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

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    OMG ! new Monsters !!!

    thank you for nice scary monsters for new version !
    hope coming more and more

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      I got some complaints that sometimes in spectator mode chatting no longer works. Is this a known problem? I also experienced it once myself.

      Also there seems to be a delay when new monsters are created at the beginning of a wave.

      Comment


        I thought that was a problem with my mutator Playing normal, after a few minutes I could type "say testing" or anything else and it would never display to messages. Haven't noticed this since version 007, but haven't tried that much either.

        Comment


          Originally posted by BattleMode View Post
          I got some complaints that sometimes in spectator mode chatting no longer works. Is this a known problem? I also experienced it once myself.

          Also there seems to be a delay when new monsters are created at the beginning of a wave.
          Hah cool im not the only one , my buddy and me experience same probem with text chat , after lets say maybey 50 words ,,, chat is totaly gone and it sux balls we thought its an epic bug , so it was not posted in galatonots or the rpg topic Its not in spctator mode only
          can be in wave 4 and can be after 10 words ! ( annyway didnt have time to spit in the topics ) but where is the VOIP text chat like in u2k4 did i miss something?



          Galtanor monsters are insane strong , after wave 7 its imposible lol
          Maybey idea to make this heads a litle smaller , i have top end system but its eats power like and idiot specialy last 4 waves or something ! , something like apreload woold be awsome too .. sometimes when wave start it hangs for 2 3 sec

          Comment


            When playing with the RPG mutator, the mini darkwalkers no longer have the bubble around them and their weapon is not shown when they are firing (the beam is invisible). Same with the Skulls that use the same weapon.

            When I tried this with normal Invasion (without the RPG mutator), it seems fine.

            Posting this in BattleMode's thread too.

            Comment


              Another product of boredom: Wave Config tool

              Comment


                Originally posted by BattleMode View Post
                I got some complaints that sometimes in spectator mode chatting no longer works. Is this a known problem? I also experienced it once myself.

                Also there seems to be a delay when new monsters are created at the beginning of a wave.
                Originally posted by bushbomb View Post
                I thought that was a problem with my mutator Playing normal, after a few minutes I could type "say testing" or anything else and it would never display to messages. Haven't noticed this since version 007, but haven't tried that much either.
                Originally posted by godmode0 View Post
                Hah cool im not the only one , my buddy and me experience same probem with text chat , after lets say maybey 50 words ,,, chat is totaly gone and it sux balls we thought its an epic bug , so it was not posted in galatonots or the rpg topic Its not in spctator mode only
                can be in wave 4 and can be after 10 words ! ( annyway didnt have time to spit in the topics ) but where is the VOIP text chat like in u2k4 did i miss something?

                Galtanor monsters are insane strong , after wave 7 its imposible lol
                Maybey idea to make this heads a litle smaller , i have top end system but its eats power like and idiot specialy last 4 waves or something ! , something like apreload woold be awsome too .. sometimes when wave start it hangs for 2 3 sec
                The text chat disappearing has been an issue since I created the gametype. It is sporatic and has been hard to pin down where it is failing. I will take a look at it again.

                I could try to force load all the monsters at the beginning of the game, that might stop the momentary pause when they are first created.

                If you think the monsters are too strong/weak, you can adjust their health using the UTGaltanorsInvasionMonsters.ini file. If you would like more options to adjust the monsters, I am open to suggestions. You can find configuration information here: http://invasion.sudreal.org/index.ph...Manager_Config

                Originally posted by instagibbed View Post
                When playing with the RPG mutator, the mini darkwalkers no longer have the bubble around them and their weapon is not shown when they are firing (the beam is invisible). Same with the Skulls that use the same weapon.

                When I tried this with normal Invasion (without the RPG mutator), it seems fine.
                I have need seen/heard of this before... can you please check the log file to see if there are any errors?

                - Galtanor

                Comment


                  Galt, can you e-mail me source for 001, 2, and 3 with the version you think the text problem started happening? I'll take a look at it. I have 4 and on.

                  Comment


                    Originally posted by bushbomb View Post
                    Galt, can you e-mail me source for 001, 2, and 3 with the version you think the text problem started happening? I'll take a look at it. I have 4 and on.
                    I can, but I think its been a problem in every version. Somewhere it blocks spectators from chatting. I have a couple of questions tho...
                    Does it only happen when out of lives and in spectator mode?
                    When the wave ends, you get another life, and respawn, is the ability to chat back? or still gone?

                    Edit: NM, I think I found the problem!

                    Comment


                      Originally posted by Galtanor View Post
                      Edit: NM, I think I found the problem!
                      Great!

                      Originally posted by Galtanor View Post
                      I could try to force load all the monsters at the beginning of the game, that might stop the momentary pause when they are first created.
                      Sounds promising. BTW, what about creating the monsters is taking so much time?

                      Originally posted by Galtanor View Post
                      If you would like more options to adjust the monsters, I am open to suggestions.
                      I think the biggest problem with Invasion has always been that the human team size can vary but the monster team size is always the same. I think some way of making the number of monsters dependent on the number of players would be great. This would solve the problem of Invasion being too hard with small teams and too easy with big teams.

                      Comment


                        Originally posted by bushbomb View Post
                        Another product of boredom: Wave Config tool

                        Looking good so far! The only features that seem to be missing is the option to create/insert new waves into a wave setup and create a whole new wave setup with a new name.

                        Originally posted by BattleMode View Post
                        Sounds promising. BTW, what about creating the monsters is taking so much time?
                        It seems most noticeable on the custom monsters... I think its the fact they are not 'standard' resources and the game has to be 'told' to load them. The delay is probably just opening the file and copying the resources into memory.

                        Originally posted by BattleMode View Post
                        I think the biggest problem with Invasion has always been that the human team size can vary but the monster team size is always the same. I think some way of making the number of monsters dependent on the number of players would be great. This would solve the problem of Invasion being too hard with small teams and too easy with big teams.
                        Ok, what about adding a recommended 'player count' to each wave. If the number of players is higher or lower then the recommended, then the MaxActive and MaxWave can be adjusted accordingly. What do you think?

                        Comment


                          Originally posted by Galtanor View Post
                          I can, but I think its been a problem in every version. Somewhere it blocks spectators from chatting. I have a couple of questions tho...
                          Does it only happen when out of lives and in spectator mode?
                          When the wave ends, you get another life, and respawn, is the ability to chat back? or still gone?

                          Edit: NM, I think I found the problem!
                          lol, do share I have not been a spec, so when it happened to me, we just started playing, first wave, all still alive, and we can't type anymore.

                          Comment


                            Originally posted by Galtanor View Post
                            Ok, what about adding a recommended 'player count' to each wave. If the number of players is higher or lower then the recommended, then the MaxActive and MaxWave can be adjusted accordingly. What do you think?
                            I would prefer more precise control.

                            Perhaps something like:

                            MaxActive = MaxActiveBasic + MaxActivePerPlayer * NumberOfPlayers
                            MaxWave = MaxWaveBasic + MaxWavePerPlayer * NumberOfPlayers

                            So instead of defining MaxActive you would define MaxActiveBasic and MaxActivePerPlayer. You could for example do this calculation at the beginning of each wave. By only defining MaxActiveBasic you could get the current behavior for those who prefer that.

                            Comment


                              Originally posted by Galtanor View Post
                              Ok, what about adding a recommended 'player count' to each wave. If the number of players is higher or lower then the recommended, then the MaxActive and MaxWave can be adjusted accordingly. What do you think?
                              Sounds like a good idea. Perhaps something like (pseudocoded):

                              Code:
                              function AdjustMonsters()
                              }
                              MonsterAdjustment = playercount / recommended
                              if playercount < recommended
                                  MaxActive *= max(1, MonsterAdjust / 2)
                                  MaxWave *= max(1, MonsterAdjust / 2)
                              elseif playercount > recommended
                                  MaxActive *= MonsterAdjust
                                  MaxWave *= MonsterAdjust
                              end if
                              }
                              and called when a player joins or leaves the game.

                              In summary, if 8 is the default MaxActive
                              if there are half(6) the players recommended(12), there will be 75%(6/8) of the monsters at a time.
                              if there are double(18) the players recommended(12), there will be 200%(16/8) of the monsters at a time.

                              Comment


                                I noticed Galtanor Invasion seems to show up as DM in the server list now. Is this by design or coincidence?

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