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  1. #1
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    MUTATOR Released: BattleRPG P3 now with FULL ability management!

    The first completely operational RPG for UT3. Implements levels, experience, Mana and FULL ability management with abilities like weapon speed, vampirism and quick foot. It also has a custom RPG scoreboard, a custom RPG HUD, etc.

    Go to http://www.onsrpg.com/battlerpg.php for download (including full source code), a player manual, an administrator manual and a developer manual.

    Custom BattleRPG HUD with level, experience and Mana:


    BattleRPG menu where you can spend your hard earned RPG$ on abilities:


    BattleRPG enhanced schoreboard showing PPH, Deaths and RPG Levels of all players:

  2. #2
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    This plus invasion = woot!

  3. #3

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    I noticed approximately is spelled wrong in your screenshot above. Other than that, this should be awesome. RPG is always fun.

  4. #4
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    Quote Originally Posted by Eraysor View Post
    I noticed approximately is spelled wrong in your screenshot above. Other than that, this should be awesome. RPG is always fun.
    Oops, I will fix that in the next version. Thank you for mentioning it.

  5. #5
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    and your releasing the source code,
    only by seeing changes between versions you learn lots of things,

    man youre a BEAST!!!

    you deserve a price

  6. #6
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    Quote Originally Posted by r1esG0 View Post
    and your releasing the source code,
    Yes, all source code is included in the download (GPL V3).

    Quote Originally Posted by r1esG0 View Post
    only by seeing changes between versions you learn lots of things, man youre a BEAST!!! you deserve a price
    Thank you.

  7. #7

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    I just tried it out, and you're making great progress with it so far

    Just a few things though;

    - Abilities don't seem to kick in until you have died. Only notice with things like regen, resupply, but I guess it would apply to damage as well.

    -The way that you vamp and regen to 200 no matter what your max spawn health is kinda seems strange to me. Is it going to stay like that in the final version? And you also can't pick up vials/kegs with 200 health, dunno whether that was intentional or not.

    -The way that Weapon Speed,Damage Bonus/Reduction are now "abilites". Is it/will it be possible to some how still code them as an "ability", but make them a stat that you just put up like in UT2004RPG? And if that did happen, I assume that you would allow config for their caps. Actually, just realised that if I changed the max level of the ability in the .ini, so that does work as a cap. So maybe it will work with how it is.. Lol

    -Oh, and I don't think it would be too hard to code an option to toggle 'Mana' on or off? There's probably a few server admins out there that would see it as unfair, making the good players even harder to kill

    K there's my opinion on a few things. All that aside though, you're making great progress with it so far

  8. #8

    Thumbs up yay Menu !!!

    I can see menu by L key but there is no artifact to buy
    it empty is same RPG like UT2004 in Invasion ??
    thank you
    Last edited by BuffyTheSlayer; 12-25-2007 at 10:35 PM.
    = Buffy The Jedi Knight =

  9. #9
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    Quote Originally Posted by BuffyTheSlayer View Post
    I can see menu by L key but there is no artifact to buy it empty is same RPG like UT2004 in Invasion ?? thank you
    The game needs to be running, the menu is empty until you actually start playing. Yes this RPG is roughly similar to the UT2004 version.

  10. #10
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    Quote Originally Posted by Somelad View Post
    I just tried it out, and you're making great progress with it so far
    Thank you.

    Quote Originally Posted by Somelad View Post
    - Abilities don't seem to kick in until you have died. Only notice with things like regen, resupply, but I guess it would apply to damage as well.
    Yes that is correct, in part that is by design since some things are very hard to change when a player has already spawned. Perhaps I should kill the player to make sure that happens (players should be discouraged from changing their build too often, especially given that you can also sell abilities).

    Quote Originally Posted by Somelad View Post
    -The way that you vamp and regen to 200 no matter what your max spawn health is kinda seems strange to me. Is it going to stay like that in the final version?
    It is configurable so server owners can change this. I will think about different settings.

    Quote Originally Posted by Somelad View Post
    And you also can't pick up vials/kegs with 200 health, dunno whether that was intentional or not.
    I will look into that.

    Quote Originally Posted by Somelad View Post
    -The way that Weapon Speed,Damage Bonus/Reduction are now "abilites". Is it/will it be possible to some how still code them as an "ability", but make them a stat that you just put up like in UT2004RPG? And if that did happen, I assume that you would allow config for their caps. Actually, just realised that if I changed the max level of the ability in the .ini, so that does work as a cap. So maybe it will work with how it is.. Lol
    Yes, I specifically designed it this way. It keeps it simpler for the player and more flexible for the server owner.

    Quote Originally Posted by Somelad View Post
    -Oh, and I don't think it would be too hard to code an option to toggle 'Mana' on or off? There's probably a few server admins out there that would see it as unfair, making the good players even harder to kill
    The current Mana implementation is a temporary stub until I implement artifacts. When there are artifacts the current bonus will be probably be removed. Also I intend to make everything as configurable as possible for the server owner.

    Quote Originally Posted by Somelad View Post
    K there's my opinion on a few things. All that aside though, you're making great progress with it so far
    Thank you, and thank you for your feedback.

  11. #11
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    Nice, with each version this gets better and better.
    "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).

  12. #12

    Question oh I see ..

    so UT3 is no Adrenaline so no more artifacts (Glob lightning rod flying boot ete) ??
    = Buffy The Jedi Knight =

  13. #13
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    Are there any servers permanent running this?

  14. #14
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    what's up with 'sell' ?

    that wasn't on UT2004RPG, i don't have UT3 yet, so i can't test to see what this is.

    do you like, sell abilities for xp?
    Played Since UT99 Demo
    I <3 UT3 EPIC
    Scripting/Mapping for 2 Years
    UT3 Name = XighaX (VerteX was stolen )

  15. #15

  16. #16
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    Quote Originally Posted by VerteX View Post
    what's up with 'sell' ? that wasn't on UT2004RPG, i don't have UT3 yet, so i can't test to see what this is. do you like, sell abilities for xp?
    For each level you get some RPG$ (RPG Dollars) which you can spend on abilities. You can also sell the abilities you have to get your RPG$ back and buy other abilities instead.

  17. #17

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    Hi, Nice Mod Works Pretty Well It get me a Flash Back when playing on UT2004, any way I was Wondering that you have create BattleMOD v5 and BattleRPG P3, I use to ply with Invasion with BattleMod without Problem, but with BattleRPG P3 doesn't activated the Mod, I have done something wrong? thanks for help.

  18. #18
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    Quote Originally Posted by Blazt_Gunz View Post
    Hi, Nice Mod Works Pretty Well It get me a Flash Back when playing on UT2004, any way I was Wondering that you have create BattleMOD v5 and BattleRPG P3, I use to ply with Invasion with BattleMod without Problem, but with BattleRPG P3 doesn't activated the Mod, I have done something wrong? thanks for help.
    Where can I find this invasion mod?

  19. #19

  20. #20

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    Yeah nice improvements but sadly it still doesn't work with Invasion. I linked you to the invasion mod in your last thread but i guess you didn't look =(

    And to be honest the buy menu whilst nice is pretty unintuitive to use and you'd probably be best just copying the menu of the one from UT2004 for a few reasons:

    1) The menu in 2k4 didn't fill up the entire screen and only a portion of it which was handy so if you were in danger you could see it coming and deactivate the menu to deal with it, this just covers the whole screen though which is not good and leaves you vulnerable.

    2) I'm really not very fond of having to use "NEXT" and "PREV" buttons to scrool through abilities. That adds time in the menu already (which is covering the screen) leaving you a sitting duck. In the old one you could bring it up and click on if you wanted to upgrade a specific ability right away and it was easy but this is too time consuming and frustrating to use.

    It's coming along certainly but as it is i'd just copy the original from 2004 then add features on top of that which people want, the one you're doing despite being cool and different really is just frustrating to use compared to the original one.

  21. #21
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    Played it today on your onsrpg.com server.

    It's fun, but only until a lvl 50 player joins the server. You have to tweak the damage the players can do to nodes/cores. Just one lvl 50 player with a link gun or something similar is enough to destroy the core in a few seconds. Those were some frustrating speed matches

  22. #22

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    Quote Originally Posted by BattleMode View Post
    It is configurable so server owners can change this. I will think about different settings.
    So I was thinking with the vamp regen thing, you can set the max amount of health that you want those abilites to be able to reach, but is it/would it be possible to set it to the Players Max health? Like in 2k4

    Quote Originally Posted by BattleMode View Post
    The current Mana implementation is a temporary stub until I implement artifacts. When there are artifacts the current bonus will be probably be removed. Also I intend to make everything as configurable as possible for the server owner.
    Oh ok. That's cool then. Have you decided whether to code adren back in or go a different way with artifacts?

    And once again, good work so far

  23. #23

  24. #24
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    Quote Originally Posted by Raze.at View Post
    Played it today on your onsrpg.com server. It's fun, but only until a lvl 50 player joins the server. You have to tweak the damage the players can do to nodes/cores. Just one lvl 50 player with a link gun or something similar is enough to destroy the core in a few seconds. Those were some frustrating speed matches
    Max damage bonus is 50% so one should be able to kill a core at most 50% faster. I will do some research into this though.

  25. #25
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    Quote Originally Posted by gospastic View Post
    Yeah nice improvements but sadly it still doesn't work with Invasion.
    I will try to contact the author for the invasion mod to see if we can somehow solve this.

    Quote Originally Posted by gospastic View Post
    1) The menu in 2k4 didn't fill up the entire screen and only a portion of it which was handy so if you were in danger you could see it coming and deactivate the menu to deal with it, this just covers the whole screen though which is not good and leaves you vulnerable.
    I will do some tests to see if I can change this.

    Quote Originally Posted by gospastic View Post
    as it is i'd just copy the original from 2004
    While there are similarities, of course, I think it also has improvements like a better leveling system and the option to not only buy abilities but also to sell them.

  26. #26
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    Quote Originally Posted by Somelad View Post
    So I was thinking with the vamp regen thing, you can set the max amount of health that you want those abilites to be able to reach, but is it/would it be possible to set it to the Players Max health? Like in 2k4
    I will look into that,

    Quote Originally Posted by Somelad View Post
    Oh ok. That's cool then. Have you decided whether to code adren back in or go a different way with artifacts?
    Mana is meant as the UT3 version of adrenaline and I do indeed intend to use that for artifacts.

    Quote Originally Posted by Somelad View Post
    And once again, good work so far
    Thank you.

  27. #27

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    Quote Originally Posted by BattleMode View Post
    Mana is meant as the UT3 version of adrenaline and I do indeed intend to use that for artifacts.
    Der.. :/ My bad.

    Oh and with the whole killing a core really fast, those players probably also have max weapon speed too? So 50% more damage with 50% more spam

  28. #28
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    Quote Originally Posted by Somelad View Post
    Oh and with the whole killing a core really fast, those players probably also have max weapon speed too? So 50% more damage with 50% more spam
    Hm, good point, should have thought of that.

  29. #29
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    Man, i really need to finally try this mutator out, hopefully tomorrow I'll remember.
    "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.

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  30. #30

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    I'm having trouble running this mod I installed it according to the readme, and I can press L to see all the abilities and such, yet as soon as I kill someone the game crashes - any ideas whats up?

  31. #31
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    Quote Originally Posted by BattleMode View Post
    Hm, good point, should have thought of that.
    What I would say is, you shouldn't need to lower it. They earned it, simply remove orbs from the servers with this Mutator.

    Otherwise a good thing to use would be simply to half the damage done to nodes. Half is not an outrageous amount and that way it'd still be slightly above normal so they still have something earned.

    Or do for every 2 levels of Damage Upgrade, subtract 5% from damage.

  32. #32

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    I'd like to ask at which LVL do you unlock more abilities other than Dodge Jump?

  33. #33
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    Great! Really like RPG mods ^^ Thanks a lot m8

  34. #34
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    Since this hasn't been mentioned, I'll mention it now, there appears to be a glitch when using this mutator with ActionCam. Apparently when using both mutators, you don't go into third person right off, you instead must get a sniper rifle, zoom in, and then back out to go into third person.

    I'm not sure if it's this mutator or action cam that's having an issue, so I posted it in both threads.

    oh, i am having a problem with battleRPG atm, I got to level 28, and then for some reason it put me back down to level 12 in the next map I was on and gave me -75 RPG$
    No clue how to fix the problem now. :/

  35. #35
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    Quote Originally Posted by Khandor View Post
    oh, i am having a problem with battleRPG atm, I got to level 28, and then for some reason it put me back down to level 12 in the next map I was on and gave me -75 RPG$ No clue how to fix the problem now. :/
    I hope the next release (out in 1 - 2 weeks) will solve this. The next release will also have magic weapons.

  36. #36
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    It's starting to look a lot better.

    Purchase Menu:

    I like the thought put into this. It makes it easier to find abilities... until you get more than 10 abilities anyway. Maybe the 'Next' and 'Previous' can be used to move between categories of abilities? (Damage Abilities, Health Abilities, Misc Abilities, Class Abilities(Classes please? xD))

    Don't use the previous example, but try to allow puchasing more than 1 ability per screen to reduce frustration when purchasing/selling abilities.

    Gameplay:

    Allow experience bonus (and mana bonus) when getting kill bonuses such as double kill, headshot, flak monkey, killing spree, etc.

    Bug? I've noticed that I am not able to pick up health packs even though my health is at 82/110 health. Is this a bug or by design?

    Suggestions:

    Add classes to the mod. Or the ability to add classes (and custom classes). Medic, Juggernaut (Heavy weapon class), Scout (Light weapon class), Psionicist (Artifact class).. Just throwing class ideas. I would like to not only see at least a couple default classes, but the ability to easily add more custom classes and able to set what abilities and ability levels each class gets (maybe through ini files or something).

    Overall:

    This mod has great potential. Now if the Invasion Mod creators will cooperate....

  37. #37
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    Does it add to the server as a new gametype or will it be blended in?

  38. #38
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    Quote Originally Posted by DeadlyDevil View Post
    Does it add to the server as a new gametype or will it be blended in?
    It's a game mutator. Not gametype. The mod can be added to any UT3 Gametype, although it appears some custom gametypes cannot be modded with this rpgmod (IE Invasion).

  39. #39
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    yay magic weapons!

    Ya know, there should be interesting weapons in games, like how Turok 2 had the cerbreal bore gun that would empty out the other person's brains and ****. That was pretty magical in my mind!


 

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