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View Full Version : UT3 Invasion [Beta] [v0.9.6] [Updated: January 11th, 2008]



Kearin
12-29-2007, 06:18 PM
Name: UT3 Invasion
Version: 0.9.6
Compatibility: UT3 with Patch 1

Description:

This is my own implementation of UT 2004 Invasion. I tried to keep it close to the original while adding a few of my own enhancements in the framework. Things like being able to configure multiple wave configruations and have them randomly selected. These can also be designed for specific maps or to exclude specific maps. It also has support for maintaining multiple bots rosters and also the ability to create more than just monster invasion waves. The waves themselves are extensible and any developer can go ahead and create their own custom waves that can be inserted into the game.

Comments:

Everything is there as far as the Invasion framework goes. The real chore left is to start work on a monster pack to be played with. Currently it's just a bunch of scaled monsters that are locked to using only one gun with infinite ammo. While amusing, some real monsters will be nice.

As for custom waves, hopefully in the future I plan to add BossWave, BonusWave (non fatal wave where monsters just spawn at an insane rate and difficult until all the players are dead and last one standing gets a bonus [or something similar]), and any other I can think of that might be interesting, I've a few more ideas there.

The radar has been beafed up a little. Players can zoom in and out, toggle a larger map to view the entire area, and play around with the rotation. I've added the ability to add multiple map revealers which are like ping stations. They'll ping areas of the map and display what's there. So instead of just being able to see what's around you, hopefully I can add things like deployable radar stations, then the large map becomes a little more valuable in locating monsters.

If you'd like to just test it out without downloading it, feel free to connect to my test server. I try to keep it up as much as possible; typically it is only down when I'm loading a new version. To connect just open your console in game (Press F10) and then type "open dragon.boldlygoingnowhere.org".

Screenshot: Thread of screenshots (http://www.quarterpicks.com/forum/forum_posts.asp?TID=1368&PN=1)
Credits: Epic, The UnrealWiki contributors, Mysterial for getting me interested in modding with his RPG mod.
Homepage: No home page. Forum for feedback at http://www.quarterpicks.com/forum/
Download: http://mysite.verizon.net/kearin/UT3Invasion.zip

Release Notes: http://www.quarterpicks.com/forum/forum_posts.asp?TID=1366&PN=1&TPN=1

I know it's not the first, but I hope you guys will give it a chance and let me know what you think. Thanks.

Kearin
12-29-2007, 06:19 PM
Darn. I forgot to select the icon. Can one of the admins change this to Game Mode? Or should I just repost?

r3sistance
12-29-2007, 06:30 PM
... you can change it yourself, just edit the post and "Go Advanced". I will look into this at some point, Invasion was fun on UT2K4, with RPG mods too... hee.

Kearin
12-29-2007, 06:31 PM
Bleh. I'm braindead today. Too much time in Wotgreal. Thanks r3sistance.

r3sistance
12-29-2007, 06:39 PM
no problem, I actually made the same mistake for DM-AnicentTemple but I figured it out myself before posting the darned mistake I had made =P, hee hee.

Mr.UglyPants
12-30-2007, 03:15 PM
Ha, i like the insane idea of BonusWave.

Kearin
12-31-2007, 03:38 AM
Ha, i like the insane idea of BonusWave.

I've actually almost got an example of that done. Just working out some bugs. Basically it's just like a normal monster wave only everyone dying doesn't end the game. All the players will respawn and I've made it so they keep all their weapons that they had when they died. For those who survive, if any do, I made it so they get maxed out health, armor, and ammo for the next wave. I might do other bonuses, but those were easy for now. ;)

BuffyTheSlayer
12-31-2007, 04:31 AM
and count down is back too :eek::D
all we need is real monsters ;)

aston12
12-31-2007, 05:53 AM
Im confused, i see two different invasion mods on the 1st page?

This one looks well made though! Now the monsters and i can finally enjoy this ;)

edit: I just played it on ya test server, felt really good, nice radar and green theme!

Somelad
12-31-2007, 08:39 AM
Hey I just tried it out and it seems nice so far. I didn't get to try the radar large map or zooming cause I didn't read the ReadMe beforehand to see what the commands were :P

The only two things I really noticed is that the distance away from you that monsters show up on the radar seems to be fairly short.

And that when monsters are killed it shows a message as them being out eg "Shockie is out". Don't know whether you left that in on purpose or not :P

And one thing that amused me and made me lol was when you kill the monsters that you have scaled down, their body/gib returns to normal size lol :p

Any how, good job on it. :cool:

Bret Hart
12-31-2007, 03:23 PM
Wait, wotgreal supports UT3?

Kearin
12-31-2007, 07:07 PM
Hey, thanks for trying it out guys. :)

My testers said the same thing about the radar :p but I assure you the value I'm using for the radar distance is the same one from the original. Maybe the maps are just larger? (Or the scale is different.) The radar's a lot more flexible in my version now though. The distance can be changed on the fly in code and I'm hoping to add things to boost the distance. (As well as disrupt it. Might be a nice ability for a monster to completely cloak itself at times.)

Somelad>> As for the is out message Somelad, that shouldn't be displaying. There is the "Blah has entered the game" and "Blah has left the game" that I need to fix, still tracking that down. I actually just put death messages back in for 0.9.3 for monsters so you can see when you killed oned.

Bret>> With much configuring you can get it to work. I had to use some Vista symlinks, set a few paths, and make a batch build script, but it's working well enough for me now.

Buffy>> Hopefully I'll get around to stop tweaking with the Invasion framework. 0.9.3 actually brings a few nice features like Stats tracking (Scores / wave, Waves survived without dying) that I'll use in the future. As well as InvasionMutator support. (Want to do your own interwave resupplying? Go ahead). Anyways, once I stop tweaking it, some of the guys over on the Inv24/7 server and I are going to start work on a monster pack for Invasion. I've never made one before so this will definitely be a challenge, but what's invasion without a good set of monsters. :p

Somelad
12-31-2007, 07:48 PM
My testers said the same thing about the radar :p but I assure you the value I'm using for the radar distance is the same one from the original. Maybe the maps are just larger? (Or the scale is different.) The radar's a lot more flexible in my version now though. The distance can be changed on the fly in code and I'm hoping to add things to boost the distance. (As well as disrupt it. Might be a nice ability for a monster to completely cloak itself at times.)


Oh ok. Hmm. Well yeh maybe it is just the size of the maps or something lol :P And once you get some radar stations or whatever up and running, they'll be cool to try out :D



Somelad>> As for the is out message Somelad, that shouldn't be displaying. There is the "Blah has entered the game" and "Blah has left the game" that I need to fix, still tracking that down. I actually just put death messages back in for 0.9.3 for monsters so you can see when you killed oned.


Ahh ok. But yeah I can understand if people found it difficult to notice if they'd killed anything or not.



Buffy>> Hopefully I'll get around to stop tweaking with the Invasion framework. 0.9.3 actually brings a few nice features like Stats tracking (Scores / wave, Waves survived without dying) that I'll use in the future. As well as InvasionMutator support. (Want to do your own interwave resupplying? Go ahead). Anyways, once I stop tweaking it, some of the guys over on the Inv24/7 server and I are going to start work on a monster pack for Invasion. I've never made one before so this will definitely be a challenge, but what's invasion without a good set of monsters. :p

And yay for new monsters :D And then once there is a fully functional/compatible RPG mutator up and running, it'll be just like the 2k4 days :cool:

Bret Hart
12-31-2007, 08:20 PM
Well could you tell a newbie the steps to get WOTgreal working with UT3 perhaps?

Kearin
12-31-2007, 08:39 PM
Well could you tell a newbie the steps to get WOTgreal working with UT3 perhaps?

Let's see.

I added "C:\Program Files\Unreal Tournament 3\Binaries" to my system path.

Created a symlink from "C:\Program Files\Unreal Tournament 3\Development" to "C:\Users\<username>\Documents\My Games\Unreal Tournament 3\UTGame"

Created a symlink in "C:\Users\<username>\Documents\My Games\Unreal Tournament 3\UTGame\ExportedScript\<package>" for each of my packages I'm making that all link to "C:\Users\<username>\Documents\My Games\Unreal Tournament 3\UTGame\Src\package"

Set Wotgreal to run as admin always.

For GameInformation I set the following options:

GameType: Other
Game Executable: C:\Program Files\Unreal Tournament 3\Binaries\UT3.exe
UCC.exe File: C:\Users\<username>\Documents\My Games\Unreal Tournament 3\UTGame\Config\UCC.exe
Game Root Dir: C:\Program Files\Unreal Tournament 3\Binaries\
Source Root Dir C:\Users\<username>\Documents\My Games\Unreal Tournament 3\UTGame\ExportedScript\

Under Compiling & Debugging:

Run this program/batchfile/commandline:
<custom batch file with the contents:>
UT3.exe MAKE -silent -useunpublished
del "C:\Users\<username>\Documents\My Games\Unreal Tournament 3\UTGame\Logs\Launch_Raw.log"
rename "C:\Users\<username>\Documents\My Games\Unreal Tournament 3\UTGame\Logs\Launch.log" "Launch_Raw.log"
"C:\Users\<username>\Documents\My Games\Unreal Tournament 3\Ut3LogCleaner.pl" < "C:\Users\<username>\Documents\My Games\Unreal Tournament 3\UTGame\Logs\Launch_Raw.log" > "C:\Users\<username>\Documents\My Games\Unreal Tournament 3\UTGame\Logs\Launch.log"
</batch file>

The perl script referenced in there is simply a log trimmer that reduces the output log to just the script entries I care about.

<perlscript to clean logs>
use strict;
my $doLogging = 0;
while (<>) {
if (/^Log: Executing Class Editor\.MakeCommandlet/) {
$doLogging = 1;
}
if ($doLogging) {
if (/^Exit: Preparing to exit\./) {
$doLogging = 0;
}
if (/^Log: Scanning/) {
next;
}
if (/^Error: Error reading attributes for/) {
next;
}
if (/^Error: Error deleting file/) {
next;
}
print;
}
}
</perlscript>

On Post-Compile:

Let WOTgreal parse log file and siplay results in Compile Results window

Log name is: C:\Users\<username>\Documents\My Games\Unreal Tournament 3\UTGame\Logs\Launch.log


I did this a long time ago and there's probably an easier way to do this now, but this works well enough for me at the moment.

Bonezfirner
12-31-2007, 10:47 PM
to get wotgreal working for ut3 go to wotgreal.com and go to downloads and download the develpoment Build. its worked since april i think when it was posted that it would work for it.

bushbomb
12-31-2007, 11:59 PM
anyone tried this? I want to see people's opinions :) much too busy to try every mod out.

Bret Hart
01-01-2008, 01:12 AM
Wow, that's kinda confusing.

Bret Hart
01-01-2008, 01:14 AM
to get wotgreal working for ut3 go to wotgreal.com and go to downloads and download the develpoment Build. its worked since april i think when it was posted that it would work for it.

That makes no sense since UT3 came out in November? :confused:

Kearin
01-01-2008, 02:14 AM
That makes no sense since UT3 came out in November? :confused:

I really had to hack it to work on my machine Bret. Sorry I can't provide simpler instructions, but it really was a lot of "what's broken, fix that, next". Maybe someone else has an easier way. I think there was a thread about it over in the unrealscript section.

Hopefully a new version that just works with UT3 is available soon.

Mystrina
01-01-2008, 06:39 AM
Just for the record Epic, THIS is the ONLY reason why I went and bought a copy of UT3.

Go go go Kearin! ^^

Catalyst
01-01-2008, 06:50 AM
Created a symlink in "C:\Users\<username>\Documents\My Games\Unreal Tournament 3\UTGame\ExportedScript\<package>" for each of my packages I'm making that all link to "C:\Users\<username>\Documents\My Games\Unreal Tournament 3\UTGame\Src\package"

...

Source Root Dir C:\Users\<username>\Documents\My Games\Unreal Tournament 3\UTGame\ExportedScript\

One of the things the Harmeister changed in that dev version was the ability to use multiple source directories. So, you can set the source dir to be more than one directory, separated by semi-colons, which means there's no need for you to be creating so many symlinks :). Beware performing some actions on classes in WOTGreal though - occasionally mine disappear to Program Files(!).

Bananna_manuk
01-01-2008, 01:34 PM
just finnished playing your invasion and think you really captured the feel of the original although i do have a few things on my wish list

1 a config menu in the game settings would be really nice

2 rip more of the original sounds from ut2k4 especially the "next wave" sound

3 aslo the wave count on the scoreboard

good job keep it coming :P

Kearin
01-01-2008, 03:33 PM
just finnished playing your invasion and think you really captured the feel of the original although i do have a few things on my wish list

1 a config menu in the game settings would be really nice

2 rip more of the original sounds from ut2k4 especially the "next wave" sound

3 aslo the wave count on the scoreboard

good job keep it coming :P

Config menu would be nice, but from my understanding these just aren't possible in the current UT 3 release. When you can make your own I'll definitely jump on making one. :)

I actually only ripped the ping noise for the radar. All the announcement are in UT 3 already, I just recycled what was there. The upshot to you is smaller downloads. :p And they sound close enough.

Wave Count? You mean the total number of waves? I've pondered that. But I've also thought about adding the ability to inserting waves based on actions the players do. For example, I want to create a monster that's hard to kill/see/find and if you do it'd cause all the players to go to a bonus wave. Somewhat like the door in Bubble Bobble. In this case, the wave number is variable. Perhaps I should just display how many waves there are to start with and not have bonused waves appear as new waves but instead like 5-Bonus, or something similar.

Bananna_manuk
01-01-2008, 10:25 PM
i kinda like the idea of it displayed on the scoreboard somthing like your are on wave 1 of 16

as for bonus waves i got a idea

have a siren sound, then a counter appears all the mapp starts being flooded with nali cows and rabbits. when the counter hits zero the player with the highest kills recieves a bonus of some kind :P

Kearin
01-01-2008, 10:35 PM
i kinda like the idea of it displayed on the scoreboard somthing like your are on wave 1 of 16

as for bonus waves i got a idea

have a siren sound, then a counter appears all the mapp starts being flooded with nali cows and rabbits. when the counter hits zero the player with the highest kills recieves a bonus of some kind :P

I'll try to work in showing the number of total waves.

As for the nali cows, I like that idea. :P (Can they be filled with redeemer warheads too?)

I always want to do a doom round where the level fills with gas and everyone starts taking damage. You have X seconds to kill everything that spawned or you all died. Sadistic.. maybe ;)

zidane01970
01-01-2008, 10:42 PM
I'll try to work in showing the number of total waves.

As for the nali cows, I like that idea. :P (Can they be filled with redeemer warheads too?)

I always want to do a doom round where the level fills with gas and everyone starts taking damage. You have X seconds to kill everything that spawned or you all died. Sadistic.. maybe ;)

Maybe have a "Treasure-Hunter Wave"

Basically it'd go like this:

Crown spawns at random start point along with a ton of really tough monsters.

User has to get the crown in a certain time limit. The player who gets the crown gets a bonus, weapon speed or damage or something similar.

blueruckus
01-01-2008, 11:07 PM
Thanks for the awesome mod. UT2004 Invasion is one of the biggest hits at the LAN parties I go to and I was dissapointed to see this not included in UT3. Big kudos to you.

Was just curious if there's anyway to get more variation in monsters than just the little robot guys.

Thanks.

Kearin
01-01-2008, 11:09 PM
Thanks for the awesome mod. UT2004 Invasion is one of the biggest hits at the LAN parties I go to and I was dissapointed to see this not included in UT3. Big kudos to you.

Was just curious if there's anyway to get more variation in monsters than just the little robot guys.

Thanks.

Hey no problem. I really wanted it back as well. I'm an admin over at the Invasion 24/7 RPG server and we loved it for 3 years straight ourselves.

As for monsters, as soon as I stop finding new features I keep wanting to add I'll get on that. :P I'm going to try to sketch something up tonight and I have ideas for monsters / monster effect I want to implement already. I don't want just the old style monsters who attack. It's time to spice the game up a little. ;)

Kearin
01-02-2008, 12:17 AM
Maybe have a "Treasure-Hunter Wave"

Basically it'd go like this:

Crown spawns at random start point along with a ton of really tough monsters.

User has to get the crown in a certain time limit. The player who gets the crown gets a bonus, weapon speed or damage or something similar.

God you people are evil. :P I've already a long list of things I need to do. But again another interesting idea that's completely doable. If you guys want to try coding your own wave types go ahead ;) Just extend InvasionWave and set it up.

D-Hunter
01-02-2008, 01:09 AM
So there are two Invasion mods going? I'll have to try them both ;)

Bananna_manuk
01-02-2008, 02:42 PM
if you could write a nice little tutorial on how to create your own pawn using custom meshes and custom monster controller i'm sure it'll speed us monster makers along :P

Kearin
01-02-2008, 03:40 PM
if you could write a nice little tutorial on how to create your own pawn using custom meshes and custom monster controller i'm sure it'll speed us monster makers along :P

I can only speak a little to modelling myself. You'll need 3d Studio Max or Maya and then need to grab the ActorX from http://udn.epicgames.com/Two/ActorX.html.

I've used the old version for 2k4 and am not as familiar with the new plugin so I'm still learning that myself. Presumably you'll just use that to send your meshes/animations right into UnrealED unless they've changed how it works.

As for the coding side, you'll need two classes. One that extends Monster and one that extends MonsterController. The Monster class defines the chariteristics of your monster which includes animations, sounds, meshes. The controller is for all the AI involved in how it behaves.

I'm still learning a lot of this myself for the first time. I've moded but never created a new pawn from scratch before so I'll try to share what I learn as I go.

An additional resource I found recently was a tutorial here > http://www.ini.hazelwhorley.com/monster.html. He uses the Satore Monster Pack monsters as a base however. You can always take a look at the satore code to see how those monsters work as well. I'll probably start there.

Kearin
01-04-2008, 10:30 PM
Just posted what I believe will be the last major update for Invasion for a bit. I need to stop toying with it and instead start focusing on the monsters.

This release mainly has a bunch of bug fixes and then a set of mutators to work with invasion. Of interest are the Instagib Arena for the LXY guys who wanted instagib invasion. Here you go ;). Also added a Map Specific Settings mutator which will let you override game settings by game type or map name. Basically I have a bunch of overrides for Invasion.DM, Invasion.CTF, Invasion.DG to give players translocators, and then ones for Invasion.WAR, Invasion.VCTF to will give players hoverboards. You can do other things like add additional mutators and stuff, but aside from that it's a fairly basic mutator.

Other settings people might like: The ability to make all unclaimed objectives owned by the monsters in WAR maps and the ability to swap the team spawns. So you can create an invasion wave set for WAR maps and then put it into the invasion wave manager twice, once with players starting at the red spawn, and another for from the blue spawn. This mainly affects what vehicles they get to start with one some of the maps, but still adds a little variety. The owning unclaimed objectives allows the monsters to spawn almost anywhere on WAR maps. War maps are still a bit tedious sinice there's no good monsters yet, but that's the goal now. :P

Muskator
01-05-2008, 09:21 AM
I also tested your version of Invasion. Here the things to do:

- Add monsters
- Add sounds from orig. ut2004 like next wave in.....
- make the waves longer
- show short infos like Wave,Monsters

But i havent seen Bugs like in the other invasion from Galtanor. Good job yet!

Bananna_manuk
01-05-2008, 10:53 AM
relly like the idea of invasion war

Mystrina
01-05-2008, 11:14 AM
I also tested your version of Invasion. Here the things to do:

- Add monsters
- Add sounds from orig. ut2004 like next wave in.....
- make the waves longer
- show short infos like Wave,Monsters


If you press F1, the wave info is there, e.g. Wave 1 50 monsters remaining
On a new wave there is the "Countdown underway..." I think Kearin stuck with the UT3 sounds so that players don't have to download extra stuff just to play ^^

DeathDealer34
01-05-2008, 12:55 PM
I connected to your test server a few days ago and the mod looks great.

However I tried connecting again today with a buddy of mine, he was able to join and play fine, but every time I join the match my UT3 crashes. Like I said it was working fine for me a few days ago, but this time I joined I autodownloaded a few files (I'm assuming you updated) and it crashes every time.

I tried restarting UT3, even restarting my computer, still no luck. :confused:

Kearin
01-05-2008, 01:59 PM
Hey DeathDealer, can you connect and then send me your log file? It'll be located in your documents folder under "My Games\Unreal Tournament 3\UTGame\Logs\Launch.log".


I also tested your version of Invasion. Here the things to do:

- Add monsters
- Add sounds from orig. ut2004 like next wave in.....
- make the waves longer
- show short infos like Wave,Monsters

But i havent seen Bugs like in the other invasion from Galtanor. Good job yet!

Yep, monsters are my next goal.
And Mystrina's right. I went with what UT3 sounds I could find because that meant less downloading. I'm still digging through the packages to see what's already available in the game. I know the "Countdown Underway" is a cheap alternative for "Next wave in." Anyone think they can impersonate the female announcer? :p
I haven't toyed with the wave configuration much just because I don't hae more interesting monsters yet. This'll get better as the monsters do.
This information is available in the top left of the scoreboard. A couple of people have said this might be nice on the main hud. I'm just trying to strike a balance between people who hate hud clutter and people who want to see this information. That and I need to make it fit in with the hud style. Maybe in the form of a configurable option to display wave number under the clock and monsters left under your score?
relly like the idea of invasion war

I hadn't original planned a lot of these. Most of these tweaks have just been to make WAR maps more interesting for Invasion. That said, I think it'd be cool at some point to put the nodes back in and let the players steal the spawns from the monsters. :p Then instead of waves numbers, the wave is controlled by how many nodes you own. If there's 9 nodes and the players have 8 you're taking to the hardest wave, etc. But that's for another release in the future.

DeathDealer34
01-05-2008, 03:41 PM
Here ya go:


Log: Browse: dragon.boldlygoingnowhere.org/UTFrontEnd?Name=Freak?team=255?Class=
Init: WinSock: Socket queue 32768 / 32768
Log: Resolved dragon.boldlygoingnowhere.org (71.174.49.73)
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: LoadMap: dragon.boldlygoingnowhere.org/DM-Deck?Name=Freak?team=255?Class=
ScriptLog: Desc:
Log: Starting memory preloaded movie...UT_loadmovie2 ()
Log: Waiting for memory preloaded movie to finish loading ...
Log: Playing movie [UT_loadmovie2]
Log: Got memory preloaded movie event!!!
Log: Unmute bink movie
Log: ClearAllAnimSetLinkupCaches - Took 16.86ms
ScriptLog: Clearing online delegates for UTEntryPlayerController_0 (Player:LocalPlayer_0)
Log: Virtual memory allocation size: 173.04 MByte (181444608 Bytes)
Log: Physical memory allocation size: 0.00 MByte (0 Bytes)
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: Primary PhysX scene will be in software.
Log: Creating Primary PhysX Scene.
PerfWarning: InstanceGeom: 13.376247 ms - 812 Convex, Terrain 0.000000 ms, PerTriSM 0.000000 ms, InitArticulated 0.000000 ms, BodyInst Alloc 12.934316 ms, InitBody 112.605326 ms
PerfWarning: NxActor Creation: 80.165759 ms
Log: Bringing World DM-Deck.TheWorld up for play (90) at 2008.01.05-15.32.46
Log: Bringing up level for play took: 0.516668
Log: ########### Finished loading level: 16.957265 seconds
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::LoadFile associated file: ..\UTGame\Config\UTMonsters.ini
Log: GConfig::LoadFile associated file: ..\UTGame\Config\UTDebugUtils.ini
ScriptLog: Clearing online delegates for PlayerController_0 (Player:None)
ScriptLog: UTPlayerController::OnReadProfileSettingsComplete( ) - bWasSuccessful: True, ControllerId: 0
Log: InvasionPlayerController_0 setplayer LocalPlayer_0
ScriptLog: UTPlayerController::ClientSetOnlineStatus() - Setting online status for ControllerId: 0
Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
ScriptLog: Retrieving Profile Settings for UI PlayerIndex 0
ScriptLog: UTPlayerController::LoadCharacterFromProfile() - Loaded character data from profile.
Log: AUTPlayerController::GetPlayerCustomCharData() - Loaded custom character data from profile (ControllerId: 0).
Log: Changing subtitle setting, new value: 1
ScriptLog: UTPlayerController - Setting netspeed to 10000
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
ScriptLog: CustomChar - Load Arms:
Log: Begin Async loading packages for Family '':
Log: - CH_IronGuard_Arms
Log: Flushing async loaders.
Log: Family Asset Package Loaded: CH_IronGuard_Arms_SF
Log: CONSTRUCTIONING: LoadFamilyAsset () Took: -0.03 secs
ScriptLog: CustomChar - Load Assets: NECM
Log: Begin Async loading packages for Family 'NECM':
Log: - CH_Necris_Male1
Log: Flushing async loaders.
Log: Family Asset Package Loaded: CH_Necris_Male1_SF
Log: CONSTRUCTIONING: LoadFamilyAsset (NECM) Took: 0.61 secs
ScriptLog: CUSTOMCHAR Start: InvasionPlayerReplicationInfo_0 Freak VBlue
Log: StartCustomCharMerge: 0.112303 ms initializing, 0.764344 ms texture streaming
ScriptLog: InvasionPlayerController_0::RegisterPlayerRanking Setting PRI PlayerRanking to 1411
Log: CUSTOMCHAR: Merge Mesh: 29.56ms Composite Tex: 0.02ms
ScriptLog: CUSTOMCHAR Complete: InvasionPlayerReplicationInfo_0 (Tex stream: 0.6191 Secs)
ScriptLog: PRI Other Merge Start: InvasionPlayerReplicationInfo_0 Freak VRed
Log: StartCustomCharMerge: 0.129346 ms initializing, 0.753727 ms texture streaming
Log: CUSTOMCHAR: Merge Mesh: 10.06ms Composite Tex: 0.02ms
ScriptLog: CUSTOMCHAR Complete: InvasionPlayerReplicationInfo_0 (Tex stream: 0.3220 Secs)
ScriptLog: CustomChar - Load Arms: NECM
Log: Begin Async loading packages for Family 'NECM':
Log: - CH_Necris_Arms
Log: Flushing async loaders.
Log: Family Asset Package Loaded: CH_Necris_Arms_SF
Log: CONSTRUCTIONING: LoadFamilyAsset (NECM) Took: -0.17 secs
ScriptWarning: UTUITabPage_InGameMsg Transient.MidGameMenu_0:MidGameSafeRegion.TabContr ol.UITabButton_6.MessageTab (Function UTGame.UTUITabPage_InGameMsg:OnMessagesList_ValueC hanged:0011) Accessed None 'OwnerScene'
ScriptLog: Finished creating custom characters in 2.0225 seconds
ScriptWarning: UTUIScene_MidGameMenu Transient.MidGameMenu_0 (Function UTGame.UTUIScene_MidGameMenu:back:0017) Accessed None
Critical: appError called:
Critical: Detected data corruption [header] trying to read 65536 bytes at offset 280284 from '..\UTGame\CookedPC\UTGamePlusContent.upk'. Please delete file and recook.
Critical: Windows GetLastError: The operation compl

I had to delete the top half of the log to keep it under the character limit, if you need the rest let me know.

Kearin
01-05-2008, 04:37 PM
Here ya go:


Log: Browse: dragon.boldlygoingnowhere.org/UTFrontEnd?Name=Freak?team=255?Class=
Init: WinSock: Socket queue 32768 / 32768
Log: Resolved dragon.boldlygoingnowhere.org (71.174.49.73)
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: LoadMap: dragon.boldlygoingnowhere.org/DM-Deck?Name=Freak?team=255?Class=
ScriptLog: Desc:
Log: Starting memory preloaded movie...UT_loadmovie2 ()
Log: Waiting for memory preloaded movie to finish loading ...
Log: Playing movie [UT_loadmovie2]
Log: Got memory preloaded movie event!!!
Log: Unmute bink movie
Log: ClearAllAnimSetLinkupCaches - Took 16.86ms
ScriptLog: Clearing online delegates for UTEntryPlayerController_0 (Player:LocalPlayer_0)
Log: Virtual memory allocation size: 173.04 MByte (181444608 Bytes)
Log: Physical memory allocation size: 0.00 MByte (0 Bytes)
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: Primary PhysX scene will be in software.
Log: Creating Primary PhysX Scene.
PerfWarning: InstanceGeom: 13.376247 ms - 812 Convex, Terrain 0.000000 ms, PerTriSM 0.000000 ms, InitArticulated 0.000000 ms, BodyInst Alloc 12.934316 ms, InitBody 112.605326 ms
PerfWarning: NxActor Creation: 80.165759 ms
Log: Bringing World DM-Deck.TheWorld up for play (90) at 2008.01.05-15.32.46
Log: Bringing up level for play took: 0.516668
Log: ########### Finished loading level: 16.957265 seconds
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::LoadFile associated file: ..\UTGame\Config\UTMonsters.ini
Log: GConfig::LoadFile associated file: ..\UTGame\Config\UTDebugUtils.ini
ScriptLog: Clearing online delegates for PlayerController_0 (Player:None)
ScriptLog: UTPlayerController::OnReadProfileSettingsComplete( ) - bWasSuccessful: True, ControllerId: 0
Log: InvasionPlayerController_0 setplayer LocalPlayer_0
ScriptLog: UTPlayerController::ClientSetOnlineStatus() - Setting online status for ControllerId: 0
Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
Log: GConfig::Find has loaded file: ..\UTGame\Cache\Cache.ini
ScriptLog: Retrieving Profile Settings for UI PlayerIndex 0
ScriptLog: UTPlayerController::LoadCharacterFromProfile() - Loaded character data from profile.
Log: AUTPlayerController::GetPlayerCustomCharData() - Loaded custom character data from profile (ControllerId: 0).
Log: Changing subtitle setting, new value: 1
ScriptLog: UTPlayerController - Setting netspeed to 10000
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
Error: Error, ImportText (Bindings): Property import failed for Alt in: (Name="GBA_TurnRight",Command="Axis aBaseX Speed=+40.0 AbsoluteAxis=0",Control=False,Shift=False,Alt=Fals e)
ScriptLog: CustomChar - Load Arms:
Log: Begin Async loading packages for Family '':
Log: - CH_IronGuard_Arms
Log: Flushing async loaders.
Log: Family Asset Package Loaded: CH_IronGuard_Arms_SF
Log: CONSTRUCTIONING: LoadFamilyAsset () Took: -0.03 secs
ScriptLog: CustomChar - Load Assets: NECM
Log: Begin Async loading packages for Family 'NECM':
Log: - CH_Necris_Male1
Log: Flushing async loaders.
Log: Family Asset Package Loaded: CH_Necris_Male1_SF
Log: CONSTRUCTIONING: LoadFamilyAsset (NECM) Took: 0.61 secs
ScriptLog: CUSTOMCHAR Start: InvasionPlayerReplicationInfo_0 Freak VBlue
Log: StartCustomCharMerge: 0.112303 ms initializing, 0.764344 ms texture streaming
ScriptLog: InvasionPlayerController_0::RegisterPlayerRanking Setting PRI PlayerRanking to 1411
Log: CUSTOMCHAR: Merge Mesh: 29.56ms Composite Tex: 0.02ms
ScriptLog: CUSTOMCHAR Complete: InvasionPlayerReplicationInfo_0 (Tex stream: 0.6191 Secs)
ScriptLog: PRI Other Merge Start: InvasionPlayerReplicationInfo_0 Freak VRed
Log: StartCustomCharMerge: 0.129346 ms initializing, 0.753727 ms texture streaming
Log: CUSTOMCHAR: Merge Mesh: 10.06ms Composite Tex: 0.02ms
ScriptLog: CUSTOMCHAR Complete: InvasionPlayerReplicationInfo_0 (Tex stream: 0.3220 Secs)
ScriptLog: CustomChar - Load Arms: NECM
Log: Begin Async loading packages for Family 'NECM':
Log: - CH_Necris_Arms
Log: Flushing async loaders.
Log: Family Asset Package Loaded: CH_Necris_Arms_SF
Log: CONSTRUCTIONING: LoadFamilyAsset (NECM) Took: -0.17 secs
ScriptWarning: UTUITabPage_InGameMsg Transient.MidGameMenu_0:MidGameSafeRegion.TabContr ol.UITabButton_6.MessageTab (Function UTGame.UTUITabPage_InGameMsg:OnMessagesList_ValueC hanged:0011) Accessed None 'OwnerScene'
ScriptLog: Finished creating custom characters in 2.0225 seconds
ScriptWarning: UTUIScene_MidGameMenu Transient.MidGameMenu_0 (Function UTGame.UTUIScene_MidGameMenu:back:0017) Accessed None
Critical: appError called:
Critical: Detected data corruption [header] trying to read 65536 bytes at offset 280284 from '..\UTGame\CookedPC\UTGamePlusContent.upk'. Please delete file and recook.
Critical: Windows GetLastError: The operation compl

I had to delete the top half of the log to keep it under the character limit, if you need the rest let me know.

Looks like for some reason the package for my textures/sounds is corrupt on your machine. This could be one of the following I believe:

Corrupted download on your side.
Corrupt file on the server.
Potential conflict with and old version of the UTGamePlusContent.upk. (I made need to start versioning.)I'm going to republish my files and restart the server. Just in case it's on my end. I've had other people play, but I'll do this to be safe. (Server is now up again with recooked packages.)

Could you on your end go into your "My Games\Unreal Tournament 3\UTGame\Cache" and clean out your cache? This may be a pain since you might have already had other things cache. You could just manually go through your cache.ini and find all the files that are UTGamePlus and UTGamePlusContent and delete only those. This is a little more tedious but it will leave the rest of your cache intact.

Kearin
01-05-2008, 04:52 PM
I just talked with sparky on the server and he had the same problem.

Did you install my mod locally? If so I believe it's a version conflict between what you have installed and what I have running on the server. It appears to be trying to use your version of the UTGameContent package against my version of the UTGamePlus mod.

If you reinstall the mod your side it will work.

As a todo for me and the future, I will need to work out how to version this so that you won't have these conflicts again.

Kearin
01-05-2008, 07:03 PM
Just put up 0.9.5 with two changes:

Removed the annoying "has entered" and "has left" messages for monsters.
Reverted a change that I believe was responsible for players getting stuck in spectator after the game started... I hope.Haven't worked out a versioning system yet. I'll do that in the next release.

If anyone experiences a crash, delete all your local copies of the Invasion files and reinstall the latest.

If you're going to play on my test server, I suggest not installing locally and just letting the server send you the files for now until I get versioning in place.

BuffyTheSlayer
01-05-2008, 08:41 PM
thank you !
http://img297.imageshack.us/img297/4729/heart2ax0.gif

Muskator
01-06-2008, 07:54 AM
Hey kearin, what would you think when will a great monster pack come? I love your Invasion mod :-).

ZixXer
01-06-2008, 08:11 AM
hi I did not play the beta but I love the ut2k4 rpg invation.

I ask u.
are the any monsters in this mod or are this just bots.
if not why dont u make a monster make contest and put all the nice monsters in this invation mod. then i would realy love it and play it.

and the other thing is in ut2k3 u have no max wave. it just increase the live and damage ot the monsters. i realy realy love it if u also would not make a MAX for wave's i hate the wave 16 end. i love the everyone dead wave end.

and can u make some kind of thing that peaple can vote to let a (camp) afk player only die for that wave. (becaus wen a high rpg player stands in the map and all players are dead and the monsters cant kill him, u have to wait so long.)

ty for making invation come back. cant wait for final version.

Muskator
01-06-2008, 09:06 AM
Yep, monsters are my next goal.
And Mystrina's right. I went with what UT3 sounds I could find because that meant less downloading. I'm still digging through the packages to see what's already available in the game. I know the "Countdown Underway" is a cheap alternative for "Next wave in." Anyone think they can impersonate the female announcer? :p
I haven't toyed with the wave configuration much just because I don't hae more interesting monsters yet. This'll get better as the monsters do.
This information is available in the top left of the scoreboard. A couple of people have said this might be nice on the main hud. I'm just trying to strike a balance between people who hate hud clutter and people who want to see this information. That and I need to make it fit in with the hud style. Maybe in the form of a configurable option to display wave number under the clock and monsters left under your score?

Its ok. I think the sound "countdown Underway" ist also good.
For me the only thing missing are the monsters. I know you need time for this and i hope it will be great when out.
When i bought ut3 i was so shocked that invasion was not in because the most time in ut2004 i played Invasion ;-). So i love your Invasion mod

Damn ok i miss a map for Invasion.........called Desert Isle .......the best map for Invasion

Kearin
01-06-2008, 03:02 PM
hi I did not play the beta but I love the ut2k4 rpg invation.

I ask u.
are the any monsters in this mod or are this just bots.
if not why dont u make a monster make contest and put all the nice monsters in this invation mod. then i would realy love it and play it.

and the other thing is in ut2k3 u have no max wave. it just increase the live and damage ot the monsters. i realy realy love it if u also would not make a MAX for wave's i hate the wave 16 end. i love the everyone dead wave end.

and can u make some kind of thing that peaple can vote to let a (camp) afk player only die for that wave. (becaus wen a high rpg player stands in the map and all players are dead and the monsters cant kill him, u have to wait so long.)

ty for making invation come back. cant wait for final version.


Currently just bots at reduced sizes. I've starting playing with maya again and am trying my best to make some decent models for a monster pack. :P
Also, no max waves out of the box. You can configure 1 to a million and even make it variable by inserting waves on the fly if you want to with your own InvasionMutator.
Each monster wave can be configured with a time limit and and overtime limit. After the time limit, the remaining monsters automatically drops to the number active. After the overtime limit the monsters start to die off. If you need to, just set those low. The other option is again, another mutator so that when overtime starts you can add an effects like all players start loosing life at 2 life / second until they die or they kill the monsters. :P A lot of ways to do this.


Yep, monsters are my next goal.
And Mystrina's right. I went with what UT3 sounds I could find because that meant less downloading. I'm still digging through the packages to see what's already available in the game. I know the "Countdown Underway" is a cheap alternative for "Next wave in." Anyone think they can impersonate the female announcer? :p
I haven't toyed with the wave configuration much just because I don't hae more interesting monsters yet. This'll get better as the monsters do.
This information is available in the top left of the scoreboard. A couple of people have said this might be nice on the main hud. I'm just trying to strike a balance between people who hate hud clutter and people who want to see this information. That and I need to make it fit in with the hud style. Maybe in the form of a configurable option to display wave number under the clock and monsters left under your score?Its ok. I think the sound "countdown Underway" ist also good.
For me the only thing missing are the monsters. I know you need time for this and i hope it will be great when out.
When i bought ut3 i was so shocked that invasion was not in because the most time in ut2004 i played Invasion ;-). So i love your Invasion mod

Damn ok i miss a map for Invasion.........called Desert Isle .......the best map for Invasion

What about Osiris, Iron Diety, Asbestos, CPB2-Azures (I spent many hours testing mods in that map.) I really wish they maintain some sort of backwards compatibility, at least until people could slowly redo the maps.


Hey kearin, what would you think when will a great monster pack come? I love your Invasion mod :-).

Anyways, yeah, yeah, monsters. ;) Learning is fun. :P They're hard to make so it may take a while for each one. I'm going to try to just do one at a time from start to finish and slowly build up a monster pack that way. This is limited by my imagination and ability to create the meshes / textures for monsters. The code and animation I'm fine with.

MGS4474
01-07-2008, 05:57 AM
Now that the tools our out could you port it over to the ps3. Great Work

Kearin
01-07-2008, 10:58 AM
Now that the tools our out could you port it over to the ps3. Great Work

I don't have a Playstation 3 myself, but I'll at least get the dev package and cooked them for the PS3.

Kearin
01-07-2008, 10:00 PM
Now that the tools our out could you port it over to the ps3. Great Work

Hey MGS, where are the tools for download? I've been searching around and just can't find them. Got a link?

Edit: Nevermind. I just saw the post in the full release thread. *doiy*

Italianstallion
01-07-2008, 10:05 PM
Well once, you have it cooked Kearin, I don't mind testing it and giving feedback really quick.
Also if you need help cooking it for the ps3, use this link http://planetunreal.gamespy.com/fullstory.php?id=146837

Herby
01-07-2008, 10:06 PM
Great Kearin , several of us on here with PS3's are willing to test your Mod. Let us know and thanks.

Laggmaster
01-07-2008, 10:22 PM
I cant wait for this to be ported over to the ps3. thanks for supporting the ps3 mod community

Kearin
01-07-2008, 10:23 PM
Great Kearin , several of us on here with PS3's are willing to test your Mod. Let us know and thanks.

Thanks for the offer Herby. Right now I'm just trying to decode the instructions for this and not have the unreal frontend keep crashing on me.

Also... in the documentation it says that custom sounds can't be used on the PS3... that's really a downer seeing as this pretty much ruins the monsters and the radar ping sound definitely won't work.

Also, the monster packs will have to be packaged with the mod. It doesn't look like the PS3 can download anything except pure scripts (mutators, game modes without graphics or sounds).


I cant wait for this to be ported over to the ps3. thanks for supporting the ps3 mod community

I'll try my best to make it work. I just hope these limitations are manageable.

Italianstallion
01-07-2008, 10:32 PM
All us invasion fans that own a ps3 appreciate the work you are putting into it.

Kearin
01-07-2008, 10:45 PM
All us invasion fans that own a ps3 appreciate the work you are putting into it.

God I'm trying, but talking about roadbumps. This is from the playstation dev page:

Mutators and game types must consist of UnrealScript code only. This means that you cannot have a mutator that turns all UT3 weapons into a space cow model that you import.

This is because they need to work with shipping maps, and too much content added on will cause the PS3 to run out of memory.I currently have a package, UTGamePlusContent, which contains a shader for my radar ping image, the templates for the scoreboard and mid game menu, the radar ping sound, and a few other things. If I'm reading this correctly... I can't use any of this so I'm going to have to code alternatives for the PS3?

I don't believe any of this isn't something that can't be worked around... but the work arounds require doing a lot of stuff in code that would have more easily been created using unreal ed. Oi. I'm going to have to review the stuff I'm using and get back to you guys on this. I would like to make this work but if we're not going to be able to add custom monsters (I can live with them having to use stock sounds) and not be able to add custom materials (severely limits any planned RPG mods), I'm not sure how much it's worth doing this. I'm not giving up yet, but I'm going to need to research this further guys. Sorry.

Larry L
01-07-2008, 11:00 PM
Unfortunately, us PS3 users may have to deal with the fact that some of the more in-depth mods like this one, just may not work. And if they do work there are gonna be bugs like missing sound that could make the mod unplayable on PS3.

You guys (modders), can't even use custom textures? I thought you could? If by some miracle this works, great! But we'll just have to deal with it. I have a feeling a good few of my most wanted mods aren't going to work, like this, slaughterhouse, and UTmulti-team ;(

Laggmaster
01-07-2008, 11:03 PM
Thanks for all the hard work your putting into this but if its not possible thats ok too i mean there hasto be limits to what is being done. we knew that when we were getting into moding the ps3. I hope you get it working but if you dont thats just another limit that is discovered by the modding community

D4rkW4rr10r
01-08-2008, 04:52 AM
It seems that ur mod will only work if it is done as a total conversion. So that would need a total recoding. That sucks hard.

Man just leave it alone. I don't think it is worth the hassle for now!

The only other thing u could do is to release a map with a custom invasion actor linking to your script files. So that ur mod is built into the map which should work I guess.
But that is additional work and I don't know for sure if that works.

Kearin
01-08-2008, 08:57 AM
It seems that ur mod will only work if it is done as a total conversion. So that would need a total recoding. That sucks hard.

Man just leave it alone. I don't think it is worth the hassle for now!

The only other thing u could do is to release a map with a custom invasion actor linking to your script files. So that ur mod is built into the map which should work I guess.
But that is additional work and I don't know for sure if that works.

Yeah, I was reading about the total conversions also. Seems like way overkill for wanting something as simple as custom monsters... I'm going to focus on the monsters for now on the PC side, but I'll keep this in the back of my mind. Maybe there's something I'm missing or not understanding clearly in the document about custom additionally packages being referenced by game mods. (I hope).

Kearin
01-08-2008, 12:41 PM
Hey guys, for those of you who have played this, could you give me any feedback you might have (bugs or feature request, aside from better monsters which I'm working on as a separate addon package).

I'm considering formalizing the current build plus a few additions (so that it can interface with BattleRPG) and making this the v1.0 release, but before doing that I just wanted to get any final feedback.

instagibbed
01-08-2008, 02:23 PM
I got a chance to check it out and I can't say I was thrilled yet.

Allow the wave number to be displayed on the HUD along with the number of monsters remaining. Make the number of monsters in each wave increase. Get rid of UT3's crappy bot AI and just make the monsters attack players that enter their field of vision (ala 2k4 invasion). Add more monsters (Everyone seems to want the Unreal classic monster pack).

These things need to be addressed before a v1 can be released, in my honest opinion. It's still a prototype.

Kearin
01-08-2008, 04:20 PM
I got a chance to check it out and I can't say I was thrilled yet.

Allow the wave number to be displayed on the HUD along with the number of monsters remaining. Make the number of monsters in each wave increase. Get rid of UT3's crappy bot AI and just make the monsters attack players that enter their field of vision (ala 2k4 invasion). Add more monsters (Everyone seems to want the Unreal classic monster pack).

These things need to be addressed before a v1 can be released, in my honest opinion. It's still a prototype.

I've taking a different view of this, but you're right that they're closely tied together. The Invasion Game Mode is separate from a monster pack. The game mode just provide the scaffolding for configuring the game and the monsters comes as additional packages with the monster contents. All the issues of increases the number of monsters, fixing their AI, and having them, is part of monster packs that need to be created. (Next step I'm working on and glad some have even offered to help here.)

I can hold off until the first monster packs are out, although I would hope if this were "released" others would also take initiative and start writing their own monsters based off the existing code that's in there. Having more than just me modelling and writing the code for monsters would speed up how soon we'd have a lot of monsters for UT3.

And if someone wants to take a whack at exporting the old monsters out of 2k4 and bringing them into UT3 by all means go ahead. I don't have 2k4 installed anymore so it's not trivial for me to start that effort.

BattleMode
01-09-2008, 03:01 PM
Hey guys, for those of you who have played this, could you give me any feedback you might have (bugs or feature request, aside from better monsters which I'm working on as a separate addon package).

I'm considering formalizing the current build plus a few additions (so that it can interface with BattleRPG) and making this the v1.0 release, but before doing that I just wanted to get any final feedback. When I compare your version with Galtanors I think his radar is better (yours is better looking) because you can always see where all the monsters are. I think that is a great advantage. I understand more monsters will be a matter of time.

I also like that Galtanor shows essential information (like how many monsters are left) in the HUD and not in the scoreboard.

As to interfacing I would prefer some method to tell your mod the RPG level of all players and then you show them on the scoreboard. Something like UTPPlayerReplicationInfo(PRI).SetRPGLevel (10); (since I already use the PRI to store the level) but anything else that works is OK too.

Kearin
01-09-2008, 04:22 PM
When I compare your version with Galtanors I think his radar is better (yours is better looking) because you can always see where all the monsters are. I think that is a great advantage. I understand more monsters will be a matter of time.

Bit of a cheap advantage in my opinion and now what the original invasion allowed. That is something that could be made configurable in the game method settings though, either the radar range to just not ping at all. My goal was to stay with the original feel of the game.


I also like that Galtanor shows essential information (like how many monsters are left) in the HUD and not in the scoreboard.

I'll have to see what I can do there. The wave title isn't just an integer in mine nor is the monsters left string. Those are both strings which can be set by the wave that's active. Currently that's only monster waves but again, future expansion planned when I get some clones and more time. In short that means they're strings. I'll have to think about how HUD extensions would work with custom wave types.


As to interfacing I would prefer some method to tell your mod the RPG level of all players and then you show them on the scoreboard. Something like UTPPlayerReplicationInfo(PRI).SetRPGLevel (10); (since I already use the PRI to store the level) but anything else that works is OK too.

Sorry, that is out of the question. :P RPG level is specific to a mutator and I'm not going to bake that into the core classes. Instead I've added the ability to register scoreboard extensions which will be in a future release. These will allow any mutator to add any arbitrary information to the scoreboard they would like to without having to subclass or replace the scoreboard.

silencer8306
01-10-2008, 03:25 AM
Awesome job ! Can't wait for real monsters ;)

MGS4474
01-10-2008, 10:58 AM
it looks great any plans for a port to the PS3

Kearin
01-10-2008, 11:42 AM
Awesome job ! Can't wait for real monsters ;)

I couldn't agree more. I hate those stupid bots I have in there now. :P Just need to get a framework in place for quickly creating new ones.


it looks great any plans for a port to the PS3

I've been looking at this on an off. Read through some of the previous post and you can see some of the issues.

Problems are: Custom Models/Meshes and Custom Sounds.

There appear to be some serious limitations to what a mod can do on the PS3.

BattleMode
01-11-2008, 03:35 AM
Sorry, that is out of the question. :P RPG level is specific to a mutator and I'm not going to bake that into the core classes. Instead I've added the ability to register scoreboard extensions which will be in a future release. These will allow any mutator to add any arbitrary information to the scoreboard they would like to without having to subclass or replace the scoreboard. Can you then please give me example code of how I have to add the RPG Level for all players to the scoreboard? Galtanor is simply adding RPG Levels to his PRI now and I have to say that makes things a lot easier for me. Invasion with RPG is a quite common combination with UT2004 and it might become common for UT3 as well. I don't like having to maintain 3 different versions of BattleRPG to keep it compatible with Galtanors invasion or UT3 Invasion, but sometimes you have to settle for what works best.

BattleMode
01-11-2008, 03:42 AM
Bit of a cheap advantage in my opinion and now what the original invasion allowed. That is something that could be made configurable in the game method settings though, either the radar range to just not ping at all. My goal was to stay with the original feel of the game. I understand your reasoning. The problem is that the current UT3 maps are not designed with invasion in mind. With your radar one has to waste a lot of time on "find the monster" where with Galtanor you can see where you have to go to find them. Making it configurable sounds like a good solution to me.

Kearin
01-11-2008, 10:48 PM
Can you then please give me example code of how I have to add the RPG Level for all players to the scoreboard? Galtanor is simply adding RPG Levels to his PRI now and I have to say that makes things a lot easier for me. Invasion with RPG is a quite common combination with UT2004 and it might become common for UT3 as well. I don't like having to maintain 3 different versions of BattleRPG to keep it compatible with Galtanors invasion or UT3 Invasion, but sometimes you have to settle for what works best.

I've just updated to 0.9.6 which adds some of the stuff people wanted. The gui display of wave/monsters and the configurable radar (although net play isn't supported in it yet.)

The readme has some developer documentation on how the scoreboard works and there's an example mutator that adds player ids that you can use as a base for seeing how it's structured. It's most likely more complex than how Galtanor did it for you, but this was designed to be a generic system anyone could alter with a mutator. (That and it's really easy to customize the scoreboard in UnrealED without having to change the code.)

I'm just really a purist, and putting anything in that isn't related to invasion seems like a hack to me. It's better to find a more generic solution because that typically opens up a lot more customizability and exapndability.


I understand your reasoning. The problem is that the current UT3 maps are not designed with invasion in mind. With your radar one has to waste a lot of time on "find the monster" where with Galtanor you can see where you have to go to find them. Making it configurable sounds like a good solution to me.

That's fair enough. This is why I'm working on the concept of map revealers and similar. For small DM maps, the radar is fine as it is because the ping covers 90% of the map. Need to see the rest? Walk a little.

For the larger Warfare maps, I want to make it so the vehicles come with extended radars and again deployable stations. It's just a gameplay element that needs to be solved. Just allowing the player to see all the monsters is the easy way out in my opinion.



Side note about 0.9.6:

I know you don't support custom weapons in your RPG mod and mine is now using some because I've reskinned some of the weapons to support custom team colors.

I did put one config option into the game mode to disable the custom weapons: bUseStandardWeapons. If this isn't used then I don't know what will happen to the sniper's rifle, link, or enforcers.

Kearin
01-11-2008, 10:54 PM
As an aside Battle, I was thinking.. Maybe you should find another way besides changing the PRI? What about other new game modes. Most game modes implement their own PRI and if you're overriding that, you're going to have to customer your mutator for every single gamemode you want to support... And they can't all be running on the same server since they'll need a different build of your mod.

BattleMode
01-12-2008, 04:35 AM
That's fair enough. This is why I'm working on the concept of map revealers and similar. For small DM maps, the radar is fine as it is because the ping covers 90% of the map. Need to see the rest? Walk a little. This is your opinion, other people (me being one of them) might have a different opinion on this. Being the author of your own software you can of course support only 1 aproach and accept that everyone who doesn't agree with you will use Galtanors Invasion instead. You could also consider to leave it up to the server administrators instead. E.g. I really hate classes in RPG and my own servers never had those. Yet I know a lot of people like them, so I intend to add them to BattleRPG anyway (as an option to server administrators).


As an aside Battle, I was thinking.. Maybe you should find another way besides changing the PRI? What about other new game modes. Most game modes implement their own PRI and if you're overriding that, you're going to have to customer your mutator for every single gamemode you want to support... And they can't all be running on the same server since they'll need a different build of your mod. Agreed. Unfortunately the problem is even bigger than that. BattleRPG also has a scoreboard, a player controller, etc. I am doing some research into this and hope UT3 1.2 will have some more hooks to make everything more compatible. (Just like I hope UT3 1.2 will get decent support for gametypes, since the game browser does not really work very well with them).

So yes this has my attention (have done some experiments with alternatives to the PRI already) but for a total solution we also need some UT3 improvements.

BTW I do not intend to support gametypes beyond Invasion (unless someone makes something completely amazing), I only actively support Invasion because RPG+INV is a very popular combination for UT2004 and I noticed several UT3 RPG+INV servers are popping up now as well. Maintaining 3 versions of BattleRPG is no fun and has all kinds of side effects I do not like.


I'm just really a purist, and putting anything in that isn't related to invasion seems like a hack to me. It's better to find a more generic solution because that typically opens up a lot more customizability and exapndability. I disagree with you on RPG having nothing to do with Invasion. It is a natural and very common combination. I understand your drive to make something perfect from a technological point of view (being a developer myself) but you could consider not to over-do that. Time is very valuable, and there also is a practical side to these things. You risk making it too complicated resulting in not achieving the goals you have set for yourself.

BTW did you see the custom monster frostbyte made for your Invasion? (Frostbyte is also the one who adapted BattleRPG to work together with UT3 Invasion and Galtanors invasion.)

Kearin
01-12-2008, 05:29 AM
This is your opinion, other people (me being one of them) might have a different opinion on this. Being the author of your own software you can of course support only 1 aproach and accept that everyone who doesn't agree with you will use Galtanors Invasion instead. You could also consider to leave it up to the server administrators instead. E.g. I really hate classes in RPG and my own servers never had those. Yet I know a lot of people like them, so I intend to add them to BattleRPG anyway (as an option to server administrators).

I never outright barred having it be a configurable option. I've already started laying some of the foundation for doing it, the only real problem left if to implement replication of all actor position/rotations.

It really will be interesting to see the performance of this on large maps with a lot of monsters now that you're requesting positions always be updated to client. It's about 14 bytes of data per object on the radar times the rate per second, I wonder how this will impact network games. I can see why the original radar conviniently stopped at the normal relavency limit of actors.

That aside, I'll still give it a go and let the servers decide for themselves. This probably won't support net play until .7 or .8.


BTW I do not intend to support gametypes beyond Invasion (unless someone makes something completely amazing), I only actively support Invasion because RPG+INV is a very popular combination for UT2004 and I noticed several UT3 RPG+INV servers are popping up now as well. Maintaining 3 versions of BattleRPG is no fun and has all kinds of side effects I do not like.

It seems that if you designed your system to support any game type from the beginning you would have avoided a lot of pain. I know it would have meant working around not having your own RPG PRI and RPG PlayerController, but Mysterial did this and it worked flawlessly with most game modes, without the need for custom builds.

And I've seen the code. Personally I loath preprocessors and believe their use should be minimized. It was almost painful when I saw it in unrealscript.


I disagree with you on RPG having nothing to do with Invasion. It is a natural and very common combination. I understand your drive to make something perfect from a technological point of view (being a developer myself) but you could consider not to over-do that. Time is very valuable, and there also is a practical side to these things. You risk making it too complicated resulting in not achieving the goals you have set for yourself.

There's always a general solution and I've already implemented it. So the time is already invested and I'm content with the result. If you don't want to write the hook yourself I can do it; it'll take 5 minutes for me. The benefit of knowing the system.

As for acheiving my goals, this is a project I'm doing because I had ideas on how I'd expand invasion if given the chance. UT3 was perfect since there was no invasion, so this is really just implementing the ideas I came up with. If others find them interesting or entertaining that's great, if they don't, I tried. I believe I can make something better though than just a rehash or trimmed down version of the old.


BTW did you see the custom monster frostbyte made for your Invasion? (Frostbyte is also the one who adapted BattleRPG to work together with UT3 Invasion and Galtanors invasion.)

I saw a thread on this but was there a download for it? I wouldn't mind playing around with it.

BattleMode
01-12-2008, 07:57 AM
It really will be interesting to see the performance of this on large maps with a lot of monsters now that you're requesting positions always be updated to client. It's about 14 bytes of data per object on the radar times the rate per second, I wonder how this will impact network games. I can see why the original radar conviniently stopped at the normal relavency limit of actors. Good point, with Galtanors invasion it seems to work so far, but games have been relatively small so far. Making it configurable will allow administrators to figure out what works best.


It seems that if you designed your system to support any game type from the beginning you would have avoided a lot of pain. I know it would have meant working around not having your own RPG PRI and RPG PlayerController, but Mysterial did this and it worked flawlessly with most game modes, without the need for custom builds. Mysterials aproach has advantages and disadvantages and there are a lot of mutators incompatible with Mysterials RPG version. Just like you could perhaps have build around the standard PRI and PlayerController, but chose not to do that, I made a similar choice. E.g. Galtanor does not have a custom PlayerController and that made connecting it with BattleRPG a bit easier. So I understand the advantages of not subclassing PRI and PlayerController very well. But I think you also understand the advantage of subclassing them, otherwise you would not have done that yourself in UT3 Invasion. I have some research on my to do list to investigate alternative solutions, so future versions of BattleRPG might be different.


And I've seen the code. Personally I loath preprocessors and believe their use should be minimized. It was almost painful when I saw it in unrealscript. Agreed.


There's always a general solution and I've already implemented it. So the time is already invested and I'm content with the result. If you don't want to write the hook yourself I can do it; it'll take 5 minutes for me. The benefit of knowing the system. It's not a matter of not wanting to do it, I think it will improve the game for the players so I certainly want to do it. But I would highly appreciate you to spend those 5 minutes to do it for me.


I believe I can make something better though than just a rehash or trimmed down version of the old. I have a roughly similar aproach. There are a lot of things I do different from previous RPG mutators for all kinds of reasons.

But I have to admit my priority is mostly "what would the player like" and "what would the server administrator like" so that is where most of my improvements compared to previous RPG mutators are aimed at. I have given wide compatibility a lower priority. This doesn't mean I do not intend to address it (if possible without sacrificing the player or administrator experience) but I have give those other things a higher priority. In part this is also because I hope (one can always dream) UT3 1.2 will provide better solutions for things like overriding panels in scenes and extending playercontrollers.


I saw a thread on this but was there a download for it? I wouldn't mind playing around with it. Frostbyte did send me this link: http://hosted.filefront.com/bbradshaw71

Interesting discussion BTW. I always learn the most from people with a opinion different from my own.

Kearin
01-12-2008, 01:23 PM
Good point, with Galtanors invasion it seems to work so far, but games have been relatively small so far. Making it configurable will allow administrators to figure out what works best.

Mysterials aproach has advantages and disadvantages and there are a lot of mutators incompatible with Mysterials RPG version. Just like you could perhaps have build around the standard PRI and PlayerController, but chose not to do that, I made a similar choice. E.g. Galtanor does not have a custom PlayerController and that made connecting it with BattleRPG a bit easier. So I understand the advantages of not subclassing PRI and PlayerController very well. But I think you also understand the advantage of subclassing them, otherwise you would not have done that yourself in UT3 Invasion. I have some research on my to do list to investigate alternative solutions, so future versions of BattleRPG might be different.

Not to be pompous, but I believe Game Modes and Mutators are at different levels. It makes sense for Game Modes to override these things, hence why they're actaully overridable in the game mode classes themselves. ;) It's a bit expected here. Honestly I would have added an extendable PRI list to the original PRI so mutators could have tacked on their own sub data, but that's not here. The way Mysterial used Inventory in the past was a cheap but convenient alternative. The only problem with UT3 is that Controllers no longer have inventory, only pawns. Makes it a bit difficult when the player dies.



It's not a matter of not wanting to do it, I think it will improve the game for the players so I certainly want to do it. But I would highly appreciate you to spend those 5 minutes to do it for me.

I have some things to take care of today, but I'll whip it up sometime and post a link.


But I have to admit my priority is mostly "what would the player like" and "what would the server administrator like" so that is where most of my improvements compared to previous RPG mutators are aimed at. I have given wide compatibility a lower priority. This doesn't mean I do not intend to address it (if possible without sacrificing the player or administrator experience) but I have give those other things a higher priority. In part this is also because I hope (one can always dream) UT3 1.2 will provide better solutions for things like overriding panels in scenes and extending playercontrollers.

I'm trying to strike a balance between what player's would like and new small changes players haven't seen. Mostly on the front I've copied Invasion to the regular user, aside from a few user commands to control the new radar and toggle hud elements. To the developer I've made a highly customizable set of subsystems that I hope they'll take advantage of. If no one else does, I expect UT3 to last for at least 3 years so I've at least given myself the tools to keep making small updates and special features for it for the future. (Another example of random things I'd like to do: I was playing with the music manager last night, because I added a playercustommusic method, and am already thinking of some Final Fantasy music on rpg level up and on victory.)


Frostbyte did send me this link: http://hosted.filefront.com/bbradshaw71

Going to check it out. I've just started trying to get the textures coordinates working on my first monster. Hopefully I can straighten that out and try animating him soon.


Interesting discussion BTW. I always learn the most from people with a opinion different from my own.

It's a positive. I believe we both definitely have uniquely different development styles. ;)

FLIPINOM4D
01-12-2008, 01:35 PM
will it be PS3 compatible?

Kearin
01-12-2008, 01:42 PM
will it be PS3 compatible?

There's been a lot of discussion about trying to make invasion work on the PS3. Unfortunately, the toolset does not seem capable of porting and using all the necessary components. Sounds definitely do not work, extra meshes for monsters seems questionable at best, custom huds same.

In short I think those of us working on these mods are still investigating them, but the initial research is a bit negative at the moment. I hope we can at some point, but it will probably be some time.

[l<eTakLa>l]
01-12-2008, 04:52 PM
Thanks for that mod,
Will wait for an Agent Smith model to make a matrix style invasion :D

BattleMode
01-12-2008, 06:12 PM
Not to be pompous, but I believe Game Modes and Mutators are at different levels. LOL, so "the rules" apply to me but not to you. Thats funny. But seriously, I think it is the other way around. Due to the not so good support for new game types by UT3 (e.g. server browser problems), it would be much smarter to develop Invasion as a mutator for the DM and/or TDM game types (or every gametype). That way everyone could use the standard UT3 browser to find Invasion servers and play on them. Currently Invasion servers are very hard to find for regular players and that makes them less popular than they should be. I get up to 32 players almost every day with Warfare BattleRPG, I am quite sure that would not have been possible with a gametype not supported by the standard server browser.


I have some things to take care of today, but I'll whip it up sometime and post a link. Thank you.


It's a positive. I believe we both definitely have uniquely different development styles. ;) Jup :D.

And I can be pompous too, my servers this evening:
http://bigbattleservers.com/downloads/3outof4.jpg :D

D4rkW4rr10r
01-12-2008, 06:18 PM
There's been a lot of discussion about trying to make invasion work on the PS3. Unfortunately, the toolset does not seem capable of porting and using all the necessary components. Sounds definitely do not work, extra meshes for monsters seems questionable at best, custom huds same.

In short I think those of us working on these mods are still investigating them, but the initial research is a bit negative at the moment. I hope we can at some point, but it will probably be some time.

models and textures do work. I cooked RipperLite and Jetpack and both custom models show up in the game.
I tried to cook your Invasion mod as well but the cooker crashed.

Kearin
01-12-2008, 06:43 PM
LOL, so "the rules" apply to me but not to you. Thats funny. But seriously, I think it is the other way around. Due to the not so good support for new game types by UT3 (e.g. server browser problems), it would be much smarter to develop Invasion as a mutator for the DM and/or TDM game types (or every gametype). That way everyone could use the standard UT3 browser to find Invasion servers and play on them. Currently Invasion servers are very hard to find for regular players and that makes them less popular than they should be. I get up to 32 players almost every day with Warfare BattleRPG, I am quite sure that would not have been possible with a gametype not supported by the standard server browser.

It's not that the rules apply to me and not you. It's just that they're in my favor. :P First, Invasion is a game mode, it has its own rules. It's not a something where you just randomly spawn monsters in the middle of a normal game. Monsters in Warfare? Monsters in CTF? While novel, that's not Invasion. Invasion really is a game mode. As for the rules, the rules are Game Modes have the overrides for making their own Controllers, ReplicationInfo, etc. Since everything is public mutators can by all means replace them, but the path for a game mode is much more natural than a mutator. ;p

As for the standard browser, yes, this sucks. Oddly enough though, I selected Invasion and actually had a server appear in my game list. Odd thing was it was running bombing run. So there is something allowing them to list, either that or some majors bugs in the Epic server browser.

I hope they fix this in a patch so we can list custom game modes. Having to write our own server browser is insane.


models and textures do work. I cooked RipperLite and Jetpack and both custom models show up in the game.
I tried to cook your Invasion mod as well but the cooker crashed.

Bleh, that's about my experience to get it working. Could you give me a hand understanding the process D4rk? I have two packages UTGamePlus.u and UTGamePlusContent.upk. How do I cook these and combine these into a single mod package? (And did you find a work around for sound? Because the doc says that's impossible.)

D4rkW4rr10r
01-12-2008, 07:04 PM
well it is as the following:

To cook your two files into one package you need to put the "UTGamePlus.u" file into here:

"x:\documents and settings\<your username>\My Games\Unreal Tournament 3\UTGame\Unpublished\CookedPC\Script"

and your "UTGamePlusContent.upk" file into here:

"x:\documents and settings\<your username>\My Games\Unreal Tournament 3\UTGame\Unpublished\CookedPC"

then open "UnrealFrontend", select "PS3" as "Platform" and input "UTGamePlus" into the "Maps" field, select "Game type" as "Mod type", "North America" as "PS3 game version" and make sure "Packages has changed" is checked and the other two things ("Cook Final Release script" and "Full recook") are unchecked.
As "Language" choose "int" then click "Cook".
Then u need to input a name for ur mod. Input "UT3InvasionPS3"

Normally it would now cook everything into one package and create some support files.
Then it would ask you to edit a "PS3-UTGame.ini" file.
And then it would ask you where u want to save ur final mod file ("USERDATA.JAM").

But when I cook ur mod the cooking process fails and I get an "UT3.exe has diagnosted a problem and must be terminated" message.

PS: U might wanna check out my PS3 mutator cooking tutorial (http://gearsforums.epicgames.com/showthread.php?t=597917)

BattleMode
01-12-2008, 07:15 PM
but the path for a game mode is much more natural than a mutator. ;p I think with a bit of clever hacking it should be possible to do a real invasion game as a mutator (with some server actors), allowing players to find it with their standard server browser. But perhaps we should agree to disagree on this.


As for the standard browser, yes, this sucks. Oddly enough though, I selected Invasion and actually had a server appear in my game list. Odd thing was it was running bombing run. So there is something allowing them to list, either that or some majors bugs in the Epic server browser.

I hope they fix this in a patch so we can list custom game modes. Having to write our own server browser is insane. Yep, this is why I stay away from custom gametypes until they fix this. I want people to be able to actually play with the things I build. I have some gametype like stuff lying around here collecting dust until they solve this.

BTW I don't think fixing the custom game modes is enough because that still requires the client to be aware of the new gametype. I noticed the bombing run as well, its quite weird, whatever they do to get listed there should be copied by everyone :).

The solution is simple. The server browser should either have a "list ALL gametypes" and/or a "list other gametypes" option. Problem solved. Until then, gametypes will have a very hard time.

The UT3:// hyperlinks not working is not helping matters either BTW.

Will you please let me know when you have completed your magic 5 minutes on my "show RPG Level" addition?

Kearin
01-12-2008, 07:57 PM
I think with a bit of clever hacking it should be possible to do a real invasion game as a mutator (with some server actors), allowing players to find it with their standard server browser. But perhaps we should agree to disagree on this.

I have a way in mind of how to get listed as another game type without being a mutator. It'll be such a hack though and I'll feel dirty after doing it. I might try it anyways.


Will you please let me know when you have completed your magic 5 minutes on my "show RPG Level" addition?

It's already done. Check your messages. ;p

BattleMode
01-13-2008, 08:38 AM
I have a way in mind of how to get listed as another game type without being a mutator. It'll be such a hack though and I'll feel dirty after doing it. I might try it anyways. Getting it listed in the server browser would be great.

BattleMode
01-23-2008, 05:57 AM
Any new developments yet? E.g. more monsters, the radar enhancements we discussed.

And a request, I noticed you multiply all scoring by 10. Would it perhaps be possible to make this configurable? I would prefer a more standard scoring system myself.

Kearin
01-25-2008, 06:48 PM
Sorry for the long delay. I've actually been in the middle of a lot of development around the monster related classes (AI, Animation, Weapons beyond just using the normal weapons). This really has been a massive undertaking as I've found numerous issues with UT3. Animation not replicating in UTPawn, no more server packages making downloading monster packs a bit difficult, etc.

My primary focus has been on the monsters for the time being. I will focus on the radar again after that. With some help from AE][Bananna_manuk the first simple monster is on the server. It's just a little dragonfly similar to the manta, but it works and animates (mostly, I need to redo my animation framework to fix a couple bugs.)

As for the scoring, that's a simple enough thing to make configurable. I'll put that on the todo for the next release when I include some monsters and all the base classes for more rapid development of new monsters.

BattleMode
01-25-2008, 08:58 PM
My primary focus has been on the monsters for the time being. Cool!

I played on your server a little while. Some feedback:
- the fly is neat, looks very promising
- if you kill the fly it goes away very fast (much faster that e.g. the Goo guy), perhaps it should stay a little longer
- that Radar noise is really anoying
- perhaps you could add the number of left lives to the hud, so you don't need to F1 to find out how many lives you have left
- that radar really needs long range (like Galtanor's) e.g. a map like Gateway is a disaster with the current one; I know the original Invasion radar is the same as yours, but most UT3 maps have not been designed with Invasion in mind; I you are worried about network traffic simply reduce the update speed if there are a lot of objects
- two times I got a frozen fly I could no longer kill, unfortunately I failed at making a screenshot of that

Kearin
01-25-2008, 09:07 PM
Cool!

I played on your server a little while. Some feedback:
- the fly is neat, looks very promising
- if you kill the fly it goes away very fast (much faster that e.g. the Goo guy), perhaps it should stay a little longer
- that Radar noise is really anoying
- perhaps you could add the number of left lives to the hud, so you don't need to F1 to find out how many lives you have left
- that radar really needs long range (like Galtanor's) e.g. a map like Gateway is a disaster with the current one; I know the original Invasion radar is the same as yours, but most UT3 maps have not been designed with Invasion in mind; I you are worried about network traffic simply reduce the update speed if there are a lot of objects
- two times I got a frozen fly I could no longer kill, unfortunately I failed at making a screenshot of that

The fly is really just a test monster as I set up the framework for monsters coding. Actually found an interesting bug in that the UT AI just couldn't handle monsters with PHYS_Flying.. Had to code around that.

Seems like I'm heading down a customizable hud interface, which is fine by me. I like options. The wave and monsters left are hud elements you can configure to show and hide. (hud show/hide element command) I can easilly add another one for lives and others things players are interested in. I just need to make them all stack nicely to one side.

I have some ideas for implementing radars with longer range. I haven't forgotten about it. I'll probably just have a low refresh and use simulation on the clients. Unfortunately this is low priority as getting monsters up and running is front and foremost for me.

And yeah, there's still a couple of /bugs/ (that's a bad pun) to work out. I know the bugs can get stuck together if they fly too close because of some hit cylinder issues. Hopefully I can figure these out soon.

BattleMode
01-26-2008, 06:16 AM
A question, I noticed some of your monsters seem to be shrinked player models. Would it also be possible to shrink the player (I am thinking about a dwarf ability for RPG)? I would like to know how you did the shrinking if you don't mind sharing that information.

bushbomb
01-26-2008, 01:41 PM
I pm'd you code I use to change monsters/players mid-game to be smaller, seems to work correctly.

Kearin
01-26-2008, 02:13 PM
A question, I noticed some of your monsters seem to be shrinked player models. Would it also be possible to shrink the player (I am thinking about a dwarf ability for RPG)? I would like to know how you did the shrinking if you don't mind sharing that information.

The code I'm using (which is part of my own Pawn class) is:



function SetSize(float fScale, optional bool updateMovementSpeed = false) {
local float oldCollisionRadius;
local float oldCollisionHeight;
GetBoundingCylinder(oldCollisionRadius, oldCollisionHeight);
SetCollisionSize(oldCollisionRadius * fScale, oldCollisionHeight * fScale);
SetDrawScale(fScale);
SetLocation(Location);
BaseTranslationOffset = default.BaseTranslationOffset * fScale;
HeadOffset = default.HeadOffset * fScale;
HeadRadius = default.HeadRadius * fScale;
HeadHeight = default.HeadHeight * fScale;
if (updateMovementSpeed) {
JumpZ = default.JumpZ * fScale;
GroundSpeed = default.GroundSpeed * fScale;
WaterSpeed = default.WaterSpeed * fScale;
AirSpeed = default.AirSpeed * fScale;
MaxFallSpeed = default.MaxFallSpeed * fScale;
BaseEyeHeight = default.BaseEyeHeight * fScale;
Mass = default.Mass * (fScale * fScale);
if (fScale == 1.0) {
bCanCrouch = true;
} else {
bCanCrouch = false;
}
}
}


It works well enough for the most part. Now and then I notice a little glitching. This is one reason I disabled crouch because that has a habit of resetting the collision volume on the player which results in tiny players walking on air.

BattleMode
01-27-2008, 07:16 AM
The code I'm using is: Thank you!

BattleMode
02-06-2008, 03:25 AM
Any news?

...............

Death Dream
02-06-2008, 10:32 AM
My company has your page where you linked the screenshots to blocked lol

~Death Dream~

Kearin
02-16-2008, 04:56 AM
Sorry for the long delay. Real life has finally caught up with my and I've had to scale back the efforts on this. :(

Unfortunately I have only modest progress on the monster work I've been doing. I do have the melee weapons working and they hook back to character animations on the monsters for performing things like bite/punch/claw. That's just a framework though. I need monsters that actually use them and currently there's only this little lizard predator thing I've been making that exist in three flavors. Additionally I've done some work on AoE type weapons for monsters which translates to things like breath attacks. Got that working with residual effects. (IE Something like the Pyro type burning from TF2)

The main issues I have right now are still getting new content for the monsters and I'm fighting some difficult AI issues to make the monsters more intelligent, especially when they're custom sizes and can fly. Seems like I just keep running into one issue after another in the UT3 code which is unfortunate.

I hope to have an update soon. At the very least my new critter and some of the AI tweaks to make him less retarded. I do have the configurable scoring stuff done as well, since that was an easy one. I still need to add the lives remaining hud element and the complete radar view.


Also, that sucks Death. Hopefully you can view them at home. :P

BattleMode
02-17-2008, 08:06 PM
and the complete radar view Me happy :D.

recalesence
02-19-2008, 03:44 AM
I've Got a Problem here... A Few actually.

First and Formost,

The game type is selectable

It launches after picking a map

However.. after fully loading, the loadscreen does not go away.

I can hear the chat bar + typing sound so I know the game is loaded.

Just to make sure it wasnt my install I tried the Stock Game types and they worked.

Now for the other problems, Its been years since I installed my last mutator.

It may have something to do with how you're expecting people to install this gametype.

The archive has no file structure as I can tell, I tried just extracting UTGame in the rar to UTGame in users/username/documents/mygames/ut3/ But it wants to replace and not merge.

Their is a folder already where you want me to put this one that has 5 or 6 folders with sub files in it, so your instructions "copy this folder here" is either wrong or does not elaborate that a person would have to copy paste each file in each sub file into the c:/users/.../ut3/utgame

So to install your mod I had replaced the folder..

Also, the install directions.. burried in a big scrolling context of a huge readme txt file jammed full of stuff that seems unrelated to what i wanted to download (Invasion gametype)..

I'd love it if you could make the install instructions in your OP and the rar file Extract to said folderplacing all sub files in the approprate subfolders..

Am I just way off on a Tagent here?
can anyone spot what i've done wrong or able to colaberate my findings and have any fixes/workarounds?

This is the one game mode I bought ut3 for, just to find out it didnt come with it. You could imagine how pissed I was, now to be presented with this treat just to have it not work :(

Halp.

Kearin
02-19-2008, 10:02 PM
I've Got a Problem here... A Few actually.

First and Formost,

The game type is selectable

It launches after picking a map

However.. after fully loading, the loadscreen does not go away.

I can hear the chat bar + typing sound so I know the game is loaded.

Just to make sure it wasnt my install I tried the Stock Game types and they worked.

Now for the other problems, Its been years since I installed my last mutator.

It may have something to do with how you're expecting people to install this gametype.

The archive has no file structure as I can tell, I tried just extracting UTGame in the rar to UTGame in users/username/documents/mygames/ut3/ But it wants to replace and not merge.

Their is a folder already where you want me to put this one that has 5 or 6 folders with sub files in it, so your instructions "copy this folder here" is either wrong or does not elaborate that a person would have to copy paste each file in each sub file into the c:/users/.../ut3/utgame

So to install your mod I had replaced the folder..

Also, the install directions.. burried in a big scrolling context of a huge readme txt file jammed full of stuff that seems unrelated to what i wanted to download (Invasion gametype)..

I'd love it if you could make the install instructions in your OP and the rar file Extract to said folderplacing all sub files in the approprate subfolders..

Am I just way off on a Tagent here?
can anyone spot what i've done wrong or able to colaberate my findings and have any fixes/workarounds?

This is the one game mode I bought ut3 for, just to find out it didnt come with it. You could imagine how pissed I was, now to be presented with this treat just to have it not work :(

Halp.

Sorry about the headache. I probably went to specific in the readme for developers rather than the average user. I will split out the topics in future releases and include better installation instructions. :/

The problems you're having sound like the files are not in the correct locations. I'm not sure why you're not seeing a directory structure in the zip file. I tried downloading the one I posted and it appears to have the correct structure when I view it. Here's where the files should go though:

UTGame\Config\UTGamePlus.ini
UTGame\Config\UTInvasion.ini
UTGame\Config\UTMapSettings.ini
UTGame\Localization\INT\UTGamePlus.int
UTGame\Published\CookedPC\UTGamePlusContent.upk
UTGame\Published\CookedPC\Script\UTGamePlus.u

Typically you can move and when it says replace it should just mean "replace any files in the destination with the copies from the source." Meaning it should leave all the files you have there in place and only overwrite the new files from the UTGame folder in my package. I'm running Vista and it works that way for me. The other more difficult way is to manually copy the files into their correct locations.

I hope this helps you.

As a side note/issue. I haven't gotten a versioning system in place so if you were to attempt to connect to my test server after installation the current release, you will most likely experience issues connecting. You would need to clean out your copy to connect.

recalesence
02-22-2008, 07:07 PM
Ah yes, it was files in the wrong place, doh.

Thanks for the quick reply!

Oh, also idk if anyone else brought this up, but at the next wave, if you have more then 100 health it gets lowered to 100.

Kearin
02-22-2008, 07:46 PM
Ah yes, it was files in the wrong place, doh.

Thanks for the quick reply!

Oh, also idk if anyone else brought this up, but at the next wave, if you have more then 100 health it gets lowered to 100.

D'oh. That was a dumb one. I was giving two healthpacks on wave change but I maxed it at healthmax. I didn't check to see if players were already above that though. Thanks for the catch!

deejay2deejay
02-24-2008, 03:52 PM
1. Im using 1.2 version of the game. Map (from right corner) doesn't work with Action Cam.
2. If i use action cam, 1st i don't c my character, i gotta use feign death button, to make character visible. Gotta do this every time i die.

BattleMode
03-22-2008, 04:02 AM
Any progress or news on a new version?

Cyzmyass
03-27-2008, 05:46 AM
Thanks for making the mod, i like to configure my own monsters weapons, hp, size, speed etc and this looks very configurable :)

Only problem is that instagib does not work, same with galtanor version, monsters run around with no weapons since all weapons are removed from the game, would be great if you could fix this.

simonmaltby
04-19-2008, 12:57 PM
Hiya... like many i was delighted to find this mod.

I have an issue and cant run things, can you assist.
I'm UK and my version should be normal as it goes on as English US

Anyway... i copied all the files over from the zip however...
you have a section that goes to
...UT3Invasion\UTGame\Published\CookedPC
My install (and i have reinstalled to check) does not have a UTGame\Published folder, it has UTGame\CookedPC.

I have tried copying to UTGame\Published\CookedPC
I have tried deleting that and copying the files into the UTGame\CookedPC folder and taking the file in the script folder into the route cookedPc folder.

No mater what i do when i run the game, i see Invasion :), but as soon as i start the game UT3 just hangs on the loading screen and i have to ctrl alt del to get out.

Any help would be very greatfully recieved.

Kennidi
05-23-2008, 01:08 PM
Any news about the MOD. Or ist it dead?

vortexbubbles
07-09-2008, 06:47 AM
Yeah is the mod still active>? it provides great promise and to be honnst Galtanor's Invasion v.15 doesn't quite cut it becuase i find myself missing the old monsters....

Dragonshadow
07-24-2008, 04:15 PM
Any news on this? Did the creator quit or what?

Paintball
08-19-2008, 01:49 PM
Any news on this? Did the creator quit or what?

Be careful when downloading a mod from Kearin. Kearin is well known for putting code in his work that allows him/her to login as admin on whatever forum runs his/her mods.

coolcat22
08-19-2008, 03:38 PM
cool thanxs for tell us but how do you no

Charybdis
09-01-2008, 06:52 PM
Be careful when downloading a mod from Kearin. Kearin is well known for putting code in his work that allows him/her to login as admin on whatever forum runs his/her mods.

on whatever forum? what!?

yeah.. not sure you can write a ut3 gametype to mess up peoples forums...

Mystrina
09-18-2008, 10:26 AM
Any news on this? Did the creator quit or what?

In all likelihoods, yes. Last I asked, Kearin and the admins of the UT server this mod was based on, were all hooked into COD4.

Sadly, it also means the end of UT3 for me too.

We're still playing Invasion on UT2K4.

Thumbs down to Epic for not including Invasion as a built-in game mode.

[H3D]2Fast4U
09-21-2008, 05:26 PM
The latest webadmin does not work with Galtanors invasion. The map change in version 1.7 is not compatible with Galtanors Invasion. When going to change the map, the box has nothing to select.

BattleMode
09-22-2008, 04:19 AM
2Fast4U;25532819']The latest webadmin does not work with Galtanors invasion. The map change in version 1.7 is not compatible with Galtanors Invasion. When going to change the map, the box has nothing to select. You are posting this in the wrong thread, this is the right one: http://utforums.epicgames.com/showthread.php?t=590438

uno_chaos
05-05-2009, 06:18 PM
Sorry to bump this old thread, but I had to let you guys know.

Check out this very well coded and developed mutator at: http://www.rbthinktank.com/rbtt/

HO0815XX
05-05-2009, 09:09 PM
Sorry to bump this old thread, but I had to let you guys know.

Check out this very well coded and developed mutator at: http://www.rbthinktank.com/rbtt/

This mod has still a thread here:
http://utforums.epicgames.com/showthread.php?t=663380

Ess_Tales
11-28-2009, 09:38 PM
I played the RBTT Invasion for the ps3, and I thought that it was going to show up as a new gametype. great mod, especially how the game doesn't lag with so many things in the map.

realweapons v3 ftw

SPAS 12 rules this mod

FakeTruth
11-30-2009, 06:39 AM
I played the RBTT Invasion for the ps3, and I thought that it was going to show up as a new gametype. great mod, especially how the game doesn't lag with so many things in the map.

realweapons v3 ftw

SPAS 12 rules this mod

Wrong thread dude!
http://utforums.epicgames.com/showthread.php?t=663380