread about 5 or so entries down you will find a link to the Zombies forum thread, there are 4 downloads I think, and they can be found in the first entry of that thread. Those are the ones I use, and you will find the appropriate ini entries in the ini file zipped up with MonsterManager.

legacy-SkY
04-11-2005, 11:02 PM
i got those exact ones.. installed them

ServerPackages=Zombies

dont know wha else is wrong, i will install them again and see what happens

legacy-obscenery
04-11-2005, 11:32 PM
Make sure you have ZoN_MonsterZombies_AddOn.zip
And if you are running a server you also need:

ServerPackages=MonsterZombies

legacy-shayn1985
04-12-2005, 07:59 AM
hey obs, where can i find extreme invasion? ive been lookin all over the place. cant find it.

Bjossi
04-12-2005, 08:53 AM
Extreme Invasion follows Monster Manager, you find it in the Custom Gametypes menu.

legacy-shayn1985
04-12-2005, 09:23 AM
thanks i appreciate it.. i asked sky about that he totally refused to tell me.

legacy-obscenery
04-12-2005, 09:49 AM
The very first post of this thread has the download for MonsterManager_1_7. The game type Extreme Invasion is in it, as well as the Monster Manager mutator. The mutator controls all of the waves, monsters, etc. So if you use Extreme Invasion, you need MonsterManager, although if you don't use Extreme Invasion you can just use Monster Manager by its self.

legacy-SkY
04-12-2005, 10:44 AM
Originally posted by shayn1985
thanks i appreciate it.. i asked sky about that he totally refused to tell me.

i had a reason not to tell you, there are plenty of noobs wanting to be server admins, the first thing they wanna do, is steal my ideas, i never will tell anyone about my server settings ever again.

Bjossi
04-12-2005, 03:18 PM
Originally posted by SkY
i had a reason not to tell you, there are plenty of noobs wanting to be server admins, the first thing they wanna do, is steal my ideas, i never will tell anyone about my server settings ever again.

Why didnīt you want to tell him that Extreme Invasion was in the gametypes menu. Do you have to tell your settings to do that?

legacy-SkY
04-12-2005, 04:00 PM
yes, all my settings are in exinv, i am just tried of thinking of new ideas everytime they steal frmo me. dosent that bother you to bjossi?

legacy-obscenery
04-12-2005, 05:58 PM
OK, it just doesn't matter. SkY has his reasons, and we must respect that. Shayn got his answer by asking the correct place (here). By going to someone directly and asking for information could be construed as trying to get stuff that they shouldn't, whether or not that was the intention.

may we let this die now? please? Don't make me pull this car over and come back there because I will... wait we aren't in my car, never mind. Just let it go...

Bjossi
04-12-2005, 06:11 PM
Youīre right Obscenery.
Now, howīs 1.8 going? :)


Originally posted by SkY
yes, all my settings are in exinv, i am just tried of thinking of new ideas everytime they steal frmo me. dosent that bother you to bjossi?

I donīt know, people have never stolen ideas from me as far as I know. Iīm an offline only player so I havenīt experienced your annoyance.

legacy-SkY
04-12-2005, 06:22 PM
once you do, then you will know.. and yes please , forget about this, this topic is for mm :D

legacy-obscenery
04-12-2005, 07:45 PM
I got some good news and some bad news...

1.8 is going great, I think I figured out a creative way to overcome a problem that allows "Pet" monsters (RPG) to have a different color in the radar (so we don't go after them). And when I say creative its a hack, and I don't know how much affect it will have in game in terms of performance, but I hope none, gonna need some testing!.

So here is what is done so far:
RPG "Summoned Monsters" are now White on the HUD Radar so they don't get confused with bad monsters, the ones we want to kill, which are yellow!
MonsterManager health bar and health numbers colors can be customized via the ini file.
Improved initial monster spawning
Improved monster count handling by adding:
- Initial monster count (how many monsters will there be if only one player is in the game).
- Add'l monsters (how many more monsters to add for each additional player)
- Max monsters is now the maximum number of monsters allowed to be in a wave simultaneously overriding the Initial + ((Players-1) * Additional) formula, just so we don't end up with 100 monsters and MONSTER LAG
Wave timer (time remaining in the wave) added (below game timer)
Wave name shows during count down.


Bad News:
Xplosion is having some errors on his server, I am not convinced they are becuase of MM but I really don't want to take any chances so I am going to spend some time debugging and tracking and hunting and sniffing to see if I can find the bug, and see if its actually something in MM. This will probably delay this release a bit.