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

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    Some messages on the server console....

    Code:
    Log: Missing cached shader map for material SkullRed
    Log: Missing cached shader map for material EyeBall001
    Log: Missing cached shader map for material SkullWhite
    Log: Missing cached shader map for material SmokeMaterialRed
    
    Log: ZELC: Component 'SkeletalMeshComponent_49' with Owner 'UTPawn_0' returned normal with incorrect length (0.977041).  ChkActor: MonsterRocketSkull_0
    
    Log: Missing cached shader map for material SkullGreen
    Log: Missing cached shader map for material SmokeMaterialGreen
    
    ScriptLog: GaltanorsMonsterWeapon::UpdateBeamEmitter() called, but there was no BeamEmitter.
    (kept scrolling on wave 10, and 11 the second I hit the plasma skull)

    Comment


      Originally posted by bushbomb View Post
      Some messages on the server console....
      Odd... I have never seen anything like that in testing, the only thing I can think of is that the GaltanorsInvasionContent file is corrupt. Can you try downloading it from the other location and see if you get the same errors?

      Thanks
      - Galtanor

      Comment


        awesome...the skulls are cool looking.

        Comment


          Crash fixed for me, and suggestions

          I had the same "count down to crash" problem as a few other members were reporting. Installing the patch for UT3 fixed the problem. I got the mod packaged with the RPG one.

          I have a few suggestions.
          First, having the monsters use regular guns kinda defeats the point. It just deathmatch with lots of slow opponents. The fun of invasion (with RPG!) in UT2004 was that each monster was a unique opponent with its own temperament and weapon(s). Only the higher waves had flack/rocket wielding critters. I understand that this is still a beta and few monsters are made for it yet but I hope it will not continue on without some of the "classes" of monsters like the old one had.

          Secondly, if there is a way to stop "Multi-kill" and "Vehicular manslaughter" announcements it would be nice. Hearing that `every` kill is a little annoying.

          But all in all I say good job and cheers! I think its great that I might be able to play RPG invasion with the new-coolness that is UT3! Thanks.

          Comment


            Are you intentioned to convert this masterpiece to ps3?

            Comment


              Originally posted by DarkGrue View Post
              I had the same "count down to crash" problem as a few other members were reporting. Installing the patch for UT3 fixed the problem. I got the mod packaged with the RPG one.

              I have a few suggestions.
              First, having the monsters use regular guns kinda defeats the point. It just deathmatch with lots of slow opponents. The fun of invasion (with RPG!) in UT2004 was that each monster was a unique opponent with its own temperament and weapon(s). Only the higher waves had flack/rocket wielding critters. I understand that this is still a beta and few monsters are made for it yet but I hope it will not continue on without some of the "classes" of monsters like the old one had.

              Secondly, if there is a way to stop "Multi-kill" and "Vehicular manslaughter" announcements it would be nice. Hearing that `every` kill is a little annoying.

              But all in all I say good job and cheers! I think its great that I might be able to play RPG invasion with the new-coolness that is UT3! Thanks.
              I think he's just giving us some initial monsters to get us started. The skull monsters don't hold weapons. Once the gametype is ironed out I'm sure others will be adding monsters.

              I did notice a lot of "Multi-kill" stuff as well...wouldn't mind that blocked, but it's not critical.

              Comment


                Originally posted by Galtanor View Post
                Yes, but this:
                yeah that worked removed old rpg stuf

                Comment


                  Originally posted by DarkGrue View Post
                  I had the same "count down to crash" problem as a few other members were reporting. Installing the patch for UT3 fixed the problem. I got the mod packaged with the RPG one.

                  I have a few suggestions.
                  First, having the monsters use regular guns kinda defeats the point. It just deathmatch with lots of slow opponents. The fun of invasion (with RPG!) in UT2004 was that each monster was a unique opponent with its own temperament and weapon(s). Only the higher waves had flack/rocket wielding critters. I understand that this is still a beta and few monsters are made for it yet but I hope it will not continue on without some of the "classes" of monsters like the old one had.

                  Secondly, if there is a way to stop "Multi-kill" and "Vehicular manslaughter" announcements it would be nice. Hearing that `every` kill is a little annoying.

                  But all in all I say good job and cheers! I think its great that I might be able to play RPG invasion with the new-coolness that is UT3! Thanks.
                  Yes, the idea is to make monsters that do not carry weapons... the skulls were the first step. They now have a weapon that is not visible and spawns particles/beams from a specified 'bone'. Now if only I could figure out how to get their animations to work...

                  Originally posted by bushbomb View Post
                  I think he's just giving us some initial monsters to get us started. The skull monsters don't hold weapons. Once the gametype is ironed out I'm sure others will be adding monsters.

                  I did notice a lot of "Multi-kill" stuff as well...wouldn't mind that blocked, but it's not critical.
                  Yes, the initial monsters were primarily get things started. However, there seems to be some difficulty getting non-humanoid monsters in the game (not sure how to setup custom animations). I will be trying my hand at making some, but I can't promise anything great

                  I will see if I can over ride the announcements... it might be difficult to remove the vehicle ones seeing that they are hard coded into the various damage types.

                  Originally posted by godmode0 View Post
                  yeah that worked removed old rpg stuf
                  BattleMode is in the middle of working on an update to the BattleRPG mutator... he does not have an exact time frame for the release, but it will probably not be too long.

                  Heh, this reminds me... once, early in testing on version 005 or 006, i actually spawned 100 Hammer Kralls ... the game actually still ran ok. Then I jumped into a Manta and mowed them down in-mass... then sat there for almost 3 minutes til the announcer caught up with all the road kills

                  - Galtanor

                  Comment


                    Originally posted by Galtanor View Post
                    BattleMode is in the middle of working on an update to the BattleRPG mutator... he does not have an exact time frame for the release, but it will probably not be too long.
                    It's available now: http://utforums.epicgames.com/showthread.php?t=599808

                    Comment


                      If ppl have erro with downloading files from redirect ,,, no worry they moving 80.000+ files to a faster server :P xd

                      http://forums.gameservers.net/showth...light=redirect

                      Comment


                        GALTANOR THX THX THX

                        The new monsters ROXOR realy awsome i add some screenies for you all XD

                        small notice got some server stress >>

                        ScriptLog: GaltanorsMonsterWeapon::UpdateBeamEmitter() called, but there was no BeamEmitter.
                        ScriptLog: GaltanorsMonsterWeapon::UpdateBeamEmitter() called, but there was no BeamEmitter.
                        ScriptLog: GaltanorsMonsterWeapon::UpdateBeamEmitter() called, but there was no BeamEmitter.










                        Comment


                          Originally posted by godmode0 View Post
                          GALTANOR THX THX THX

                          The new monsters ROXOR realy awsome i add some screenies for you all XD

                          small notice got some server stress >>

                          ScriptLog: GaltanorsMonsterWeapon::UpdateBeamEmitter() called, but there was no BeamEmitter.
                          ScriptLog: GaltanorsMonsterWeapon::UpdateBeamEmitter() called, but there was no BeamEmitter.
                          ScriptLog: GaltanorsMonsterWeapon::UpdateBeamEmitter() called, but there was no BeamEmitter.
                          You are welcome! Nice screen shots!

                          The notices are from when I was debugging the Monster Weapon... it is probably showing up when the monster is in the process of being deleted but the emitter is still trying to update. The beam emitter is only used on the plasma skulls and the new mini-darkwalker weapon. I will have the notices removed in the next version.

                          - Galtanor

                          Comment


                            Alright, I got it figured out... which sets of announcements do you want me to disable? the Vehicle kills? and the Killing spree/multi kill messages?

                            Comment


                              Dude, you work fast. Yeah those are the announcements I think should be removed. Thanks.

                              Is there any work on this project that people from around here can help with? I am a programmer, but I know C++ and php and not whatever the game uses for scripting. But I would be glad to help in between school and work.

                              Comment


                                Originally posted by DarkGrue View Post
                                Dude, you work fast. Yeah those are the announcements I think should be removed. Thanks.

                                Is there any work on this project that people from around here can help with? I am a programmer, but I know C++ and php and not whatever the game uses for scripting. But I would be glad to help in between school and work.
                                Right now, the biggest thing you could do that is invasion specific that everyone would like the most is making more monsters... that would involve 3D modeling and animation.

                                Another idea would be to make invasion specific maps... The gametype will load maps starting with INV and I have a "MonsterStart" that the gametype will look for first when spawning monsters. However, it works very well with CTF/VCTF maps and the next release I have most of the clean up for WAR maps done, so they will working much better.

                                As far as coding, it involves Unreal Script, which is kinda like Java, but has a lot of Unreal specific stuff. I have the main part of the coding for the gametype completed. Most of it will now be working on features and enhancements.

                                - Galtanor

                                Comment

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