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  1. #81
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    I really hope to see a Monster Class rather then the normal that it already is, and I hope to see some traditional monsters. I feel like i'm playing Team Deathmatch against weird monsters rather then normal bots. That's about it. Honestly, even if they do not meet the "Graphical Standards" just place them in now and have them remodeled later. Or if you want to be picky, make two versions, one for "Graphical Standards" and one for the fun stuff.

    By the way, do us all a huge favor and when you do add the Monster Class rather then the other make sure it has support for the RPG mutator. That would be awesome. Thanks, and great job so far. Hope to see what I have suggested, and if not hope to see some great models so we can have something like what I suggested.

  2. #82

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    I hope it never becomes rpg invasion. worst idea ever. Pure invasion. we need bugs and mantas

    I think it definately needs a monster class when monsters are ready for it. that way monster specific code can be implemented and extended

  3. #83

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    Quote Originally Posted by Codeslave View Post
    I hope it never becomes rpg invasion. worst idea ever. Pure invasion. we need bugs and mantas
    I second that. Also, you forgot a very important creature, the deemer cows

  4. #84
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    Nononono. There already is an RPG Mutator, I just meant so that Mutator will work with this. And who the hell doesn't like RPG invasion? 0.o I loved it, and it's the only thing I played after awhile. LOL

  5. #85

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    I liked RPG to fool around in, but I lost interest after a bit because it was not very challenging, even at the lower levels. What sucked was when 99% of the inv servers decided to run that junk.

    Edit: I don't see why it wouldn't work, especially once monster classes were added. However, the RPG mutator will most likely need to be updated once we get a stable INV mut with all the goodies.

  6. #86
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    Quote Originally Posted by zidane01970 View Post
    I really hope to see a Monster Class rather then the normal that it already is, and I hope to see some traditional monsters. I feel like i'm playing Team Deathmatch against weird monsters rather then normal bots. That's about it. Honestly, even if they do not meet the "Graphical Standards" just place them in now and have them remodeled later. Or if you want to be picky, make two versions, one for "Graphical Standards" and one for the fun stuff.

    By the way, do us all a huge favor and when you do add the Monster Class rather then the other make sure it has support for the RPG mutator. That would be awesome. Thanks, and great job so far. Hope to see what I have suggested, and if not hope to see some great models so we can have something like what I suggested.
    NOW THAT, is what I meant.

    Just like Zidane and I said, take the original monsters, port them, and then make an option that let's you use better looking ones for people that like graphics or people that have higher end PCs.
    I want:Invasion-I want it to be EXACTLY like Invasion from UT2004, and I want the satore monster pack monsters included.Someone please make this.

  7. #87

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    We just spent a couple hours on this and here is what we have so far

    -On a map switch we lose our hud and ability to text chat
    - On the map switch when everyone died it would go to another map (after one switch)
    - after the switch no mapvote either
    - people cant join while a wave is in progress it makes them a spectator, then on next wave they dont join automatically
    this is all on a dedicated server

    Just giving some feedback if youd like it through email gimme a pm

  8. #88

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    Noticing 2 big things right now.

    1) We seem to be losing our HUD between map changes. Can't see crosshairs, health, chat window, anything.

    2) Unable to join late. Once the first person joins you have like 10 seconds to join or else you get stuck in spectator. Even when the next "wave" starts you stay in spectator. Map changes do not allow spectators to join either. You have to leave the server and rejoin right when the next map starts.

    Some smaller things as well. Stuff that can wait til later, but good to know.

    1)The menu does not show which "wave" you are on. Not even sure how difficult that one is gonna be.

    2)Actually, thats all for now. Keep up the good work! Cheers!

  9. #89
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    Quote Originally Posted by Mr.UglyPants View Post
    Is there a kill count?
    Yes, the game still keeps track of kill counts... I would like to do a custom scoreboard and put it on there. I removed it from the HUD just to clean it up, but I can add it back if you like.

    Quote Originally Posted by bushbomb View Post
    The monsters need to have their own class, similar to how they did in UT2004. If no one gets to it, I may sit down to at least coding part of the old invasion up from scratch, but I'm waiting for something like WOTgreal to step out of the Dev version for UT3 before I jump in too much. I could re-do UT2004 invasion easily in the old environment....still unfamiliar with all the restructuring of classes.
    Ahead of you bro. Monsters already have their own class for pawns, controllers, team AI, and squad AI.

    Quote Originally Posted by Codeslave View Post
    I hope it never becomes rpg invasion. worst idea ever. Pure invasion. we need bugs and mantas
    Done. My original intention is to remake the classic Invasion gametype. I will let others make the RPG version if they wish.

    Quote Originally Posted by zidane01970 View Post
    I really hope to see a Monster Class rather then the normal that it already is, and I hope to see some traditional monsters. I feel like i'm playing Team Deathmatch against weird monsters rather then normal bots. That's about it. Honestly, even if they do not meet the "Graphical Standards" just place them in now and have them remodeled later. Or if you want to be picky, make two versions, one for "Graphical Standards" and one for the fun stuff.

    By the way, do us all a huge favor and when you do add the Monster Class rather then the other make sure it has support for the RPG mutator. That would be awesome. Thanks, and great job so far. Hope to see what I have suggested, and if not hope to see some great models so we can have something like what I suggested.
    As stated, its not my intention to make the RPG version of Invasion. I would be happy to add support, but I will need to know what you require.

    As far as using the skeletons and krall as monsters... its a hack, really I would certainly like to add more monsters. I will have to see if it is possible to export the originals.

    I have a long weekend ahead... I will take a look at the bugs mentioned and see if I can get them fixed.

    Thanks everyone for being patient with me. I certainly want this to be a success and something everyone can enjoy.

  10. #90
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    Quote Originally Posted by Galtanor View Post
    Yes, the game still keeps track of kill counts... I would like to do a custom scoreboard and put it on there. I removed it from the HUD just to clean it up, but I can add it back if you like.



    Ahead of you bro. Monsters already have their own class for pawns, controllers, team AI, and squad AI.



    Done. My original intention is to remake the classic Invasion gametype. I will let others make the RPG version if they wish.



    As stated, its not my intention to make the RPG version of Invasion. I would be happy to add support, but I will need to know what you require.

    As far as using the skeletons and krall as monsters... its a hack, really I would certainly like to add more monsters. I will have to see if it is possible to export the originals.

    I have a long weekend ahead... I will take a look at the bugs mentioned and see if I can get them fixed.

    Thanks everyone for being patient with me. I certainly want this to be a success and something everyone can enjoy.
    Thank you for reading what I said. But what I meant was, BattleMode is creating a "RPG" Mutator. I do not know if his would work with the "Monster Class" if/when you get that implimented or not. I was not sure if that would require this to be edited, or his mutator.

    Honestly though, if you feel strongly that they are not good because of the graphics it still would be nice to see them in a "Pre-release" version. Overall, I am sure someone would remodel them anyway. xD

  11. #91
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    [QUOTE=Galtanor;25168252] I would certainly like to add more monsters. I will have to see if it is possible to export the originals.QUOTE]


    It's possible, just keep at it. Are you going to import a couple of different monsters, or all of them?

    IMPORTANT,LISTEN: If possible, can you make two different options for the monsters?

    Option 1:Classic monster skins:This would keep the nostalgia of the original Unreal, and keep FPS from dropping on lower end systems.

    Option 2:After you export the original Unreal monsters,( If you do, that is.)you can make a seperate set, which have the same animations, attacks, etc., but with new models and skins.

    Also Important!!: Monster Config. This is something I'd like to see, which lets you pick what monsters, how many, and how powerful each class is, for each individual wave.
    I want:Invasion-I want it to be EXACTLY like Invasion from UT2004, and I want the satore monster pack monsters included.Someone please make this.

  12. #92

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    [QUOTE=unrealfan;25168332]
    Quote Originally Posted by Galtanor View Post
    I would certainly like to add more monsters. I will have to see if it is possible to export the originals.QUOTE]


    It's possible, just keep at it. Are you going to import a couple of different monsters, or all of them?

    IMPORTANT,LISTEN: If possible, can you make two different options for the monsters?

    Option 1:Classic monster skins:This would keep the nostalgia of the original Unreal, and keep FPS from dropping on lower end systems.

    Option 2:After you export the original Unreal monsters,( If you do, that is.)you can make a seperate set, which have the same animations, attacks, etc., but with new models and skins.

    Also Important!!: Monster Config. This is something I'd like to see, which lets you pick what monsters, how many, and how powerful each class is, for each individual wave.
    I'm not sure what his plans are for this, but I don't think there would be a need for the two options. I think we should just use the classic monsters as place holders, and as people re-skin them we replace the old with the new. Same monsters, just better looking. Adding completely new monsters would be nice as well.

    As for that last part, check out sudvasion for ut2k4. We (Sudreal) are hopefully going to remake Sudvasion for UT3. We are trying to familiarize ourselves with the new tools right now.

  13. #93
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    thank you for your hard work with this

    cant wait to try it out. DLing now
    Taking mediocrity to all new levels of meh.

  14. #94
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    Quote Originally Posted by Galtanor View Post
    Ahead of you bro. Monsters already have their own class for pawns, controllers, team AI, and squad AI.
    Awesome, I'm up for testing anything you need, you got my support. I have a dedicated UT3 server just for testing. Send me a PM if you can use help testing or have msn messenger.

    Keep up the great progress, moving very quickly!
    www.DAWGA.com

    UT3 RPG Invasion Server up, hit F10, "open dawga.com:8888" to join

  15. #95
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    Quote Originally Posted by zidane01970 View Post
    Thank you for reading what I said. But what I meant was, BattleMode is creating a "RPG" Mutator. I do not know if his would work with the "Monster Class" if/when you get that implimented or not. I was not sure if that would require this to be edited, or his mutator.
    I like straight invasion as well as RPG invasion, but it really has to go like this:
    Invasion developed
    RPG developed

    I think he should continue all his work ignoring anything with the letters RPG
    Actually, to help this mod out, It would be nice if RPG banter was posted in a new thread to keep this one about his specific Mod, not "RPG invasion is Good, no it's BAD, no it's Good".

    RPG will need to be developed to fit On top of Invasion, not mixed with the invasion. He shouldn't need to do anything to "make" invasion work with RPG....Epic never did and it worked out great in UT2004. just my thoughts, don't bash me people.
    www.DAWGA.com

    UT3 RPG Invasion Server up, hit F10, "open dawga.com:8888" to join

  16. #96

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    great start for Invasion. I also made a script but i don't got a good editor for it... many errors in my Script .... WOTgreal isn't good for UScript3

    You can get my try of Invasion here:
    Invasion Script

    i tried to make it even more compatible to other Scripts. Also the Mutator creating is more comfortable using a Sub Mutator witch includes the functios like "MonsterSpawned", "NextWave" ... i think you should include this also. Also the GameRules handling should be more comfortable to UScript so new muts can handle Invasion.

    It's just an idea.

    you also can check this UT2k4 Server: ut2004://mistys-playground.homeip.net:7777 ... most of the monsters are made by me.... i'm also nut such a good modler but i know how to make scrpts. my monsters are using custom scripts. So maybe if you need some help you can ask

    would be creat if you could add the mutator and GameRules extras so in future it will be bit easier to create Invasion Mutators

  17. #97
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    Cool

    Quote Originally Posted by Ausbrecher View Post
    great start for Invasion. I also made a script but i don't got a good editor for it... many errors in my Script .... WOTgreal isn't good for UScript3

    You can get my try of Invasion here:
    Invasion Script

    i tried to make it even more compatible to other Scripts. Also the Mutator creating is more comfortable using a Sub Mutator witch includes the functios like "MonsterSpawned", "NextWave" ... i think you should include this also. Also the GameRules handling should be more comfortable to UScript so new muts can handle Invasion.

    It's just an idea.

    you also can check this UT2k4 Server: ut2004://mistys-playground.homeip.net:7777 ... most of the monsters are made by me.... i'm also nut such a good modler but i know how to make scrpts. my monsters are using custom scripts. So maybe if you need some help you can ask

    would be creat if you could add the mutator and GameRules extras so in future it will be bit easier to create Invasion Mutators
    You're not the only one. I've actually been working on my own version for a while and I think Druid is going to do one also. Unfortunately I didn't check online soon enough to see how many others wanted this mode back . Figures with such a popular gamemode.

    I liked your addition of events into your system so mutators can directly affect the invasion game Ausbrecher. In my system I was extending it by abstracting the concept of a wave. I'm hoping to add more kinds of waves besides just monster waves. (Boss waves, bonus waves, endurance waves.)

    As for the radar, I have that mostly working as an actor postrender right now. I should toss the code up as soon as I finish working out a couple of replication issues. Unfortunately all I have for monsters are just normal bots, until monster packs come out.

  18. #98
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    Quote Originally Posted by Kearin View Post
    You're not the only one. I've actually been working on my own version for a while and I think Druid is going to do one also. Unfortunately I didn't check online soon enough to see how many others wanted this mode back . Figures with such a popular gamemode.

    I liked your addition of events into your system so mutators can directly affect the invasion game Ausbrecher. In my system I was extending it by abstracting the concept of a wave. I'm hoping to add more kinds of waves besides just monster waves. (Boss waves, bonus waves, endurance waves.)

    As for the radar, I have that mostly working as an actor postrender right now. I should toss the code up as soon as I finish working out a couple of replication issues. Unfortunately all I have for monsters are just normal bots, until monster packs come out.
    Sounds awesome, are you going to use Unreal Monsters?
    I want:Invasion-I want it to be EXACTLY like Invasion from UT2004, and I want the satore monster pack monsters included.Someone please make this.

  19. #99
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    Horray a update :P

  20. #100
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    Quote Originally Posted by unrealfan View Post
    Sounds awesome, are you going to use Unreal Monsters?
    Actually, I'm not much for doing AI and stuff. :P I could probably rip the old monsters, but honestly... In UT3 they'd look like crap. I hope once the game mode is made that others will start making monster packs.

    Aside from that, all of us working on invasion should collaborate at some point. ;p It really doesn't make sense for there to be 20 different versions out there.
    Last edited by Kearin; 12-15-2007 at 03:00 AM.

  21. #101
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    Quote Originally Posted by Kearin View Post
    Actually, I'm not much for doing AI and stuff. :P I could probably rip the old monsters, but honestly... In UE3 they'd look like crap. I hope once the game mode is made that others will start making monster packs.

    Aside from that, all of us working on invasion should collaborate at some point. ;p It really doesn't make sense for there to be 20 different versions out there.
    ... Why do people keep saying that crap? Nobody cares if they don't look pretty, we want invasion, not Team Deathmatch named "Invasion"..

  22. #102
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    Is this Invasion working on any servers? If so do you have to download it before you join a server or will it come up on say DM server list & you can download it?

  23. #103
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    Looks good.
    But i`ll wait for the final version
    When you kill 6 people in Unreal Tournament 3 it's "Monster kill", In Quake III it's "Excellent", in Counter-Strike Source it's "Kicked by console".

  24. #104

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    Look for more info soon. Im setting up the official site for Galtanor, And my server will be running the latest and greatest.

    208.167.251.23:7777

    Codeslave

  25. #105
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    Default Version 003

    New Version is up... Links are in the first post.

    Version 003 Notes:
    Updates:
    . Fixed radarmap not working in network.
    . Added config float variable called "UpdateRadarRate" that specifies how often the radar map updates on a network game. (Since this involves replicating additional data.)
    . Fixed view changing to behindview on respawn.

    Hopefully fixed the following:
    . HUD disappearing on map switch.
    . Unable to join late (after the initial wave started). Map changes do not allow spectators to join

    The last 3 I really need someone to test. It seems to work on my test server, but my server is not on the internet where I can have other people join.

    Current Bugs
    . The menu does not show which "wave" you are on. Not even sure how difficult that one is gonna be. - reported by harrier_rada
    This may not be possible right now, the menu does not appear to support custom game settings. This may be fixed/changed in a later patch from Epic.

    . after the switch no mapvote either - reported by Codeslave
    I could not find any reason why the map switch would not come up, other then maybe I forgot to enable it in the ini file of that version of the game.

    . monsters look fugly in network -
    Still working on it... somewhere in the network code, the game is over writing the monster skin with a generic team skin.

    Other News
    I want to say a big Thank You! to CodeSlave, as he has generously donated hosting for a website. Once we get some content up, I will be posting the URL here.
    Also, someone, (I am not naming him yet, cause he has not made it public) has generously offered to see if he can make us some monsters. Hopefully we can make this a proper invasion gametype soon

  26. #106

    Thumbs up yay ! update

    downloading
    = Buffy The Jedi Knight =

  27. #107
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    Kickass, i'll give it a test. Never was a Invasion type of guy, but i think i could live with testing it.
    "Yes, BattleFront 2 looks cool. However, the ability to capture a command post is insignificant next to the power to capture an entire planet."

    Avid supporter of RuneStorms "Ballistic Weapons" mod.

    Project Leader of UT3Dom (Domination).

  28. #108
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    I have the 003 version up and running, will give it a try and let you know how it goes.
    www.DAWGA.com

    UT3 RPG Invasion Server up, hit F10, "open dawga.com:8888" to join

  29. #109
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    1 minor bug, very easy for you to fix. The Orientation on the Map needs to be rotated 90 degrees.

    It shows the monsters correctly, even as you walk around they're correct, the green FOV indication is good too. Here's how it is off:

    If I move Forward, the dot on the map moves left
    If I move Left, the dot on the map moves down
    If I move down, the dot on the map moves right
    If I move right, the dot on the map moves up

    so, lookin good, but it needs to be rotated 90 degrees so it lines up with your actual movement.
    www.DAWGA.com

    UT3 RPG Invasion Server up, hit F10, "open dawga.com:8888" to join

  30. #110

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    Ho yeah one of my fav mod back in UT3 !! i 'm just waiting for jailbreack now !! goodjob !

  31. #111
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    This new Invasion does show promise. I'll wait until it's past the beta phase before giving it a shot.

  32. #112
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    Default Version 004 ... doesnt seem like its been that long since the last one...

    Downloads in the first post have been updated.

    Version 004 Notes:
    Updates:
    . NO MORE FUGLY MONSTERS IN NETWORK!!!
    . Fixed the background of the Radar map not scrolling correctly.
    . Fixed the weapons not appearing in the HUD... dunno why that option got turned off.
    . Fixed the Number of Lives not updating on Network games.
    . Added an option that will port a monster/bot/player back to a starting location if they have not moved in a specified time period

  33. #113

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    Galtanor -- Quick question following up with the novel-length stuff I posted before...

    How is your end of match/game event set up? I think ideally you should want a generic "End Match" event that is normally called after wave 16, but can be configured to occur after a number of waves (or not at all -- in those cases an end match event would be triggered by a map trigger instead).

    It'd also be nice to have built-in triggers that happen on every wave so that mappers can hook into that and trigger events to happen on a wave basis.

  34. #114
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    Got 004 loaded up, I'll let you know what I find. It's listed in the server browser as:
    DAWGA.com Invasion Server

    if anyone else has time. I gotta wait til i'm off work.
    www.DAWGA.com

    UT3 RPG Invasion Server up, hit F10, "open dawga.com:8888" to join

  35. #115
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    Exclamation

    Quote Originally Posted by Galtanor View Post
    Downloads in the first post have been updated.

    Version 004 Notes:
    Updates:
    . NO MORE FUGLY MONSTERS IN NETWORK!!!
    . Fixed the background of the Radar map not scrolling correctly.
    . Fixed the weapons not appearing in the HUD... dunno why that option got turned off.
    . Fixed the Number of Lives not updating on Network games.
    . Added an option that will port a monster/bot/player back to a starting location if they have not moved in a specified time period
    Hi galtanor , first i wanna say i have big respect ,,that you started a invasion mod , this was the worst and most greedy/fast ut release ..they wanted to relase it fast for christmass to make $$

    Annyway after i installed 004 and started my dedicated server

    line look like this >

    Warning: Warning, Missing FloatProperty UTGame.UTPawnefaultMeshScale referenced by package 'GaltanorsInvasion'


    and after game start the whole serv crash ... 003 played the best for so far .. but the skins where buggy

    if i can provide anny logs etc ... to improve the mod or help you , pm me or reply to this post

    cheers

  36. #116
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    Quote Originally Posted by bushbomb View Post
    Got 004 loaded up, I'll let you know what I find. It's listed in the server browser as:
    DAWGA.com Invasion Server

    if anyone else has time. I gotta wait til i'm off work.
    Under what gametype?

    I'd like to try this in multiplayer.

  37. #117
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    Quote Originally Posted by msny View Post
    Under what gametype?

    I'd like to try this in multiplayer.
    Dedicated Team Deathmatch, DAWGA.com Invasion Server

    or hit F10 and type "open DAWGA.com:8888"
    www.DAWGA.com

    UT3 RPG Invasion Server up, hit F10, "open dawga.com:8888" to join

  38. #118

    Thumbs up Beta 4 in game shot


    looks like real Invasion game is back

    if someone killed by Monsters "??? is out" messege coming soon too ?
    = Buffy The Jedi Knight =

  39. #119

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    Quick question I have, are you possibly planning to implement a Fraghouse-esque version (set spawn point for monsters, players defend a space). This was my absolute favorite mod from ut2k4, I'd love to see it done again.

  40. #120
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    Let the FragHouse mod do it, i'm sure they will.
    "Yes, BattleFront 2 looks cool. However, the ability to capture a command post is insignificant next to the power to capture an entire planet."

    Avid supporter of RuneStorms "Ballistic Weapons" mod.

    Project Leader of UT3Dom (Domination).


 
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