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

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    Originally posted by Tiberium View Post
    I hope theres a good reason for this because i realy want to play the mod


    ScriptLog: CUSTOMCHAR Complete: InvPlayerReplicationInfo_5 (Tex stream: 0.0173 Secs)
    ScriptLog: CustomChar - Load Arms: KRAM
    Log: Begin Async loading packages for Family 'KRAM':
    Log: - CH_Krall_Arms
    Log: Flushing async loaders.
    Log: Family Asset Package Loaded: CH_Krall_Arms_SF
    Log: CONSTRUCTIONING: LoadFamilyAsset (KRAM) Took: 0.40 secs
    ScriptLog: Finished creating custom characters in 2.0333 seconds
    Error: Can't start an online game that hasn't been created
    ScriptLog: START MATCH
    ScriptLog: Num Matches Played: 0
    Log: === Critical error: ===
    General protection fault!

    History: Address = 0xb34505 (filename not found)

    Exit: Executing UObject::StaticShutdownAfterError
    Exit: Executing UWindowsClient::ShutdownAfterError
    Exit: Executing UWindowsClient::ShutdownAfterError
    Exit: UALAudioDevice::ShutdownAfterError
    Log: Shutting down FaceFX...
    Log: FaceFX shutdown.
    Exit: Exiting.
    Exit: Name subsystem shutting down
    Uninitialized: Log file closed, 12/28/07 14:23:04
    take off your custom character ( using custom characters on custom gametypes crash the game :/ another thing for next patch )

    Comment


      Version 005 Updated: Darkwalker spawn bug fixed.

      The Darkwalker will now spawn an alternate monster for maps with no vehicle spawns.

      I am going to leave this at version 005 since it was only a single bug fix.
      Downloads have been updated.

      bushbomb: This work? =P

      Code:
      	// unlock all vehicles
      	if ((UTVehicle(Other) != none) && (UTVehicle_Hoverboard(Other) == none))
      	{
      		UTVehicle(Other).bTeamLocked = false;
      		UTVehicle(Other).Team = class'UTVehicle'.const.UTVEHICLE_UNSET_TEAM;
      	}
      P.S. Thanks for that info, Eliot... good to know.

      Comment


        [QUOTE=Galtanor;25201153]The Darkwalker will now spawn an alternate monster for maps with no vehicle spawns.

        I am going to leave this at version 005 since it was only a single bug fix.
        Downloads have been updated.

        bushbomb: This work? =P

        Code:
        	// unlock all vehicles
        	if ((UTVehicle(Other) != none) && (UTVehicle_Hoverboard(Other) == none))
        	{
        		UTVehicle(Other).bTeamLocked = false;
        		UTVehicle(Other).Team = class'UTVehicle'.const.UTVEHICLE_UNSET_TEAM;
        	}
        [QUOTE]


        looks like it would. Since the hoverboard would never need to be neutral.

        Bug to fix:
        What that guy said about the hud minimap being off, I narrowed it down some.....If you're on a map w/ the grid showing (not the actual map) the center point that it rotates around is about 1/4 of 1 grid square up and left of the green dot...so as you spin, the map isn't spinning on the green dot, it spins up and left. I ghosted and stood right above a monster, and it appeared on the map a little up and left of me. A monster that was standing what you could call maybe 8 feet to my right in one direction....as I spun in a circle never moving, the hud showed him moving in a circle around that fake origin, so at one angle the dot was actually on my green dot and at another he was a ways away from me....all the while he stood about 8 feet to my side. feet, bah I'd lookup the unreal units if it would be helpful, just guestimating here, assuming my guy is lik 6 feet tall.

        Comment


          Originally posted by bushbomb View Post
          Bug to fix:
          What that guy said about the hud minimap being off, I narrowed it down some.....If you're on a map w/ the grid showing (not the actual map) the center point that it rotates around is about 1/4 of 1 grid square up and left of the green dot...so as you spin, the map isn't spinning on the green dot, it spins up and left. I ghosted and stood right above a monster, and it appeared on the map a little up and left of me. A monster that was standing what you could call maybe 8 feet to my right in one direction....as I spun in a circle never moving, the hud showed him moving in a circle around that fake origin, so at one angle the dot was actually on my green dot and at another he was a ways away from me....all the while he stood about 8 feet to my side. feet, bah I'd lookup the unreal units if it would be helpful, just guestimating here, assuming my guy is lik 6 feet tall.
          Thanks bushbomb, I will look at it first thing in the morning...

          Comment


            minor follow up, it looks like the minimap offset is about 100 unreal units. At the right angle, the monster 100 unreal units away can be on the same minimap spot as you.

            Comment


              Originally posted by bushbomb View Post
              What that guy said about the hud minimap being off,
              "That guy" was me . But yes, thanks for narrowing it down, I couldn't quite place it, but you gave him some very nice numbers, and I'm sure it will be fixed for the next release...

              ISN'T THAT RIGHT?

              Again, reminding of the lack of a blue overlay at a distance (merely acknowledge that I have said this and I'll stop; I just want to make sure you've heard me; you haven't said anything about it ).

              And again, keep up, and thanks for, all the great and hard work!

              Comment


                here is some Vehicle Invasion screenshot

                map still have Node but I can enjoy vehicle invasion like UT2004's

                I hope oneday vehicle invasion game type is release too

                Comment


                  A problem regarding your download links.

                  I guess you deleted the old version of 005 and uploaded a new one without editing the links on the first post?

                  Since the FileFront link is invalid and the MediaFire one is invalid also, and since you don't have a download link for the latest version on your Wiki, pretty much impossible to get it now.

                  Comment


                    Originally posted by Kohan View Post
                    Again, reminding of the lack of a blue overlay at a distance (merely acknowledge that I have said this and I'll stop; I just want to make sure you've heard me; you haven't said anything about it ).
                    Kohan, I read every post on this thread, including yours. The monsters in the UT2K4 invasion did not have team skins or a team 'glow'. The Krall models have the skin for it, but the skeletons do not... (meaning I would have to make one). I have added your request to my list for things to consider. ( http://invasion.sudreal.org/index.ph...s_And_Requests )

                    Originally posted by SilentOp View Post
                    A problem regarding your download links.

                    I guess you deleted the old version of 005 and uploaded a new one without editing the links on the first post?

                    Since the FileFront link is invalid and the MediaFire one is invalid also, and since you don't have a download link for the latest version on your Wiki, pretty much impossible to get it now.
                    Sorry, its all fixed now. Thanks for pointing it out.

                    Originally posted by BuffyTheSlayer View Post
                    map still have Node but I can enjoy vehicle invasion like UT2004's
                    I hope oneday vehicle invasion game type is release too
                    I am glad you like it Buffy. Its the positive comments that make it worth making!

                    I will be working on the Radar issue today, since that seems to be the biggest outstanding issue.

                    Comment


                      Love the game type, we are having version mismatches now since folks aren't running the same version on servers, any chance you can start adding the verison number when you compile your gametype? this would need to be done for the .u and .upk files to stop the version mismatch errors, otherwise we have to clear our cache to join and download the files again.

                      Thanks and keep up the super work!

                      Comment


                        Hey Galtanor, i got a bug to report.

                        On Flatwars (that's the only map i'm playing atm with invasion), i encountered a problem: After a few waves (never before the 5th) the log gets spammed with "Monster killed himself". It even continues after the last monster is dead and it keeps the new wave from starting.

                        Comment


                          Just an idea about the announcements: couldn't you use the announcements from UT2004?

                          Comment


                            Galtanor: Yes, however, in UT2004, none of the gametypes had bright skins by default, and in UT3 all of the gamestypes *do* have a bright overlay by default, at a distance. It's a common practice in the new game, and it would really make things easier . And I didn't mean to get on your nerves, you just hadn't said anything, was all.

                            Sunstrider: Not necessarily. Mysterial's UT2004RPG had some sort of hashing thing going on that allowed him to not use version numbers in the package name. You could probably ask him about it. It would, however, be much simpler for the sake of history-keeping.

                            Sterling: I think it'd be neat to have a home-made voice do it. Instead of "Oh they just copied the files over" it's "Oh wow they actually made their own, neat."

                            Comment


                              Originally posted by Raze.at View Post
                              Hey Galtanor, i got a bug to report.

                              On Flatwars (that's the only map i'm playing atm with invasion), i encountered a problem: After a few waves (never before the 5th) the log gets spammed with "Monster killed himself". It even continues after the last monster is dead and it keeps the new wave from starting.
                              Did you download the version of 005 that has the DarkWalker bug fixed?

                              I've had that, the DarkWalker boss couldn't spawn properly since it didn't have sufficient space

                              Comment


                                Originally posted by Raze.at View Post
                                Hey Galtanor, i got a bug to report.

                                On Flatwars (that's the only map i'm playing atm with invasion), i encountered a problem: After a few waves (never before the 5th) the log gets spammed with "Monster killed himself". It even continues after the last monster is dead and it keeps the new wave from starting.
                                Raze.at, please download version 005 again. I fixed this bug and uploaded the fixed version late last night.

                                Originally posted by Sterling View Post
                                Just an idea about the announcements: couldn't you use the announcements from UT2004?
                                Nah... the originalones are not that great. I have a friend that has a music studio, I will see if he can record some new ones for me.

                                Originally posted by Kohan View Post
                                Sunstrider: Not necessarily. Mysterial's UT2004RPG had some sort of hashing thing going on that allowed him to not use version numbers in the package name. You could probably ask him about it. It would, however, be much simpler for the sake of history-keeping.

                                Sterling: I think it'd be neat to have a home-made voice do it. Instead of "Oh they just copied the files over" it's "Oh wow they actually made their own, neat."
                                Its a bit of work, but does not take too long. I can start with version 006. I found the radar bug, so it will be fixed in the next version.

                                Comment

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