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

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    Hi Galtanor,

    Since you changed names and location of files like UTGaltanorsInvasion"006" mapvote is not working

    ScriptLog: -- MAPVOTE has been disabled due to lack of maps!

    When i change the game class to DM it works all fine ..

    All settings are oke ( i think ) lines are added en vote is enabled , thought i messed up something but i trie on a clean setup , and on a clean dedicated server ,,, ( patch 1.1 )
    I LOVE INV so wanna play its look realy awasome and game runs smooth ... no crash nothing ,,, only mapvote is f*cked

    My boot line look like this ,

    ut3.exe server DM-Arsenal?MaxPlayers=12?MinNetPlayers=1?NumPublicCon nections=12?NumPrivateConnections=0?NumOpenPublicC onnections=12?NumOpenPrivateConnections=0?bShouldA dvertise=True?bIsLanMatch=False?bUsesStats=True?bA llowJoinInProgress=True?bAllowInvites=True?bUsesPr esence=True?bAllowJoinViaPresence=True?bUsesArbitr ation=False?bIsDedicated=True?bIsListPlay=False?Ow ningPlayerName=?PingInMs=0?AverageSkillRating=1000 .000000?GameMode=0?Difficulty=2?PureServer=1?Locke dServer=0?Campaign=0?ForceRespawn=0?CustomMapName= DM-Arsenal?CustomGameMode=GaltanorsInvasion006.Galtan orsInvasion?GoalScore=60?TimeLimit=30?ServerDescri ption=06500008300006800004500007800007600004500007 3000078000086000065000083000073000079000078000?Num Play=4?game=GaltanorsInvasion006.GaltanorsInvasion ?mutator=UTGame.UTMutator_BigHead,UTGame.UTMutator _SuperBerserk?name=Nixcoders?alias=XXXX -log=DedicatedServer.log -Login=XXXX -Password=XXXX






    Annyway , the one who invented to save config on more location like in /my documents / is realy crazy , why not stick to the old config setup like in ut2004, its a bit confused to me

    :::: Bushbomb::::: is you mapvote working on 006 ?

    Comment


      Originally posted by godmode0 View Post
      :::: Bushbomb::::: is you mapvote working on 006 ?
      here is mine, minus the gamespy login:

      UT3.exe server CTF-OmicronDawn?Game=GaltanorsInvasion006.GaltanorsInv asion?numplay=3?maxplayers=32?bShouldAdvertise=Tru e?AdminPassword=**** -log=server.log -unattended


      Open UTGame.ini, have bAllowMapVoting=true

      and add:

      GameSpecificMapCycles=(GameClassName="GaltanorsInv asion",Maps=("DM-CarbonFire","DM-Deck","DM-HeatRay","DM-Sanctuary","DM-Arsenal","DM-Biohazard","DM-Defiance","DM-Deimos","DM-Diesel","DM-Fearless","DM-Gateway","DM-RisingSun","DM-Sentinel","DM-ShangriLa","CTF-Strident","CTF-Coret","CTF-Hydrosis","CTF-OmicronDawn","CTF-Reflection","CTF-Vertebrae"))

      I deleted the MapCycles from the Galtanor....ini file, not sure that I needed to.

      Comment


        Originally posted by bushbomb View Post
        here is mine, minus the gamespy login:

        UT3.exe server CTF-OmicronDawn?Game=GaltanorsInvasion006.GaltanorsInv asion?numplay=3?maxplayers=32?bShouldAdvertise=Tru e?AdminPassword=**** -log=server.log -unattended


        Open UTGame.ini, have bAllowMapVoting=true

        and add:

        GameSpecificMapCycles=(GameClassName="GaltanorsInv asion",Maps=("DM-CarbonFire","DM-Deck","DM-HeatRay","DM-Sanctuary","DM-Arsenal","DM-Biohazard","DM-Defiance","DM-Deimos","DM-Diesel","DM-Fearless","DM-Gateway","DM-RisingSun","DM-Sentinel","DM-ShangriLa","CTF-Strident","CTF-Coret","CTF-Hydrosis","CTF-OmicronDawn","CTF-Reflection","CTF-Vertebrae"))

        I deleted the MapCycles from the Galtanor....ini file, not sure that I needed to.



        Hi bushbomb,



        removing the mapvote lines from the Galtanor....ini worked , have them only in the utgame.ini !!

        Thankssssssss

        Thx for your help

        Comment


          http://unrealtournament2004.filefron...od_Tools;85598 i found this today...it's the PS3 mod tool for UT3

          Comment


            I encountered a bug while playing Invasion with BattleModes RPG mutator. I don't think it has anything to do with the mutator. Somehow a monster was able to leave a Darkwalker and it allowed me to enter it, however, I could not leave once I entered it.

            Also, I though the Darkwalkers were supposed to be small so they can fit on any map, these were normal size and did normal damage.

            Comment


              I encountered an annoying bug a few times: When the map changes, the nodes on the minimap and the real ones aren't colored. I have to fire at it with my link to check if it's mine.

              But this bug seems to be client-side only, because i never saw anyone complain.

              Comment


                Originally posted by instagibbed View Post
                I encountered a bug while playing Invasion with BattleModes RPG mutator. I don't think it has anything to do with the mutator. Somehow a monster was able to leave a Darkwalker and it allowed me to enter it, however, I could not leave once I entered it.

                Also, I though the Darkwalkers were supposed to be small so they can fit on any map, these were normal size and did normal damage.
                I have several checks in place to prevent a darkwalker monster from abandoning the vehicle, but the bot AI is fairly complex and its possible that there is a part that might kick them out. The only real solution is to have the game check and if the monster does abandon the darkwalker, just to destroy it.

                There are 2 versions of the darkwalker...
                1) the normal vehicle type... it will only spawn in maps that have a vehicle factory.
                2) the small player sized type... it spawns when there is no vehicle factories

                I am playing to make a few modifications to the small version (change the weapon foremost of them)

                Originally posted by Raze.at View Post
                I encountered an annoying bug a few times: When the map changes, the nodes on the minimap and the real ones aren't colored. I have to fire at it with my link to check if it's mine.

                But this bug seems to be client-side only, because i never saw anyone complain.
                I still have not decided what to do with all the warfare elements. Right now *all* the nodes are supposed to be disabled... but apparently (and I need to dig thru all the code) some of them active themselves after the initgame function runs...

                And thanks bushbomb, for helping out with the server questions.

                Comment


                  Many thanks to you as well for all the work and so quickly! I have set this up on our server (including the BattleRPG V5) and will try to help pass along any assistance in the way of testing, feedback, comments or anything else you might need. Greatly appreciate the Invasion!

                  Currently, the only real issue I have is the server not showing up in the browser anymore. Thanks to all the great comments here, I think I have resolved most everything else. Default setup right now but will be tweak over the next several days.

                  Server: ]UR[ Maxi's Padded Headboard RPG Invasion
                  IP: 8.9.5.175:7777
                  {UR}Scorpion

                  Comment


                    any one have any idear when this may be coming to PS3 if it is. Thanks

                    Comment


                      Right now the smaller version of the Darkwalker appears as a skeleton weilding a link gun. He's very slow and only likes to use the secondary fire. This would not be a problem if he tried to get close enough to the player to actually make use of it.

                      Above all, the most dangerous monsters are the Enforcer monsters (Next to Nuclear Bones). They are way too accurate. Since they are available on the first wave, they should be the easier of the monsters.

                      I also think the movement speed of all the monsters in general should be increased (No faster than the Impact Hammer monsters).

                      Is a better AI being planned for your monsters as well? I really dislike the UT3 default bot AI.

                      Comment


                        WOW Pwnt. very good. and good for a beta too. GJ!

                        Comment


                          Originally posted by instagibbed View Post
                          Above all, the most dangerous monsters are the Enforcer monsters (Next to Nuclear Bones). They are way too accurate. Since they are available on the first wave,
                          not to mention they have thier health set high..i nailed one enforcer monster with a total of 5 or 6 rockets before he died.the nuclear bones take a total of 2 or sometimes 3 deemer shots to frag him..the health should be set a tad lower to take him out with a single well placed shot deemer or head shot kill.

                          Comment


                            Originally posted by instagibbed View Post
                            Right now the smaller version of the Darkwalker appears as a skeleton weilding a link gun. He's very slow and only likes to use the secondary fire. This would not be a problem if he tried to get close enough to the player to actually make use of it.

                            Above all, the most dangerous monsters are the Enforcer monsters (Next to Nuclear Bones). They are way too accurate. Since they are available on the first wave, they should be the easier of the monsters.

                            I also think the movement speed of all the monsters in general should be increased (No faster than the Impact Hammer monsters).

                            Is a better AI being planned for your monsters as well? I really dislike the UT3 default bot AI.
                            Yes, I understand the issue with the smaller version of the Darkwalker... I plan to 'rework' him once I get a customer 'monster weapon' working.

                            As a trade off of doing more damage and having higher hit points I made several of the monsters move slower. Any comments and/or suggestions on the balance and set up of the monsters is always welcome.

                            As far as new AI goes, I would like to rewrite it. But part of it is now in native code, so I do not know how much I can change. The biggest issue tho, is finding the time to sit down and go thru it.

                            Originally posted by GUPraeToriaN View Post
                            not to mention they have their health set high..i nailed one enforcer monster with a total of 5 or 6 rockets before he died.the nuclear bones take a total of 2 or sometimes 3 deemer shots to frag him..the health should be set a tad lower to take him out with a single well placed shot deemer or head shot kill.
                            The Gun Slingers, 'enforcer monsters' have health set to 100, same as regular players... I routinely kill them with a single rocket. Nuclear Bones are meant to be tough, they are supposed to be the boss monsters. Still, their health is set to 500, so it should not take many hits to kill. Of course, all this is relative to what you have the monster difficulty set it. The higher it is set, the more damage it will take to kill them (it adds a sort of 'armor'). Headshots are disabled on certain monsters... having it there would make them too easy...

                            You can adjust the health of the monsters to your liking if you wish... see the config page for the monster manager: http://invasion.sudreal.org/index.ph...Manager_Config
                            You can also adjust the wave configuration to your liking: http://invasion.sudreal.org/index.ph...Manager_Config

                            Originally posted by MGS4474 View Post
                            any one have any idear when this may be coming to PS3 if it is. Thanks
                            It does not look good right now... custom skeletal meshes, custom scoreboards, and custom sounds all will not cook for the PS3.

                            Originally posted by Rhipz View Post
                            WOW Pwnt. very good. and good for a beta too. GJ!
                            Thank you. I am glad you enjoy it.

                            I am currently working on version 007. One of the biggest issues I had is rebuilding all the custom scoreboards... versioning may end up being a pain because I may have to rebuild them for every new version. The issue with crashing at '1' has at least been located and a work-around created. My friend says he will try to get the custom announcements done this weekend. I have made a few new monsters, but they have no animations yet. Pictures are on the Picasa site: http://picasaweb.google.com/Galtanor...tanorsInvasion. Custom animations may be a pain to set up, as there seems to be no easy way to call them with out setting up an 'animation tree'. I have not seen any documentation for the animation trees yet.

                            In other news, it looks like we have 4 people running servers right now. If you want me to list your server on the first post or on my website, please PM me. I do not want to be presumptuous and add it with out permission.

                            - Galtanor

                            Comment


                              was playing some maps and got a new bug ..

                              When wave 1 is defeated , the game ends

                              here my log

                              ScriptLog: -- MAPVOTE is ENABLED!!!!!
                              ScriptLog: GaltanorsInvasion:InitGame() found 0 power cores.
                              ScriptLog: GaltanorsInvasion006.InvMutator Started.
                              Log: Bringing up level for play took: 0.331648
                              Log: ########### Finished loading level: 1.738828 seconds
                              Init: Game engine initialized
                              Log: Initializing Game Engine Completed
                              Log: FSTUNClient resolved stunserver.org (192.245.12.229)
                              Error: Requested localized string setting BotSkill was not found
                              Error: Requested localized string setting BotSkill was not found
                              NetComeGo: Open TheWorld 01/12/08 04:02:47 127.0.0.1:3509
                              Log: Client netspeed is 10000
                              Log: InvPlayerController_0 got player TcpipConnection_0
                              Log: UOnlineGameInterfaceGameSpy::Recalculating Skill Rating for 1 players
                              ScriptLog: InvPlayerController_0::ServerRegisterPlayerRanking NewPlayerRanking:'1000' was PlayerReplicationInfo.PlayerRanking:'0'
                              Log: UOnlineGameInterfaceGameSpy::Recalculating Skill Rating for 1 players
                              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.
                              ScriptLog: EndGame called with Reason: Eliminated
                              ScriptLog: CheckEndGame found no players alive (eliminated).
                              ScriptLog: Writing out stats for player XXXXX
                              Error: Can't end an online game that hasn't been created
                              ScriptLog: EndGame got bGameEnded of True
                              NetComeGo: Close TcpipConnection_0 127.0.0.1:3509 01/12/08 04:07:00
                              Log: UOnlineGameInterfaceGameSpy::Recalculating Skill Rating for 0 players
                              Log:
                              Log: Success - 0 error(s), 0 warning(s)
                              Log:
                              Execution of commandlet took: 370.46 seconds
                              Exit: Preparing to exit.
                              Exit: Game engine shut down
                              Exit: closesocket error (0)
                              Exit: UTcpNetDriver shut down
                              Exit: Object subsystem successfully closed.
                              Log: Shutting down FaceFX...
                              Log: FaceFX shutdown.
                              Exit: Exiting.
                              Exit: Name subsystem shutting down

                              ************************************************** ****************************************8

                              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: RtlTryEnterCriticalSection() Address = 0x7c901139 (filename not found)
                              Address = 0x5276b9 (filename not found)

                              Exit: Executing UObject::StaticShutdownAfterError
                              Exit: Executing UWindowsClient::ShutdownAfterError
                              Log: Shutting down FaceFX...
                              Log: FaceFX shutdown.
                              Exit: Exiting.
                              Exit: Name subsystem shutting down
                              Uninitialized: Log file closed, 01/12/08 04:22:29


                              Thx

                              Comment


                                GALTANOR ! i uploaded crash dump here >> http://www.mediafire.com/?ext2txdnvlg i hope its usefull for you

                                Comment

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