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Invasion X

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  • replied
    Very nice gametype! Boss waves are cool, plus it plays as vehicle invasion if you play on a map with vehicles.

    One small improvement I can think of, is a wider botlist, like being able to use all the bots. Instead of just Gorge, Cannonball etc...

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  • replied
    This is a realy amazing mod but we installed it and for some reason when we get hit the screen spins and you can't get out of it unless you press F4, but you cant aim at anything or reconnect. Is there a fix for this or even something to thwart the games attempt to spin the screen?
    I think if the combined hit force of the monsters reaches a damage above 1000 then the screen spins. Is this correct and how do I stop this from happening?

    Wormbo the UT3 jailbreak coder from beyondunreal replied with this: Disable rotation lock in Anti TCC. And while you're at it, disable fake players as well, they hurt the framerate more than anything else in maps with open areas.

    Dots informed me the old version of Anti TCC causes this spinning screen to happen.

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  • replied
    Another thing that is kinda annoying is that ghost and denial don't work with invasion x

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  • replied
    I'm curious, is there a way to speed up the spawn rate of the monsters?

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  • replied
    Originally posted by AndrewofDoom View Post
    Actually, it's during the boss fight, not on the boss wave. Makes a big difference.

    And with the RPG stuff, there seems to be conflicts of some sort that aren't logged for some reason or another...
    well, you know what i mean't. boss wave, boss fight. the bosses that are at the end of every wave

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  • replied
    Andrew of teh doomness

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  • replied
    Originally posted by akstylish View Post
    Also, I don't understand why this as well as monster manager can't find all the monster models I have automatically(without listing them in .ini file) That would make the mutator 10000% better.
    Simple reason, because only way of finding all of them would be scanning through all system files, and that would be uber slow.

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  • replied
    Could you add more options for boss configuration like scale and damage?(if there's gonna be another release)
    Also, I don't understand why this as well as monster manager can't find all the monster models I have automatically(without listing them in .ini file) That would make the mutator 10000% better.

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  • replied
    Originally posted by <RfdS>GAFFA View Post
    also if you reconect on a boss wave after dying your back in the game
    Actually, it's during the boss fight, not on the boss wave. Makes a big difference.

    And with the RPG stuff, there seems to be conflicts of some sort that aren't logged for some reason or another...

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  • replied
    problem with Healing weapons and Invasion X doing weird stuff on a server your admin too with andrew and lazy

    any ideas?

    also if you reconect on a boss wave after dying your back in the game

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  • replied
    Guys I'm messing with Invasion X working with a custom rpg i use. Is there ANY way to configure the ini without copying and pasting? It's such a pain.

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  • replied
    Originally posted by <RfdS>GAFFA View Post
    in the .ini it has options to change it

    [UnrealGame.UnrealMPGameInfo]
    BotMode=4
    MinPlayers=8
    thanks!!!

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  • replied
    in the .ini it has options to change it

    [UnrealGame.UnrealMPGameInfo]
    BotMode=4
    MinPlayers=8

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  • replied
    how i can change the number of bots/players? is this posible?

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  • replied
    Originally posted by {TARD}-C3nT View Post
    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
    I noticed that myself aswell a long time ago, seams to crash your client sometimes after opening up wave config admin menu in game and the map changes. But yet I weren't able to figure out why.

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