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

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  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    I show 12 waves in the default table for v021.

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    Yes and then picachu shall rise from his grave to ***** slap the enemy to death.

    Leave a comment:


  • replied
    Originally posted by Cyzmyass View Post
    Pets:

    our own pokemon monster
    uhm...lol...

    Leave a comment:


  • replied
    150 pages filled on this thread :S, Nice to see the work goes on. It's already so nice to play.

    Leave a comment:


  • replied
    Pets:

    Here is an idea for taking control of a monster as a pet, to capture our own pokemon monster we need to kill the monster with locked on homing rockets, that way it will be tricky to perform and wont be abused since a player would need to keep the monster in their crosshair locked to get the kill.

    -boss monsters immune to capture
    -one pet per player, if new monster captured then old one dies
    -when you kill a monster and have its clone spawn next to you as a pet it should look slightly different from normal monsters to stop players from shooting it, halo, aura, colour etc, maybe player name tag of its owner above its head?
    -pet shows up on radar.

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    - 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.

    - 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.

    -any success giving back the electric mouse his deployable shield back, what exactly broke it?

    edit: talking about the skeleton darkwalker having over powered beam, its fine for normal DW vehicle to have massive beam damage since its so awkwardly big and slow.

    Leave a comment:


  • replied
    Im currently using a windows server, invasion v21 and sents v9, i will put up a linux server in a few days when 1.3 is final for it, maybe that will clear up these redirect crash problems, could be a windows thing.

    Leave a comment:


  • replied
    At the moment i donĀ“t notice any crash for new ppl

    yes my players can dll both from redirect and play well, if someone tell me some errors i tell you
    In my computer game i dont install anythink for test all dll and goes fine
    I have dll both in my computer from redirect and play nice.

    If you want test patch 1.3 and fix for linux there is the links my reply
    At the moment for me goes fine with v020, with v021 the server crash, i have to test it in local server

    Leave a comment:


  • replied
    Yes, i compress and upload all the files myself to gameservers ftp.

    Gaunlet do you notice any new players on your server crashing?

    http://uz3.gameservers.net/ut3/

    That's where my files are hosted, each file that is redirected has to be compressed.


    Can your players download both galtanor invasion and sentinels files off redirect and play without any crashes whatsoever?

    Leave a comment:


  • replied
    Originally posted by Cyzmyass View Post
    Thanks gauntlet, good to know we can play invasion on linux soon.

    Remind your players that with sentinels v9 its best if everybody installed it manually, using redirect will cause crashes since ut3 is still bugged.
    Are you compressing them on the redirect?

    We noticed that compressing them really doesn't make much of a difference in file size since the cooking process reduces the file size some anyways.

    Leave a comment:

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