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Old Skool Monsta Toolz (including the OSM Adventure gametype)

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  • replied
    Wow, SuperApe, congrats for the new release, after all these years.

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  • replied
    Originally posted by SuperApe View Post
    [*]OSM Populate mutator populates any map with creatures, advanced options include settings for which creatures (even characters), and can end the map when creatures are all killed (Not for use with OSM maps; DM maps are great for this though)
    How does this work exactly? Can monsters still teleport around to players? And can custom monsters be added to this?

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  • replied
    The final version of OSMT has been released

    Old Skool Monsta Toolz v1.53 can be downloaded from ModDB here: LINK

    The top post of this thread has been updated as well, including installation, download link and a full class list.

    Highlights include:
    • Camera shakes from damage and blood splatters from melee damage in OSM Adventure
    • OSM Populate mutator populates any map with creatures, advanced options include settings for which creatures (even characters), and can end the map when creatures are all killed (Not for use with OSM maps; DM maps are great for this though)
    • Warlords can use tactical teleporting for hunting, evading, and even leaving the map altogether if defeated
    • ShieldGun, Translocator and Flashlight pickups
    • Vastly improved creature combat behavior and improved creature team behavior for higher intelligence creatures

    This is the final version. There are a number of additions and fixes to this version, although be aware that some are included as-is, some in a working development state. That means some of the working features may not function under certain conditions, or they may actually be disabled. But, the 'done' and 'testing' items should be fully playable and functional.

    Thank you to all who have supported this project over the years. The hope is that everyone can enjoy mapping, modding and playing UT2004 with puzzles, traps and monsters!

    Cheers,
    - SuperApe


    Here are the full list of included additions and fixes with this release:

    Legend:
    ) = working (included in this release, as-is)
    > = testing (included in this release, as-is, should work fine)
    - = done (included and tested)

    ScritpedMonsters added:

    > SmartPoisonFly : a fly that has a poisonous sting.
    > SmartSkeleton : a skeletized ScriptedCharacter monster.

    ScriptedActions added:

    - ACTION_IfHasInventory : a conditional that registers true if a named Pawn has a specific inventory item.
    > ACTION_IfScoreReached : a conditional that registers true if any current player has reached a score value.

    Mutators added:

    > OSM Populate : A gameplay mutator that will populate any gametype map with creatures, including setting monster teams with leaders. Matches will end once all creatures are dead. Full Bot support.
    > MutFlashlight : A map-embeded mutator that manages flashlights in game. Gives flashlights to each player upon spawn if no FlashlightPickup is in the map.

    Pickups added:

    > ShieldGunPickup : A ShieldGun Pickup class. (one time pickup, configurable)
    ) TranslocatorPickup : A Translocator Pickup class. (respawning pickup, configurable)
    > FlashlightPickup : Allows flashlights to be picked up by players and bots.

    Features added:

    > Player Flashlight system available. (toggle with Use key, will not work around other Use triggers, vehicles, hintitems, etc, just add LevelGameRules actor set to OSMT.MutFlashlight and include a DarkVolume in the map. Add specific FlashlightPickups to disable automatic flashlight inventory.)
    - ScriptedMonster gib behavior improved. (lighting, momentum, mass, etc)
    > ScriptedMonsters of mammal intelligence or above will recognize enemy projectiles and face their origin.
    > ScriptedMonsters ReactionTime varies among individual creatures.
    > Following creatures automatically attack the killer of thier Leader.
    ) Simple flocking behavior added for fearful creatures.
    > SmartFly and SmartManta only play full tumbling death anim if airborne, otherwise play just the land portion of death anim.
    > SmartWarlord bTacticalTeleporting includes offensive LOS teleporting as well as defensive random teleporting.
    - ScriptedCharacters handle miniguns better.
    > ScriptedCharacters firing ranged weapons have roughly the same aim error adjustments as bots.
    > HintItem able to trigger Event when inspected.
    ) OSM Adventure Save/Load feature added. (feature disabled in maps with cameraorientation subaction)
    ) OSM Adventure Restart and Random Adventure buttons added to mid-game menu.
    > OSM Adventure can retain achieved objective's additional equipment for duration of the map.
    - OSM Adventure Comrades set with both full ammo and their favorite weapon are now also modified by gameplay mutators as if player.
    ) OSM Adventure Comrades set with both full ammo and their favorite weapon are now also given the ability to pick up inventory (flashlights, etc).
    > OSM Adventure player view can shake by both weapons and damage. Player configurable.
    > OSM Adventure on no gore shows sparkley effects for damage and death.
    > OSM Adventure full gore shows player blood in 1st person.
    > OSM Adventure full gore shows blood splatter on the HUD for headshot and melee attack damage. Player configurable.
    > OSM Adventure Remove Corpses option added (default true). Player configurable.

    What works:

    - Major review of combat behaviors: Charging, MeleeAttack, RangedAttack, Retreating, etc. Combat AI improved.
    > AttitudeToPlayer ATTITUDE_Fear stabilized.
    - Following creatures check potential enemies better. (assess threats to leader more often and can attack those who are targeting the leader)
    > Extra gibs prevented in ScriptedMonsters.
    > Colision cylinder reduced appropriately upon ScriptedMonster death.
    ) BaseEyeHeight set properly for creatures who duck.
    > Creature corpses properly align to floor upon death landing.
    > ScriptedCharacters more likely to properly loose their heads on headshot.
    > Buoyancy properly set for all ScriptedMonster classes.
    - OSM Adventure DeathScenes no longer play if max lives reached or unlimited lives set. (prevents frozen corpse)
    - OSM Adventure EndGame time now 10 seconds.

    Leave a comment:


  • replied
    Well, i have just played SP frame and dont liked it, i think the monster's scripts sucks near OSMT, and, i already made Satore Monsters for OSMT, but now i just need 100GPing100 fix some errors there, like the nali rabbit try to attack you when the titan not lol

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  • replied
    The Single Player Framework template mod would be the best option for you then. It has every single Unreal monster and plenty of cool tools that Unreal could dream of. I'm using it to create a Unreal tribute mod since a while

    The only problem is:
    You can't find it anymore, it seems like the Fraghouse mod community closed and no links are working and their page is down.

    I feel like I'm the only person that has it but I have modded it already pretty much for my own use (it's already 1.66GB big - no joke! I'll have to split my mod into many episodes otherwise it will be way too big lol) and it would take a while to get rid of all these things to make it useful for you... I can try it though - I think I had a clean installation of it somewhere on my old PC. You will like it. You can combine it with the OSM tools (just put them into the SP Framework). Shall I search for it later?

    If I find it I can post a link for you tomorrow (should be an about 13MB big zip-file).

    EDIT: That's what I mean: http://download.beyondunreal.com/view_story.php?id=9440
    Error 404. And yes, it is the only link out there.

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  • replied
    Hey Mate, i ve just check it out, now im almost starting to work on a OSM mod(it will be like the old unreal, i will do remakes of all the U series's maps :P), so, can you please do a OSMT package of the satore monster pack too?It includes the titan/queen/mercenaries and many other enemies, i love fight titans!

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  • replied
    Originally posted by B.K. View Post
    Can someone explain to me how to use CreatureFactory and SpawnPoint? I'm working on a level using OSMT, but I want to give monsters spawn points so they can respawn after the player kills them.
    Hi B.K.

    It's been a while since I used OSMT so I can't provide any specifics, but I used a lot of creature factories in OSM-Noctune, as I had enemies spawning as you played through the map instead of having them wandering around from the start.

    Feel welcome to load up my map in UnrealED, locate a creature factory in the top-down view, and investigate it's properties further.

    I believe there are two settings - one which sets the number of enemies that the creature factory will spawn, and another which sets the maximum number that can be 'active' at any one time.

    For example, if you have a factory of 10 creatures, with only 2 active at any one time, as soon as you kill one of them, another will spawn (up to a maximum of 10).

    You can 'link' up as many spawn points to the creature factory as you like - a creature will use one at random each time it is spawned.

    If you're still stuck, take a look at the OSMT forum at Unreal Playground or PM SuperApe, I'm sure he'll be happy to help.

    Leave a comment:


  • replied
    Can someone explain to me how to use CreatureFactory and SpawnPoint? I'm working on a level using OSMT, but I want to give monsters spawn points so they can respawn after the player kills them.

    Leave a comment:


  • replied
    (This post is to fix the spam -.-)

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  • replied
    Shameless plug for votes in ModDB's Mod Of the Year 2007:


    (Click on this button to reach the OSMT ModDB page)

    Then, click on the big button that says, "Vote For Mod", and thank you for your support.

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  • replied
    It's been a while since I've checked in:

    outpt.co.uk released OSM-Nocturne2, the next installment in his very successful Nocturne series. (See outpt's thread here)

    Lord_Simeon has released two OSM Adventure maps since my last report: OSM-SmurfMassacre2007, a light-hearted yet very difficult SP adventure featuring the iconic cartoon characters and several references to popular movie culture, and OSM-ResidentUnreal2, a sequel to his contest-winning OSM-ResidentUnreal, a full survival horror adventure, and *this* time, it can be played SP *or Co-Op*, even online.

    As usual, all these maps can be found at UnrealPlayground's OSM Adventure Map Archive, but many maps also have alternate download sites (just search for the map name).

    And as usual, more info can be found on the UnrealWiki, or on UnrealPlayground's Old Skool Monsta Toolz subforum.

    Enjoy!

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  • replied
    Originally posted by ctilburg View Post
    It may be of interest to note that I first saw an OSM map (Gauntlet), on a server, so that is why I ran them that way...

    Thanks for the clue on 'matinees', 'cut-scenes' and 'instant action'...

    No problem.

    Although some aspects of Gauntlet, and other Singleplayer OSM Adventure maps, may run fine online, there are some important differences between maps made for online play (Co-Op or otherwise) that need to be addressed. Basically, unless a map description says it's a CoOp map, you can assume it is not and should always be run through Instant Action (or by double-clicking the map file itself). No map should be made to run only through the editor.

    These are not special guidelines, this is how Unreal Tournament 2k4 is meant to be run. You only Host a Game if you want to host a server game.

    So far, the only officially released CoOp map is Lord_Simeon's OSM-NanoClean, but I know of at least a couple more on the way.

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  • replied
    It may be of interest to note that I first saw an OSM map (Gauntlet), on a server, so that is why I ran them that way...

    Thanks for the clue on 'matinees', 'cut-scenes' and 'instant action'...

    Leave a comment:


  • replied
    Oh, I like the maps... very much... very good work! But still just a
    starting point...

    We need *MUCH MORE* of this kind of thing; my take on original unreal
    is that the adventure was more than 1/2 of the appeal! From DOOM to
    the likes of Unreal or Half-Life was a major step in trying to bring science
    fiction to life!

    The imagination will never be equaled, but it can be engaged and used
    better. I don't wanna play shoot-em-ups, and horror only goes so far.

    I wish the engine documentation fully existed without big $$.

    ResidentUnreal plays quite differently for all three options I've tried:
    Windows 'Host Game', Linux 'Host Game', and the editor's 'Play Level'.

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  • replied
    Let us know how you like the maps

    Leave a comment:

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