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View Full Version : New INV RPG server online!



SavageDogg
08-24-2009, 01:21 PM
DW> Savage here to announce our new Monster Mash 3 server with custom mutator and RPG. Come check us out, it has been over a year into the making and it is looking awesome but we have much more planned including new never before seen monsters and all new classes of soldiers to choose from. Also play our new DM-INV-SlantyShanty Map which is loads of fast in your face fun (aiming may be an issue at 100+ miles per hour.) So, come see us at www.clandw.org or visit the new server at 8.12.69.230:7777...
It's called Death Warrants: Monster Mash 3!!! If you like us and you stick around you can join us in Vent which is always full of people willing to play!

I'll be posting screenshots soon! For now just check out this video at youtube: SlantyShanty! (http://www.youtube.com/watch?v=58ulgtr-14Y&eurl=http://www.clandw.org/forums/7/2976.html&feature=player_embedded)

coolcat22
08-24-2009, 04:44 PM
great server you got
have too lower my settings my pc cant handel it

FakeTruth
08-24-2009, 05:07 PM
Lol, did you put all the mods and mutators you could find on that server? :p
By the way, what are the changes on RBTTInvasion? Any bugfixes perhaps?

SavageDogg
08-24-2009, 11:08 PM
Lol, did you put all the mods and mutators you could find on that server? :p
By the way, what are the changes on RBTTInvasion? Any bugfixes perhaps?

Only the good ones and we added a few of our own. You will need to talk to our coders or maybe Fry will have some answers but we changed a lot! I just do custom meshes and monsters myself so I know very little coding and most of it is in Python for developing characters in Blender.

SavageDogg
08-24-2009, 11:11 PM
great server you got
have too lower my settings my pc cant handel it

Yea, it is a beast but loads of fun and the population is growing fast. We also have a few other things in the works so stay tuned. DW>Fry will be posting screenshots shortly.

DW_Fry
08-24-2009, 11:18 PM
Pretty much every mutator I could find that added any element to the game that I thought might be interesting :) Plus a few we had to come up with on our own.

Changes to RBTT include per-wave monster ratios (how many of each type spawn), monster damage, monster health, KillAllMonstersTime. Instead of monsters spawning on pathnodes, it can be configured per-map to use only blue UTTeamPlayerStarts for monsters, and UTVolumePathNodes for flying monsters (configured in MonsterTable). By default, maps use regular path node spawning. We also have per-monster score configurable for BattleRPG (DWRPG).

Plus we've integrated Galtanor's monsters into RBTT Invasion, and are also using Galtanor's radar HUD (just slightly more out of the way and less animation).

I know you'd fixed the bot issue with your code, but some of our edits made the bots return, so our system includes measures to keep them out, and remove any should they join.

Additions to the RPG include changing XP from integer to floating point, with XP display to the hundredths place. You also get more than 1 xp for killing each monster, as well as xp for damaging monsters. Vorpal, Null Entropy, and Energy weapons have been added, as well as a magic-capable SNOT Launcher.

DW Originals include the RPG Damage Display and variable-pitch hitsounds (more damage=lower pitch). SPAM Master, Engineer, and Vehcile Master classes let you spawn with special weapons, the ability to place Sentinels, or spawn vehicles.

FakeTruth
08-25-2009, 05:39 AM
Changes to RBTT include per-wave monster ratios (how many of each type spawn),
This was already in the original, you know. If you want a 2/10 ratio, you just add 10 monsters and 2 of them will be your special type. It might not be very straightforward, but it does work like that :p


monster damage, monster health, KillAllMonstersTime.
Those are all configurable and not hard-coded :p


Instead of monsters spawning on pathnodes, it can be configured per-map to use only blue UTTeamPlayerStarts for monsters, and UTVolumePathNodes for flying monsters (configured in MonsterTable). By default, maps use regular path node spawning.
This is also configurable, but I didn't add the option for UTVolumePathNodes.
Check this out: http://code.google.com/p/rbttinvasion/wiki/MakingMaps


We also have per-monster score configurable for BattleRPG (DWRPG).
Nice :)


Plus we've integrated Galtanor's monsters into RBTT Invasion, and are also using Galtanor's radar HUD (just slightly more out of the way and less animation).
So, did you change Galtanor's monsters to work with RBTTInvasion, or did you change RBTTInvasion so it works with Galtanor's monsters. I was thinking of making a modular spawn system that autodetects the kinds of monster or something, and then spawning it the right way :p


I know you'd fixed the bot issue with your code, but some of our edits made the bots return, so our system includes measures to keep them out, and remove any should they join.
It isn't fixed 100% but more like 80%-90%. I know it's easy to just code something in to kick all bots out, but that's not what everybody wants. Some people DO want to play with bots, and when they do they don't want them to screw up :( I'm not quite sure how to fix this...

Anyway, good job on the server and everything, I'll check it out someday! :D

DW_Fry
08-25-2009, 06:59 AM
I actually tried that at one point with the monster ratio, such as (1,1,1,1,1,1,1,1,1,2), but I'd still get just as many 1s as 2s. Hmmm.

The DW>Galtanor's Monsters port works kind of like this: The Galtanor's monster logic with all the custom code for the gibs and so fourth has been modularized by itself, separate from Galtanor's Invasion custom gametype.

When RBTT starts a wave, it checks to see if any of the monsters in the list for that wave are Galtanor's monsters. If there are, it starts the Galtanor's bot logic, then RBTT spawns monsters as normal. At the end of each wave, it checks to see if Galtanor's logic has been activated, and resets before the next wave if so.

So, right now RBTT and Galtanor's monsters can't coexist in the same wave... but that's not too bad. Still adds a variety to the monster set.

I understand your dilemma about the bots... since we're primarily custom coding for this particular server, we know we're not going to want bots on... but some people could.

We are, however, planning on releasing DW>RPG Damage Display as a standalone mutator. When you damage a monster, the amount of damage is splashed on the screen at a random location a certain distance away from where the shot landed. The numbers show up green to red as damage increases, and the numbers fade away as they rise upward above the enemy, RPG style.

Hey, great work on the Invasion mod! I loved Galtanor's, but it was just too buggy to put too much development into. Since BattleRPG was just on the brink of being primetime, as soon as RBTT came along it pushed it over the brink and made it possible to get some of the wacky custom stuff going that I was really hoping for.

SavageDogg
08-25-2009, 07:06 AM
I'll just make monsters :p

DW_Fry
08-25-2009, 07:09 AM
This is also configurable, but I didn't add the option for UTVolumePathNodes.
Check this out: http://code.google.com/p/rbttinvasion/wiki/MakingMaps


Just read this page... I see it says this was added in rev. 318... I think we both added this feature at about the same time :)

I told our other programmer ChocoCake that you'd asked if we'd found any bugfixes, and his comment was that the RBTT system is coded very well, and doesn't have too many bugs that he's found so far.

Just wanted to pass that on.

FakeTruth
08-25-2009, 09:43 AM
I actually tried that at one point with the monster ratio, such as (1,1,1,1,1,1,1,1,1,2), but I'd still get just as many 1s as 2s. Hmmm.
Strange, that must be a coincidence because it definitely works for me!


The DW>Galtanor's Monsters port works kind of like this: The Galtanor's monster logic with all the custom code for the gibs and so fourth has been modularized by itself, separate from Galtanor's Invasion custom gametype.

When RBTT starts a wave, it checks to see if any of the monsters in the list for that wave are Galtanor's monsters. If there are, it starts the Galtanor's bot logic, then RBTT spawns monsters as normal. At the end of each wave, it checks to see if Galtanor's logic has been activated, and resets before the next wave if so.

So, right now RBTT and Galtanor's monsters can't coexist in the same wave... but that's not too bad. Still adds a variety to the monster set.
Do you mean the squad and team AI? I think (read: I dunno) it's possible to spawn separate squad AI, but I don't think it's possible for teams.. well, anything is possible but I suppose it would need some work.


Hey, great work on the Invasion mod! I loved Galtanor's, but it was just too buggy to put too much development into. Since BattleRPG was just on the brink of being primetime, as soon as RBTT came along it pushed it over the brink and made it possible to get some of the wacky custom stuff going that I was really hoping for.
Thanks :D


I told our other programmer ChocoCake that you'd asked if we'd found any bugfixes, and his comment was that the RBTT system is coded very well, and doesn't have too many bugs that he's found so far.
Sweet. I wouldn't say it's programmed very well :o but I'm glad there aren't (m)any bugs.

You realise that the bots joining the game was 'fixed' in rev335 (http://code.google.com/p/rbttinvasion/source/detail?r=335) ? So you probably didn't even have that fix. If you click on the link you can see the changes I made, you could manually add them to your mutator if you find it nessesary

Here I made the wave manager modular: Rev 329 (http://code.google.com/p/rbttinvasion/source/detail?r=329)
This is a very important change, you probably want to add this: (and it's not much work) Rev 334 (http://code.google.com/p/rbttinvasion/source/diff?spec=svn334&r=334&format=side&path=/trunk/RBTTInvasion/Classes/RBTTInvasionMutator.uc) Just look at the highlighted areas

DW_Fry
08-25-2009, 07:21 PM
Those are all configurable and not hard-coded :p


Oh, I don't think I made the distinction... instead of Monster Health as a multiplier of the monster's default health, we're directly setting the amount of health for each monster.

DW_Fry
08-25-2009, 07:29 PM
[QUOTE=FakeTruth;26795730Do you mean the squad and team AI? I think (read: I dunno) it's possible to spawn separate squad AI, but I don't think it's possible for teams.. well, anything is possible but I suppose it would need some work.[/QUOTE]

I'm not entirely sure, I'll have to point Choco to this thread to have him tell you for sure, but I think it may be for both teams. That's why we ran into additional bot problems.

I'm pretty sure we did install your version that did fix the bot problem, but the Galtanor's hack we threw in created a /new/ bot problem (that has since been taken care of).

FakeTruth
08-26-2009, 04:56 AM
Okay


Oh, I don't think I made the distinction... instead of Monster Health as a multiplier of the monster's default health, we're directly setting the amount of health for each monster.

Just like with the infernal

[RBTTInvasion.RBTTInfernal]
PlasmaDamage=50.000000
PoundDamage=50.000000
MonsterHealth=5000.000000
You can set any monster's MonsterHealth through the ini

[RBTTInvasion.RBTTSlime]
MonsterHealth=1000.000000

There's also a variable HitDamage but for some reason I didn't declare that as configurable :o else that would be configurable as well lol

DW_Fry
08-27-2009, 10:06 PM
Oh nice, didn't know that would work with different monsters as well.

One advantage to specifying health and damage in the wave table is that a monster can make a return on a later wave in a more powerful incarnation.