ooh,,I didn't realize that,,i've been using it for 3 years,,lolz
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oh hell dots,,you are the "man" will definitely be adding this pronto.
one problem though. You didn't change the name of the .u file so it is creating a problem on the redirect and it's causing mismatch errors. Any time you modify a file you absolutely have to change the name of the .u or you will encounter this problem.
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been getting this gpf,thought i would post it for ya
UT2004 Build UT2004_Build_[2005-11-23_16.22]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD Unknown processor @ 2250 MHz with 2046MB RAM
Video: NVIDIA GeForce 6800 GT (6921)
General protection fault!
History: UStruct::SerializeBin <- (Class InvasionX.InvasionXAWaveConfig ReplicationActor[0]) <- UObject::Serialize <- (InvasionXAWaveConfig Package.InvasionXAWaveConfig) <- TestReach <- (InvasionXAWaveConfig Package.InvasionXAWaveConfig) <- UStruct::SerializeBin <- (Class GUI2K4.UT2K4GUIController PersistentStack[0]) <- UObject::Serialize <- (UT2K4GUIController Package.UT2K4GUIController) <- TestReach <- (UT2K4GUIController Package.UT2K4GUIController) <- UStruct::SerializeBin <- (Class GUI2K4.fntUT2k4Small Controller[0]) <- UObject::Serialize <- (fntUT2k4Small Package.fntUT2k4Small) <- TestReach <- (fntUT2k4Small Package.fntUT2k4Small) <- UStruct::SerializeBin <- (Class GUI2K4.STY2TextLabel Fonts[0]) <- UObject::Serialize <- (STY2TextLabel Package.STY2TextLabel) <- TestReach <- (STY2TextLabel Package.STY2TextLabel) <- UStruct::SerializeBin <- (Class GUI2K4.AltSectionBackground CaptionStyle[0]) <- UObject::Serialize <- (AltSectionBackground Package.AltSectionBackground) <- TestReach <- (AltSectionBackground Package.AltSectionBackground) <- UStruct::SerializeBin <- (Class GUI2K4.UT2K4InGameChat sb_Main[0]) <- UObject::Serialize <- (UT2K4InGameChat Package.UT2K4InGameChat) <- TestReach <- (UT2K4InGameChat Package.UT2K4InGameChat) <- UStruct::SerializeBin <- (Class XInterface.ExtendedConsole __OnChat__Delegate[0]) <- UObject::Serialize <- (ExtendedConsole Package.ExtendedConsole) <- TestReach <- (ExtendedConsole Package.ExtendedConsole) <- UStruct::SerializeBin <- (Class Engine.HUD PlayerConsole[0]) <- UObject::Serialize <- (HUD Entry.HUD) <- AActor::Serialize <- TestReach <- (HUD Entry.HUD) <- UStruct::SerializeBin <- (Class Engine.PlayerController myHUD[0]) <- UObject::Serialize <- (PlayerController Entry.PlayerController) <- AActor::Serialize <- TestReach <- (PlayerController Entry.PlayerController) <- UStruct::SerializeBin <- (Class Engine.PlayerReplicationInfo Owner[0]) <- UObject::Serialize <- (PlayerReplicationInfo Entry.PlayerReplicationInfo) <- AActor::Serialize <- TestReach <- (PlayerReplicationInfo Entry.PlayerReplicationInfo) <- UStruct::SerializeBin <- (Class Engine.GameReplicationInfo PRIArray[0]) <- UObject::Serialize <- (GameReplicationInfo Entry.GameReplicationInfo) <- AActor::Serialize <- TestReach <- (GameReplicationInfo Entry.GameReplicationInfo) <- UStruct::SerializeBin <- (Class Engine.LevelInfo GRI[0]) <- UObject::Serialize <- (LevelInfo Entry.LevelInfo0) <- AActor::Serialize <- TestReach <- (LevelInfo Entry.LevelInfo0) <- ULevelBase::Serialize <- ULevel::Serialize <- TestReach <- (Level Entry.myLevel) <- UStruct::SerializeBin <- (Class Engine.GameEngine GEntry[0]) <- UObject::Serialize <- (GameEngine Package.GameEngine) <- UGameEngine::Serialize <- (GameEngine Package.GameEngine) <- UGameEngine::Serialize <- (GameEngine Package.GameEngine) <- TestReach <- (GameEngine Package.GameEngine) <- TArray<< <- UObject::SerializeRootSet <- UObject::CollectGarbage <- Cleanup <- UGameEngine::LoadMap <- AttemptLoadPending <- TickPending <- UGameEngine::Tick <- Level Untitled <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
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Originally posted by {TARD}-C3nT View PostI think there may be a problem adding monsters into the waves via while in game. Seems like the "box" that you write the monster name into for it to be added into the waves doesn't have enough spaces for some of the monsters with longer names. Thus they are not showing up in the waves, can actually throwing the waves off. for example
satoreMonsterPackv120.SMPDevilFish
the s in satore is cutt off leaving just
atoreMonsterPackv120.SMPDevilFish
Is their a way to just copy and paste the monster extensions into the ini and allowing all of the monsters to appear in the wave config menu for you to choose from, like satore.
So I don't have to keep minimizing my game to copy the lines off my satore ini and maximize my game again to paste it into the monster config while in game. After I minimize my game about 5 times it just crashes with a horrible gpf that won't allow me to restart the game again without rebooting my pc.
And maybe incorporating a monstermanager like config into the mutator where you can change the size/health of the incomming hordes of monsters seperately from the boss monsters. Thus allowing total control over the waves. I noticed that monstermanager does not work for invasion - x
Another option that would be neat would be to have it so you can name every wave, so when you start the game it will say for example wave 1- Nalicow madness, and have it come up on the screen similar to the way the warning pops up on the screen before the boss monster spawns.
These are just my 2 c3nts, i'm loving this mutaor but I think with a few tweaks it could be the Holy Grail of invasion. but with the exception of this detail is a awesome mod.
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Originally posted by {TARD}-C3nT View Postbeen getting this gpf,thought i would post it for ya
UT2004 Build UT2004_Build_[2005-11-23_16.22]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD Unknown processor @ 2250 MHz with 2046MB RAM
Video: NVIDIA GeForce 6800 GT (6921)
General protection fault!
History: UStruct::SerializeBin <- (Class InvasionX.InvasionXAWaveConfig ReplicationActor[0]) <- UObject::Serialize <- (InvasionXAWaveConfig Package.InvasionXAWaveConfig) <- TestReach <- (InvasionXAWaveConfig Package.InvasionXAWaveConfig) <- UStruct::SerializeBin <- (Class GUI2K4.UT2K4GUIController PersistentStack[0]) <- UObject::Serialize <- (UT2K4GUIController Package.UT2K4GUIController) <- TestReach <- (UT2K4GUIController Package.UT2K4GUIController) <- UStruct::SerializeBin <- (Class GUI2K4.fntUT2k4Small Controller[0]) <- UObject::Serialize <- (fntUT2k4Small Package.fntUT2k4Small) <- TestReach <- (fntUT2k4Small Package.fntUT2k4Small) <- UStruct::SerializeBin <- (Class GUI2K4.STY2TextLabel Fonts[0]) <- UObject::Serialize <- (STY2TextLabel Package.STY2TextLabel) <- TestReach <- (STY2TextLabel Package.STY2TextLabel) <- UStruct::SerializeBin <- (Class GUI2K4.AltSectionBackground CaptionStyle[0]) <- UObject::Serialize <- (AltSectionBackground Package.AltSectionBackground) <- TestReach <- (AltSectionBackground Package.AltSectionBackground) <- UStruct::SerializeBin <- (Class GUI2K4.UT2K4InGameChat sb_Main[0]) <- UObject::Serialize <- (UT2K4InGameChat Package.UT2K4InGameChat) <- TestReach <- (UT2K4InGameChat Package.UT2K4InGameChat) <- UStruct::SerializeBin <- (Class XInterface.ExtendedConsole __OnChat__Delegate[0]) <- UObject::Serialize <- (ExtendedConsole Package.ExtendedConsole) <- TestReach <- (ExtendedConsole Package.ExtendedConsole) <- UStruct::SerializeBin <- (Class Engine.HUD PlayerConsole[0]) <- UObject::Serialize <- (HUD Entry.HUD) <- AActor::Serialize <- TestReach <- (HUD Entry.HUD) <- UStruct::SerializeBin <- (Class Engine.PlayerController myHUD[0]) <- UObject::Serialize <- (PlayerController Entry.PlayerController) <- AActor::Serialize <- TestReach <- (PlayerController Entry.PlayerController) <- UStruct::SerializeBin <- (Class Engine.PlayerReplicationInfo Owner[0]) <- UObject::Serialize <- (PlayerReplicationInfo Entry.PlayerReplicationInfo) <- AActor::Serialize <- TestReach <- (PlayerReplicationInfo Entry.PlayerReplicationInfo) <- UStruct::SerializeBin <- (Class Engine.GameReplicationInfo PRIArray[0]) <- UObject::Serialize <- (GameReplicationInfo Entry.GameReplicationInfo) <- AActor::Serialize <- TestReach <- (GameReplicationInfo Entry.GameReplicationInfo) <- UStruct::SerializeBin <- (Class Engine.LevelInfo GRI[0]) <- UObject::Serialize <- (LevelInfo Entry.LevelInfo0) <- AActor::Serialize <- TestReach <- (LevelInfo Entry.LevelInfo0) <- ULevelBase::Serialize <- ULevel::Serialize <- TestReach <- (Level Entry.myLevel) <- UStruct::SerializeBin <- (Class Engine.GameEngine GEntry[0]) <- UObject::Serialize <- (GameEngine Package.GameEngine) <- UGameEngine::Serialize <- (GameEngine Package.GameEngine) <- UGameEngine::Serialize <- (GameEngine Package.GameEngine) <- TestReach <- (GameEngine Package.GameEngine) <- TArray<< <- UObject::SerializeRootSet <- UObject::CollectGarbage <- Cleanup <- UGameEngine::LoadMap <- AttemptLoadPending <- TickPending <- UGameEngine::Tick <- Level Untitled <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
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