Announcement
Collapse
No announcement yet.
Galtanor's Invasion [Beta][Pics][Updated 10/26/2008][v022][Patch 1.3]
Collapse
X
-
Version 007
Download: FileFront
Alt Download: MediaFire
Version 007 Notes:
Features Added- Added a game option, bBotsSupportPlayers. It defaults to true, which tells the game to try to assign bots to a human player's team.
- Added an option to the Monster Manager to modify the monster's speed.
- Added the following Monsters: Glober Skull, Missile Skull, Plasma Skull, and Rocket Skull.
General Improvements- Remove the "You are on Red" message.
- Updated the Scoreboard for compatibility with BattleMod RPG.
- Added a int, 'PlayerLevel' to the InvPlayerReplicationInfo class for compatibility with BattleMod RPG.
- Increased the number of waves to 11 to accommodate the new monsters.
- Changed the weapon on the 'mini' Dark Walkers.
Bugs Fixed (Everything listed as 'Possibly' may be fixed, but I am waiting for feedback.)- (Possibly) Fixed the game crashing when the first monster attempts to spawn (when countdown reaches 1) - reported by Loo, mantasoul, and Tiberium.
- (Possibly) Fixed the issue with being unable to chat when dead. - reported by CodeSlave
- (Possibly) Fixed the issue with a server hanging at the scoreboard when the game tries to do a map vote with no human players. - reported by °J2°BooGiTyBoY
- (Possibly) Fixed the issue with the hit box not matching the resized monster's mesh.
- Fixed an issue with the scoreboard messing up after the first round.
- Fixed an issue with the radar background messing up after the first round.
- Fixed an issue with empty vehicles not showing up on the HUD in network games.
- Fixed an issue with the announcer not working after the first round.
- Fixed an issue with the players/bots dots on the radar now showing up after they exit a vehicle.
- Fixed an 'access none' that occasionally occurred when destroying a monster.
More information is in the first post and on the homepage.
Comment
-
Galtanor ever seen this ?
i replaced ALL files from 006 to 007 used this in my startup .bat CustomGameMode=GaltanorsInvasion007.GaltanorsInvas ion simply replaced 6 to a 7 should be oke huh ? it worked all fine on 006
start the server and then it crash ,,
look dedicated server log >>> http://pastebin.com/m5d9931ed
it ask for 006 ..but 006 files are removed ALL (checked 100 times ) and boot line is correct , i use -nohomedir option so all files are read on dedicated server
im i blind? :d
Comment
-
Originally posted by godmode0 View PostGaltanor ever seen this ?
i replaced ALL files from 006 to 007 used this in my startup .bat CustomGameMode=GaltanorsInvasion007.GaltanorsInvas ion simply replaced 6 to a 7 should be oke huh ? it worked all fine on 006
start the server and then it crash ,,
look dedicated server log >>> http://pastebin.com/m5d9931ed
it ask for 006 ..but 006 files are removed ALL (checked 100 times ) and boot line is correct , i use -nohomedir option so all files are read on dedicated server
im i blind? :d
ScriptLog: Mutators BattleRPG.BattleRPG,JumpMod.UTMutator_JumpMod,UTGame.UTMutator_SlowTi meKills,UTGame.UTMutator_BigHead,UTGame.UTMutator_ SuperBerserk
BattleMod has not release a version that will work with 007 yet, so that might be causing the issue. Please remove it and see if it will run. I gave him a copy of version 007 on Thursday, so he will probably have a new version out shortly.
- Galtanor
Comment
-
Originally posted by Galtanor View PostI gave him a copy of version 007 on Thursday, so he will probably have a new version out shortly.
Copying the RPG Level to Invasion was easy and seems to work: PlayerLevel = Level;
First the scoreboard did not see the RPG Level. After some digging I discovered you called it BattleMOD in your source code instead of BattleRPG. I figured forcing InvGRI.bIsRunningBattleMod = true; should work around that and that seems to work. The scoreboard now shows the RPG Level.
The only problem left there is the column headings:
Do you have any idea how I could solve that? Or does your Invasion MOD have to be changed to solve this?
I also tried a different aproach by using my own scoreboard instead of the Invasion one:
As you can see this has the problem of showing the monsters as well as the players. I assume you have a way to prevent the monsters from showing up on the scoreboard but I have not been able to figure out how. How can I prevent the monsters from showing up there?
Comment
-
Originally posted by BattleMode View PostFirst the scoreboard did not see the RPG Level. After some digging I discovered you called it BattleMOD in your source code instead of BattleRPG. I figured forcing InvGRI.bIsRunningBattleMod = true; should work around that and that seems to work. The scoreboard now shows the RPG Level.
Originally posted by BattleMode View PostThe only problem left there is the column headings:
Do you have any idea how I could solve that? Or does your Invasion MOD have to be changed to solve this?
I just emailed you an updated .u file for version 007. Please see if it resolves both issues. If you would like to use your own scoreboard, you can check the contoller and see if it is a InvMonsterController or if it has bSpawnedByKismet set to TRUE.
- Galtanor
Comment
-
Originally posted by BattleMode View PostLevel is now shown, but still some small issues. See your e-mail.
BTW the new monsters are AWESOME !!!
I have sent the updates to Nico, he will probably have BattleRPG packaged up tomorrow.
- Galtanor
Comment
-
Originally posted by Galtanor View PostOk, I got it all working. Since this is a more of a 'cosmetic' issue, I do not feel the need to create a whole new version number. I have update the zip files on FileFront and MediaFire and updated all the links.
Originally posted by Galtanor View PostI have sent the updates to Nico, he will probably have BattleRPG packaged up tomorrow.
Comment
Comment