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

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    Galtanor, do you know how I can do this, and have it work with your mutator?

    UTHUD(PC.MyHUD).AddPostRenderedActor(newHUD);

    I'm drawing something on the canvas, after the HUD is rendered. If I use a default gametype (like CTF, DM, etc) it works fine, but I don't seem to get anything with your stuff on. Maybe it's not working because of the UTHUD(...) part not being your hud? Is there a place to determine what HUD is actively being used?

    Comment


      P.S. What's your take on this: http://forums.epicgames.com/showthread.php?t=595751

      Comment


        Thanks, you are amazing at this kind of stuff, should be a career option lol.

        Comment


          Originally posted by bushbomb View Post
          Galtanor, do you know how I can do this, and have it work with your mutator?

          UTHUD(PC.MyHUD).AddPostRenderedActor(newHUD);

          I'm drawing something on the canvas, after the HUD is rendered. If I use a default gametype (like CTF, DM, etc) it works fine, but I don't seem to get anything with your stuff on. Maybe it's not working because of the UTHUD(...) part not being your hud? Is there a place to determine what HUD is actively being used?
          I am subclassing UTHUD, so I do not think that is the issue. I only override a few functions: DisplayScoring, DrawPostGameHud, DisplayMap, and DisplayHUDMessage. I know what is doing it tho
          Earlier I had a problem with the custom HUD disappearing after a while in network games. So in the RestartPlayer function in the gametype, I send a command to the client to reset the HUD to my custom one. Of course when that happens, the client *DELETES* the old HUD, (including its list of PostRenderedActors) and creates a new one. Your part is working, it just gets dumped when I reset the HUD. Since I am already subclassing UTPlayerController, I will add some additional checking to prevent the HUD from being reset when it does not need too. This should fix the issue. (and hopefully won't break the fix for the earlier problem )

          Originally posted by bushbomb View Post
          I have seen it (did not download it tho, no point too when I have my own ) I knew when Epic did not make one that several people would try to. It is good in a way, because it demonstrates how popular the gametype is. Even for UT2K4 people made several versions of invasion with many different mutators for it. I made mine because I wanted a challenge that would help me learn the new game engine and because there were a number of people asking for one. I am sure he has his reasons for making his own and wish him the best for it.

          I will finish the build for version 006 (including the fix listed above), then run some final tests. I should have it up in a couple hours.

          Comment


            Yh your the best.
            i cant w8 to play INVASION with out it crashing on me

            Comment


              Version 006 is now up!

              Download: FileFront
              Alt Download: MediaFire

              Version 006 Notes:
              Features Added
              • Renamed all the main files to include the version number.
              • Created a custom in-game and mid-game scoreboard.
              • Added two config variables, bInvasionHoverboard and bInvasionTranslocator, to enable/disable the Hoverboard and Translocator.
              • Added the original Invasion announcements. (until I get custom ones made)

              General Improvements
              • Reduced the accuracy of the Gun Slingers (as requested).
              • Removed the monsters from the mid-game scoreboard and final scoreboard (created a custom Scoreboard)
              • Removed the Monster Taunts
              • Removed the Monster Entered/Left the game messages.
              • Reworked the way the MonsterDifficulty effects the monsters.

              Bugs Fixed
              • Fixed the DarkWalker Monster's name is not updated correctly.
              • Fixed the Player/Monster dots on HUD are 'off' and do not appear to rotate around the player when the player rotates. - reported by Kohan
              • Fixed the Vehicles do not display the numerical value for the health.
              • Fixed the Monster-Vehicles (DarkWalker) position does not get updated on network games.
              • Fixed the Monster-Vehicles (DarkWalker) that are out of HUD range show as dots instead of the vehicle.

              Other
              • Possibly fixed the issue with being unable to chat when dead. (needs testing)


              More information is in the first post and on the website.

              Comment


                The new version dose not fix the bug im having
                it counts down to 1 and then crashes
                But i hear the new invasion narator sounds.
                here is the recent log
                Code:
                ScriptLog: Retrieving Profile Settings for UI PlayerIndex 0
                ScriptLog: UTPlayerController::LoadCharacterFromProfile() - Loaded character data from profile.
                Log: AUTPlayerController::GetPlayerCustomCharData() - Loaded custom character data from profile (ControllerId: 0).
                Log: Changing subtitle setting, new value: 1
                ScriptLog: UTPlayerController - Setting netspeed to 7000
                ScriptLog: CustomChar - Load Assets: TWIF
                Log: Begin Async loading packages for Family 'TWIF':
                Log: - CH_RTeam_Female
                Log: Flushing async loaders.
                Log: Family Asset Package Loaded: CH_RTeam_Female_SF
                Log: CONSTRUCTIONING: LoadFamilyAsset (TWIF) Took: 0.47 secs
                ScriptLog: CUSTOMCHAR Start: InvPlayerReplicationInfo_0 PeRkz360 VRed
                Log: StartCustomCharMerge: 0.060901 ms initializing, 0.423796 ms texture streaming
                Log: CUSTOMCHAR: Merge Mesh: 2.74ms  Composite Tex: 0.02ms
                ScriptLog: CUSTOMCHAR Complete: InvPlayerReplicationInfo_0   (Tex stream: 0.8872 Secs)
                ScriptLog: PRI Other Merge Start: InvPlayerReplicationInfo_0 PeRkz360 VBlue
                Log: StartCustomCharMerge: 0.070121 ms initializing, 0.508446 ms texture streaming
                Log: CUSTOMCHAR: Merge Mesh: 2.57ms  Composite Tex: 0.01ms
                ScriptLog: CUSTOMCHAR Complete: InvPlayerReplicationInfo_0   (Tex stream: 0.0960 Secs)
                ScriptLog: CUSTOMCHAR Start: InvPlayerReplicationInfo_4 Jester VRed
                Log: StartCustomCharMerge: 0.105321 ms initializing, 0.495873 ms texture streaming
                Log: CUSTOMCHAR: Merge Mesh: 2.68ms  Composite Tex: 0.02ms
                ScriptLog: CUSTOMCHAR Complete: InvPlayerReplicationInfo_4   (Tex stream: 0.0485 Secs)
                ScriptLog: CustomChar - Load Assets: TWIM
                Log: Begin Async loading packages for Family 'TWIM':
                Log: - CH_RTeam_Male
                Log: Flushing async loaders.
                Log: Family Asset Package Loaded: CH_RTeam_Male_SF
                Log: CONSTRUCTIONING: LoadFamilyAsset (TWIM) Took: -0.18 secs
                ScriptLog: CUSTOMCHAR Start: InvPlayerReplicationInfo_1 Reaper VRed
                Log: StartCustomCharMerge: 0.063974 ms initializing, 0.247240 ms texture streaming
                Log: CUSTOMCHAR: Merge Mesh: 3.25ms  Composite Tex: 0.02ms
                ScriptLog: CUSTOMCHAR Complete: InvPlayerReplicationInfo_1   (Tex stream: 0.0553 Secs)
                ScriptLog: CUSTOMCHAR Start: InvPlayerReplicationInfo_2 Bishop VRed
                Log: StartCustomCharMerge: 0.079341 ms initializing, 0.500623 ms texture streaming
                Log: CUSTOMCHAR: Merge Mesh: 3.13ms  Composite Tex: 0.02ms
                ScriptLog: CUSTOMCHAR Complete: InvPlayerReplicationInfo_2   (Tex stream: 0.0528 Secs)
                ScriptLog: CUSTOMCHAR Start: InvPlayerReplicationInfo_3 Othello VRed
                Log: StartCustomCharMerge: 0.069842 ms initializing, 0.508163 ms texture streaming
                Log: CUSTOMCHAR: Merge Mesh: 2.89ms  Composite Tex: 0.02ms
                ScriptLog: CUSTOMCHAR Complete: InvPlayerReplicationInfo_3   (Tex stream: 0.0503 Secs)
                ScriptLog: CUSTOMCHAR Start: InvPlayerReplicationInfo_5 Arashi VRed
                Log: StartCustomCharMerge: 0.082970 ms initializing, 0.536662 ms texture streaming
                Log: CUSTOMCHAR: Merge Mesh: 4.60ms  Composite Tex: 0.02ms
                ScriptLog: CUSTOMCHAR Complete: InvPlayerReplicationInfo_5   (Tex stream: 0.0495 Secs)
                ScriptLog: CustomChar - Load Arms: TWIF
                Log: Begin Async loading packages for Family 'TWIF':
                Log: - CH_TwinSouls_Arms
                Log: Flushing async loaders.
                Log: Family Asset Package Loaded: CH_TwinSouls_Arms_SF
                Log: CONSTRUCTIONING: LoadFamilyAsset (TWIF) Took: 0.11 secs
                ScriptLog: Finished creating custom characters in 1.8703 seconds
                Error: Can't start an online game that hasn't been created
                ScriptLog: START MATCH
                ScriptLog:   Num Matches Played: 0
                ScriptLog: GaltanorsInvasion:InitGame() found 0 vehicle starts.
                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, 01/01/08 20:40:34

                Comment


                  Tried it out, works great!

                  possible addition, didn't the original have teamscore, or was that something else I'm thinking?

                  I'm sure it's on your list, but after you win all, it says "red team wins" instead of something more suiting to invasion.

                  With my drawing on top of the hud thing, it works now with this (the way that only works on reg games is commented out:

                  Code:
                                  ForEach PC.AllActors(class'UTHUD',aHUD)
                                  {
                                      aHUD.AddPostRenderedActor(myCustomPostRenderActor);
                                  }
                  //                UTHUD(PC.MyHUD).AddPostRenderedActor(myCustomPostRenderActor);
                  Keep up the good work, I'm sticking with this version of UT3 invasion

                  if you get bored, you can try your mod w/ the "toys" I've added on.
                  http://www.dawga.com/bushbombmut/
                  has the location of a test server at the top.

                  Comment


                    oh yeah just for the sake of asking, is there any way to put the translocator in?

                    Comment


                      How do you delete the old gametype selection. I have 2 Galtanor Invasion's in the gametype selection screen.

                      Comment


                        so far still great

                        Comment


                          yay new version is out !

                          thank you !!!

                          Comment


                            Originally posted by Tiberium View Post
                            The new version dose not fix the bug im having
                            it counts down to 1 and then crashes
                            But i hear the new invasion narator sounds.
                            here is the recent log
                            Code:
                            Log: AUTPlayerController::GetPlayerCustomCharData() - Loaded custom character data from profile (ControllerId: 0).
                            Sorry to hear it is sill not working. This catches my eye for some reason... are you running any mutators?
                            If not, I may have to build a special version with at ton of debug output to see where its crashing

                            Originally posted by bushbomb View Post
                            Tried it out, works great!

                            possible addition, didn't the original have teamscore, or was that something else I'm thinking?

                            I'm sure it's on your list, but after you win all, it says "red team wins" instead of something more suiting to invasion.

                            With my drawing on top of the hud thing, it works now with this (the way that only works on reg games is commented out:

                            Code:
                                            ForEach PC.AllActors(class'UTHUD',aHUD)
                                            {
                                                aHUD.AddPostRenderedActor(myCustomPostRenderActor);
                                            }
                            //                UTHUD(PC.MyHUD).AddPostRenderedActor(myCustomPostRenderActor);
                            Keep up the good work, I'm sticking with this version of UT3 invasion

                            if you get bored, you can try your mod w/ the "toys" I've added on.
                            http://www.dawga.com/bushbombmut/
                            has the location of a test server at the top.
                            I originally had the team scoreboard up because I am subclassing the UTTeamGame, but when I created my own scoreboard, I did not put the team score on... if its something you want, I can look at adding it on.
                            Yes, getting rid of the "you are on red" and "red team is the winner" is something I still am working on. I have a friend who is going to make new voice clips, but it might take him a little while.
                            Glad you got your mutator working, I just hope it does not break the other issue I had I will have to check it out.

                            Originally posted by GUPraeToriaN View Post
                            oh yeah just for the sake of asking, is there any way to put the translocator in?
                            Yes, now you can enable the translocator or the hoverboard. Open the UTGaltanorsInvasion006.ini file, find the [GaltanorsInvasion006.GaltanorsInvasion] section, and set bInvasionTranslocator=true.

                            Originally posted by LauZaIM View Post
                            How do you delete the old gametype selection. I have 2 Galtanor Invasion's in the gametype selection screen.
                            To delete the old version, you will need to delete the old UTGaltanorsInvasion from the config folder and the GaltanorsInvasion.u from the script folder. You can also delete the GaltanorsInvasionTextures.upk from the textures folder, but its not going to hurt anything to leave it there.

                            Comment


                              Bug to fix:
                              Playing a ctf map, after starting the server, the minimap shows and has a black background with a grey grid.

                              Game ends, start another game, voting for the same CTF map, this time when it loads, the minimap black/grey part is gone and the middle is transparent. Still shows all the dots correctly.

                              Either way works for me, just caught me off guard. It almost seemed nice with some transparency so I didn't have as much of a blind spot.

                              Comment


                                Originally posted by Galtanor View Post
                                To delete the old version, you will need to delete the old UTGaltanorsInvasion from the config folder and the GaltanorsInvasion.u from the script folder. You can also delete the GaltanorsInvasionTextures.upk from the textures folder, but its not going to hurt anything to leave it there.
                                This didn't work. I removed all traces of anything that said Invasion or Galtanors or both and I STILL have Galtanors Invasion as a gametype. I'm not impressed with the new UT filestructure.

                                EDIT: Ay, I got it. Apparently there is 2 different locations for the same thing. One under program files, the other in Documents/My Games. No idea why it would be like this..

                                Comment

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