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Galtanor's Invasion [Beta][Pics][Updated 10/26/2008][v022][Patch 1.3]

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    It seems the default wave table now has 8 levels with the latest version. I got some complaint about that. Does someone perhaps know where I can find a wave table with more levels? Or even better is there some collection of these things somewhere?

    Comment


      I show 12 waves in the default table for v021.

      Comment


        Originally posted by Cels1287 View Post
        oh xea lovin 21... i came across an interface in the config. are planning an actual gui for this mod?
        It is used for the scoreboard and the mid-game menu. I had dreams of making a custom game settings page, but Epic has not enabled that yet.

        Originally posted by Cyzmyass View Post
        Darkwalkers no longer spawn. Before i would see a full size DW spawn on dm maps which was fun, v21 no longer lets this happen and is more picky on size check it seems, i only ever see the small skeleton version. Would like to see large DW squeezed into DM maps again like v20.
        Added to list of bugs, will try to have it fixed in next version.

        Originally posted by Cyzmyass View Post
        Fraeger said we could use his demon for invasion.
        I have messaged him about making a single piece model that will work with invasion.

        Originally posted by Mr Evil View Post
        The slow effect from Ice Golems etc. doesn't quite work right. It looks like you are only slowed down on the server, because while your actual firing rate is slowed down alright, on the client you see the firing animation playing as if you were still firing at the normal rate.
        The value that makes the freeze affect is not being replicated to the clients. I will have to look and see if that is something I can change/fix.

        Originally posted by Cyzmyass View Post
        - Galt v21, beam attacks are way overpowered now. Darkwalkers, lasermouse, mechspiders etc, their attack damage has gone up way too much compared to previous versions, needs to be toned down alot.
        I did not change it from the previous version. I will be adding a way for you to adjust the damage in the next version.

        Originally posted by Cyzmyass View Post
        ninja side slash attack, we never ever get to see this attack animation, thats because everything in invasion deals high damage so players are either near full health or they are dead, there is no low hp to trigger off the final death blow attack of the ninja. Would like to see side slash attack triggered by other methods too see more variety in attack patterns, maybe the white master ninja tiger that Dav is making could use more side slashes.
        Ok.

        Originally posted by Cyzmyass View Post
        any success giving back the electric mouse his deployable shield back, what exactly broke it?
        Not sure. It worked fine in single player and on network in UT3 1.0. I think a change to the way network repliction worked in one of the patches broke it.

        - Galtanor

        Comment


          Originally posted by Davision View Post
          Or its also the slash animations that are too slow? I could easily make them faster.

          Also, missing the jump animation and agility, is there a way to force them makeing jumps randomly?
          Slash animation is fine, I can adjust it's speed dynamically. I will add a function to force them to jump.

          Originally posted by Davision View Post
          I thought about this for some time now, i wonder what happens if you let monsters spawn in both teams!? Will it result in a big monster war?
          If that works nicely i think it would make some very cool gameplay possible.

          One idea would be that you can make dead monsters to one of your allies, maybe you need to make a 5 sec brain surgery on a dead intact body! Then it will rise again and belong to your team or better your own squad and you can give them basic orders like you can do in singleplayer with the bots. Of course that would needs to be limited, maybe to only like 2 monsters for a player at once and makeing it not possible with the strong enemys. Looking at how popular the sentinel mutator is in invasion i think this would be a very cool optinal gameplay addition that also lets you create allies that fight with you.
          Currently, if the Game forces all players on one team and all monsters that are spawned as part of the wave on the other team. It would be possible to 'switch' their team when they would die using a particular weapon. The biggest question is what mechanism to use to do the switch?

          Originally posted by Davision View Post
          Another, much bigger, idea would be having an "Invasion Warfare" gametype, where teams fight against each other like in Warfare but with the huge twist that there will be also monsters that fight with them. Every players has the abillity to summon monsters, these monsters will then belong to their squad and you can give them orders like you can do normaly with bots. To summon a monster you need to spend points and you can only have a limited amount of monsters at once. Points will get earned for holding nodes and killing enemys, the points of the team will get split for all the team members. Every monster has prize that is based on how powerfull it is. I imagine some nice RTS like tactics from this, and also rock paper scissor gameplay: lasermouse beats Demolition wabbit, minimouse beats lasermouse, Shockingmouse beats minimouse, alien bunny beats Shocking mouse...
          Before i go totally nuts here ... can you give it try Galtanor, how it works having monsters in both teams and let me know what you think of the ideas? Even only watching monsters in both teams fighting each other would be so awesome!
          Ok, nice idea, but that is going a bit beyond what I had planned for Invasion. My Invasion subclasses UTTeamGame, so none of the Warfare code is included. It would require an entire seperate gametype based off the Warfare gametype.

          Originally posted by chilau1 View Post
          Hey Galtanator i got a few request i want to tell you:

          1.We are allowed to see monsters hp when we look at them

          2.An official artifact that is called:Monster Summoner-Gives you the ability to summon freindly monsters that only attack the invading ones and you are able to see your own:In a green HALO and your freinds:In a red halo...Depending on the amount of ___________ you have the stronger the monster is
          And if so there should be special monsters that can be only summoned for a limited ammount of time:BOSSES

          3.Monsters give out points depending on the damage

          4.Able to use monsters as a player-If so-The player cannot dodge only double jump and have all the same abilitys as the actual monster

          So you are Tco huh?
          1. Added to list of requests
          2. I did not make the artifacts, you will need to ask the artifact author about that.
          3. Already added.
          4. None of the monsters have "familys" or other information required to be used as players. Davision has his Rodent faction if you are interested in playing as them.

          TCO?

          Originally posted by BuffyTheSlayer View Post
          Yes, its a sweet model. I will contact the creator and look at what it takes to add it as a monster.

          Originally posted by BattleMode View Post
          It seems the default wave table now has 8 levels with the latest version. I got some complaint about that. Does someone perhaps know where I can find a wave table with more levels? Or even better is there some collection of these things somewhere?
          Check your UTGaltanorsInvasionWaves.ini file. There should be two configs with 12 waves and one with 9. If not, you may need to redownload and overwrite the old file.

          ---

          Couple of things:

          I have no big plans to add a 'randomize feature'.

          I see the posts about adding monster 'pets', and while I am not sure how it fits and how doable it is, I will look into it.

          - Galtanor

          Comment


            Originally posted by Galtanor View Post
            Currently, if the Game forces all players on one team and all monsters that are spawned as part of the wave on the other team. It would be possible to 'switch' their team when they would die using a particular weapon. The biggest question is what mechanism to use to do the switch?
            Ok, then killing the monster with the impact hammer would make it to a pet, because with this weapon you really need to risk something and this weapon is always avaible and is normally not used for combat. Problem could be that the monster will explode into gibs, and haveing only the parts of the monster as a pet makes not much sense! Maybe you can force them to do a feign death when they get killed with the impact hammer then they could stand up again as the pet. Like cyz said there need to be something that indicates that its a teammember then, but i dont want to visually tint the monster to something. I think simply useing the orb of warfare or the flag of CTF to indicate that its a pet would look cool and maybe also display the name of the pet owner over the pets head.

            Ok, nice idea, but that is going a bit beyond what I had planned for Invasion. My Invasion subclasses UTTeamGame, so none of the Warfare code is included. It would require an entire seperate gametype based off the Warfare gametype.
            yea that sounds like a crapload of work if you need to have everything into 2 seperate gametypes coded.

            Comment


              Excellent idea Dav, i like the idea of using hammergun to gain the pet, would make it a nice challenge to get a strong pet, also the orb/flag idea to highlight a pet is clever.

              This just came to me, i know when you jump on top of something you can do 1 hp crush damage, could possibly use that also as a method of creature capture? Would be fun to jump on creatures mario style, but hammer solution is prolly better.

              Comment


                finally Zombie is out !

                could you guys please add this zombie as monster too ?
                looks and animation is really scary

                http://forums.epicgames.com/showthread.php?t=626273

                Comment


                  Who did the skeleton models? (The wiki doesn't list anyone.)

                  It would be cool if swords and shields could be added to a version of them, so we could have Ray Harryhausen style skeletons, similar to those featured in the film "Jason and the Argonauts".

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                    is it possible to choose the monsters in this mod?
                    because i dont really like the giant skulls, weird rabbits, and some more...
                    awesome mod though!

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                      RuneStorm released nice Skeletons models

                      Originally posted by Slaughter View Post
                      Who did the skeleton models? (The wiki doesn't list anyone.)

                      It would be cool if swords and shields could be added to a version of them, so we could have Ray Harryhausen style skeletons, similar to those featured in the film "Jason and the Argonauts".

                      so can add this as monster too ?
                      http://skincity.beyondunreal.com/?se...w_infos&id=696

                      Comment


                        I have made a new Monster, the Shawk:


                        Here is a vid of his animations:
                        http://www.youtube.com/watch?v=FgxKnR74a0E


                        It will be a very easy enemy, it has the size of a hawk. It should be also quiet slow flying and easy to dodge. This Monster can only be dangerous when a lot of them attacking you at once.

                        Comment


                          haha what a cutie

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                            Yeah, but a menacing/evil hawk or monsterous bird would be better for the game (with biting and clawing damage).

                            Comment


                              Here is a vid of some crashtests
                              http://www.youtube.com/watch?v=7HtMTEHhJ_w&feature=user

                              @ Cyzmyass
                              Not so cute when a lot of them attack you and bite your head off!

                              @ Slaughter
                              Nah, invasion also needs some weak monster. maybe not so much for invasion with battle rpg because there its much easier in higher lvls. But well i could also make a White Shawk boss that has the size of a white shark and is really dangerous.

                              Comment


                                Well, I wasn't really referring to monster strength because that can be controlled to a good degree. I'm talking about appearance. The shawk is cute and all that and might be funny in one wave as a lark, but I don't know if I'd use it more than that.

                                With menacing hawks or gnarly/twisted looking birds (ravens and such) they could be sized smaller and then we could do like you mentioned...have a lot of them attacking players. Bites and claws could do 1-2hp damage each, but it would all add up if 8-12 were attacking at once.

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