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    TitanRPG 1.60

    TitanRPG 1.60 Update 1:
    I have fixed two critical bugs in TitanRPG 1.60. If you plan on running a server with TitanRPG, I dearly recommend you that you install this update:
    • Fixed WebAdmin failing to start after switching maps sometimes.
    • Fixed server telling clients to activate UT2004 Stats even though stats are disabled.


    http://titanrpg.pdinklag.de/

    ---
    Over two years in the making, for the first time, TitanRPG is officially released to the public!

    TitanRPG is a complete standalone roleplaying game mutator for Unreal Tournament 2004 based on ideas introduced in UT2004RPG and DruidsRPG. Picture UT2004RPG with a completely overhauled user interface, technically improved to the extent, very configurable and a vast amount of new features - that's TitanRPG.

    A list of changes compared to UT2004RPG is almost impossible to provide, they're too many, and many aren't even documented.
    The most visible change, however, is the completely overhauled user interface: a new Artifact HUD and several other HUD extras, "F3" stats for RPG related kills (e.g. Ultima) and an all-new RPG menu, allowing you to customize the whole thing.

    Here's a few pics (you can see more on the website):


    TitanRPG has been established on the still very popular #1 BIG BATTLE SERVERS TitanRPG VCTF server for over 2 years now, and now it's been adjusted and fixed up for a public release. The download package contains the mutator files and a documentation explaining what TitanRPG contains and how to set it up. It's available on:

    http://titanrpg.pdinklag.de/

    You can also grab the source code from there if you wish. Feel free to use any of it for your own needs, just don't claim it your own - many people have directly or indirectly contributed to it.

    I'll appreciate any feedback.
    If you need any help on setting TitanRPG up or if you maybe plan on porting a server from UT2004RPG to TitanRPG, I'll be glad to help (I might compile a step by step guide on how to proceed at some point)!

    #2
    I play on the ONS server

    thx man, I wanted this so much

    Comment


      #3
      Note to all downloaders:
      In the TitanRPG.ini inside the release package, "bAllowRebuild" is set to true, which wasn't planned. I'm just stressing that here in case you don't want to allow rebuilds rather than resets.

      I will change that in the release package later on today.

      Originally posted by 100GPing100 View Post
      I play on the ONS server

      thx man, I wanted this so much
      You're very welcome!

      Comment


        #4
        that is why it doesn't saves my level?

        Comment


          #5
          Er, no, that should have nothing to do with that.
          So your level is not saved? Did you play offline?
          If so, you'll need to go back to the main menu instead of directly exiting the game, I suppose.

          Do you have a TitanRPGPlayerData.ini file in your System folder? That's where player data will be saved. Try starting an Instant Action game, gather some experience and go back to the main menu and see if it exists, it should.

          Comment


            #6
            To anybody experiencing problems with WebAdmin after switching maps and / or with UT2004 telling you to enable stats even though you're not using them, I'm currently investigating on these problems and will release an update soon.

            This is what you get for developing a mod for one server only for years.

            Comment


              #7
              well, quiting to main menu saves it, but it should also save when you quit game

              Comment


                #8
                Thing is, if you simply exit the game, it doesn't cause any quit events as far as I know, therefore I have no way to have TitanRPG react to it I fear. I'll look into this, however.

                Comment


                  #9
                  TitanRPG 1.60 Update 1:
                  I have fixed two critical bugs in TitanRPG 1.60. If you plan on running a server with TitanRPG, I dearly recommend that you use this updated version:
                  • Fixed WebAdmin failing to start after switching maps sometimes.
                  • Fixed server telling clients to activate UT2004 Stats even though stats are disabled.


                  http://titanrpg.pdinklag.de/

                  Comment


                    #10
                    Yay for bugfixes!
                    There are few things ive noticed, i use a variety of mutators, so some of it may simply be incompatibility.
                    When you set bNoUnidentified to false it gives the weapon a generic name, rather than say "link gun."
                    Also seems to get a little buggy when your useing a translocator replacer, such as the transpider or the ninja rope. it gives it to the player, but not any of the bots.
                    The drones appear rather powerful. Ive altered the values in my ini file so that they cost 30 points, heal for half as much and are mutually exclusive with regeneration. Otherwise i could set there and afk through the first few invasion waves and get through without a scratch. Ive also found that drones don't work well with the slavemaster game type. They also act a little funny when you get in a vehicle, perhaps a larger patrol radius could fix that when the player is in a vehicle. it might also be a good idea not to have the players projectiles hit the drone, they always seem to fly in the way when im trying to heal a power node.

                    All in all though, I'd say that your mod is a definite improvement over standard ut2004 rpg and druids rpg 2.00.

                    Comment


                      #11
                      Originally posted by Vaporlynx View Post
                      There are few things ive noticed, i use a variety of mutators, so some of it may simply be incompatibility.
                      I'll be thankful for any experiences I can gather with other mods!

                      TitanRPG has been running at one place only for years now, it should be compatible to most little mutators, but it's never really been tried with the big ones. It would be cool if you could maybe send me a PM with the mutators you're using, that'll make it easier for me to find ways to make TitanRPG compatible.

                      Originally posted by Vaporlynx View Post
                      When you set bNoUnidentified to false it gives the weapon a generic name, rather than say "link gun."
                      "generic name" as in "RPGWeapon"? I'll look into this and try to fix it for the next update.

                      Originally posted by Vaporlynx View Post
                      Also seems to get a little buggy when your useing a translocator replacer, such as the transpider or the ninja rope. it gives it to the player, but not any of the bots.
                      There's a Ninja Rope for UT2004?

                      Anyway, yes, TitanRPG right now is fixed to use the game's original Translocator. I will try and find a way to detect translocator replacements.

                      Originally posted by Vaporlynx View Post
                      The drones appear rather powerful. Ive altered the values in my ini file so that they cost 30 points, heal for half as much and are mutually exclusive with regeneration. Otherwise i could set there and afk through the first few invasion waves and get through without a scratch. Ive also found that drones don't work well with the slavemaster game type. They also act a little funny when you get in a vehicle, perhaps a larger patrol radius could fix that when the player is in a vehicle. it might also be a good idea not to have the players projectiles hit the drone, they always seem to fly in the way when im trying to heal a power node.
                      Thanks for that little insight.

                      The drones were an addition done in the process of moving one of our servers to TitanRPG. I merged them into the mod to provide better compatibility and fix them up. In fact, as you stated, there's quite some improvements possible concerning them, but I'm not even sure yet whether they are gonna stay. That might depend on people's interest in them.

                      Well, why not ask you, do you think they are any worth keeping?

                      Slave Master I've never heard of until your post, going to check that out later.

                      Originally posted by Vaporlynx View Post
                      All in all though, I'd say that your mod is a definite improvement over standard ut2004 rpg and druids rpg 2.00.
                      That's nice to hear, thanks!
                      Don't hesitate to report any more problems with other gametypes or mutators, or with TitanRPG itself. It's pretty good that somebody with a variety of UT mods is trying it!

                      Comment


                        #12
                        I actually fiddled around with the independent version of the drones, the old one from ut2k3 and the newer one you incorporated into the mod. I dropped them from my regular list of mods cause they didn't play well with others. I would like to see them kept in the mod as an alternative to simple regeneration (balanced so they trade healing power to dps and as an option for builds that cannot have health regeneration)
                        Ive not messed around with them alot in onslaught perhaps it would be worth adding another drone, perhaps using the spider mine model, that follow around a vehicle, orbits it (walks around to the best of its ability) It could heal the vehicle (perhaps the players armor to make it useful outside of vehicles?) i could see it working well with a longer ranged attack than the current drone, or perhaps a point defense (either like the matrix weapon ability, or it shoots down projectiles) Ive not looked at the code for the drones, so I have no idea how difficult it would be to implement. It may simply be more work than its worth.
                        When i get home ill be able to get a list of the mods i am currently running, as well as the exact name of the weapons when bNoUnidentified is false. RpgWeapon sounds right, but i have seen other names.

                        Comment


                          #13
                          Good to know.

                          Prepare for a second update tomorrow btw.
                          There's a conflict now that prevents bought Abilities from being saved correctly when switching maps.

                          I hate starting problems like these, you test in your own environment and everything's fine, and then you release it and see it go up in flames.

                          Comment


                            #14
                            No time until tomorrow.

                            I just released Update 2 which fixes Abilities not being saved when switching maps - a problem caused by Update 1. I dearly apologize for all this hassle.

                            http://titanrpg.pdinklag.de/

                            By the way, I hope with my double postings I don't violate the forum rules. I'm used to posting separate posts on critical updates.

                            Comment


                              #15
                              So, idea is amazing, but result is bull**it, cos it is not works in ut2004 Linux-client.
                              Think about it.

                              Now, what is not works: Absolutely all.
                              Mutator does not launches. Also, if I add it to the ServerPackages.
                              Wit any game mode.

                              P.S: I´ve downloaded TitanRPG 1.60 Update 2
                              P.P.S: Gonna try it on #1 BIG BATTLE SERVERS TitanRPG VCTF Extreme server
                              P.P.P.S: I forget to say dat I tried it in offline-mode.

                              Comment

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