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

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    Originally posted by BattleMode View Post
    I noticed Galtanor Invasion seems to show up as DM in the server list now. Is this by design or coincidence?
    Depends on the ?GameMode= used, I set mine to show up in DM servers.

    Not like epic gave us one to use for Invasion.

    Comment


      Originally posted by BattleMode View Post
      I noticed Galtanor Invasion seems to show up as DM in the server list now. Is this by design or coincidence?
      I have not changed anything about the way the gametype is setup. So unless someone has changed the way their server is configured... it is supposed to show up as a custom gametype, but apparently that is buggy.

      Both ways are good ideas, maybe I will make them both available options... more options can only be a good thing!

      Comment


        Originally posted by Sunstrider View Post
        Depends on the ?GameMode= used, I set mine to show up in DM servers. Not like epic gave us one to use for Invasion.
        Ah so that is the trick, thanks.

        Comment




          Download here: http://files.filefront.com/UT3+Invas.../fileinfo.html

          Post any suggestions for it here: http://forums.epicgames.com/showthread.php?t=600037

          Comment


            Originally posted by Galtanor View Post
            I have need seen/heard of this before... can you please check the log file to see if there are any errors?

            - Galtanor
            This is seen on BattleMode's Invasion BattleRPG server. Check it out.

            Comment


              Originally posted by instagibbed View Post
              This is seen on BattleMode's Invasion BattleRPG server. Check it out.
              Can you perhaps make a screenshot of what happens?

              Comment


                Originally posted by instagibbed View Post
                This is seen on BattleMode's Invasion BattleRPG server. Check it out.
                I tried to get on it for a little bit last night, but it was just me and 2 bots... needless to say I did not get far enough to see them...

                Originally posted by BattleMode View Post
                Can you perhaps make a screenshot of what happens?
                One question for you BattleMode, what do you have the MonsterDifficulty on your server set too? I normally play offline (mostly testing) and always thought the Gun Slingers were easy enough, but on your server they were noticeably harder. On my test server I noticed a small difference between online/offline difficulty, but did not think it was as noticeable as what I saw on your server last night.

                Comment


                  Originally posted by Galtanor View Post
                  One question for you BattleMode, what do you have the MonsterDifficulty on your server set too? I normally play offline (mostly testing) and always thought the Gun Slingers were easy enough, but on your server they were noticeably harder. On my test server I noticed a small difference between online/offline difficulty, but did not think it was as noticeable as what I saw on your server last night.
                  I use the INI files exactly as you made them, didn't change anything. Yes those Gun Slingers are very tough if you are only with a few players, I already considered removing them from the INI for that.

                  BTW my server does not have BOTS (and usually has a few players) are you sure it was my server you where on?

                  The address is: 79.99.24.9:8888
                  The name is: #1 BigBattleServers.com Invasion BattleRPG

                  http://bigbattleservers.com/server.php?id=25

                  Comment


                    Originally posted by BattleMode View Post
                    I use the INI files exactly as you made them, didn't change anything. Yes those Gun Slingers are very tough if you are only with a few players, I already considered removing them from the INI for that.

                    BTW my server does not have BOTS (and usually has a few players) are you sure it was my server you where on?

                    The address is: 79.99.24.9:8888
                    The name is: #1 BigBattleServers.com Invasion BattleRPG

                    http://bigbattleservers.com/server.php?id=25
                    Ok, I may be mistaken about there being bots. I will try logging on again tonight. I will also look into the code when I get home (at work now) and see what is the difference between network and offline mode that makes the Gun Slingers so much more difficult.

                    Comment


                      They seem better since you turned down the accuracy as requested, but that is why I originally asked...they were absolutely brutal before

                      Comment


                        Thanks, I haven't been around lately, youve fixed many bugs.

                        Nice

                        Comment


                          Some additional feedback on the small freezes you get in the game.

                          I noticed today that it seems to only occur when the flying head monsters are created. And during rounds in which they are present (e.g. because more are created but could also be a different cause). If only other monsters are there (e.g. the first few rounds) it seems to be less freezy.

                          So perhaps there is something in the code of the flying heads there that sometimes causes a freeze.

                          Comment


                            Even in UT2004, if you spawn a built-in vehicle on a non-vehicle map, it would freeze. I think the files just aren't loaded until they are called. They need to load when it says precaching. If you find out how, please let me know In UT2004, here is an example of how I would pre-load items:

                            Code:
                            class bushbombsVehiclePreload extends Mutator;
                            
                            #exec obj load file=ONSVehicles-A.ukx
                            #exec obj load file=ONSNewTank-A.ukx
                            #exec obj load file=ONSFullAnimations.ukx
                            #exec obj load file=AS_VehiclesFull_M.ukx
                            #exec obj load file=ONSBPAnimations.ukx
                            
                            #exec obj load file=VMVehicles-TX.utx
                            #exec obj load file=ONSFullTextures.utx
                            #exec obj load file=ONSBPTextures.utx
                            #exec obj load file=ONSBP_DestroyedVehicles.utx
                            #exec obj load file=ONSDeadVehicles-TX.utx
                            #exec obj load file=ExplosionTex.utx
                            #exec obj load file=AW-2004Particles.utx
                            #exec obj load file=EpicParticles.utx
                            #exec obj load file=VMWeaponsTX.utx
                            #exec obj load file=VehicleFX.utx
                            #exec obj load file=VMParticleTextures.utx
                            #exec obj load file=XEffectMat.utx
                            #exec obj load file=AW-2004Explosions.utx
                            #exec obj load file=WeaponSkins.utx
                            #exec obj load file=BenTex01.utx
                            #exec obj load file=ArboreaTerrain.utx
                            #exec obj load file=AbaddonArchitecture.utx
                            #exec obj load file=ONSInterface-TX.utx
                            #exec obj load file=AW-2k4XP.utx
                            #exec obj load file=Turrets.utx
                            #exec obj load file=XGameTextures.utx
                            #exec obj load file=CicadaTex.utx
                            #exec obj load file=VMWeaponsTX.utx
                            
                            #exec obj load file=ONSDeadVehicles-SM.usx
                            #exec obj load file=ONSFullStaticMeshes.usx
                            #exec obj load file=ONSstaticMeshVehicles.usx
                            #exec obj load file=ONS-BPJW1.usx
                            #exec obj load file=ParticleMeshes.usx
                            #exec obj load file=WeaponStaticMesh.usx
                            #exec obj load file=ONSWeapons-SM.usx
                            #exec obj load file=VMWeaponsSM.usx
                            
                            #exec obj load file=OnslaughtBP.u
                            #exec obj load file=Engine.u
                            
                            #exec obj load file=ONSVehicleSounds-S.uax
                            #exec obj load file=WeaponSounds.uax
                            
                            
                            
                            function PreBeginPlay()
                            {
                            local Skeletalmesh SomeMesh;
                            local material sometex;
                            local class someclass;
                            local MeshAnimation someAnim;
                            local sound somesound;
                            local StaticMesh somestatic;
                            
                            	Super.PreBeginPlay();
                            Log("**********UT2004VehiclePreload INITIALIZED**********");
                            
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.Horns.Horn03",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.Horns.Horn07",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.AttackCraft.AttackCraftStartUp",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.AttackCraft.AttackCraftShutDown",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.Explosions.VehicleExplosion04",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.Explosions.VehicleExplosion05",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.CollisionSounds.VehicleCollision01",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.CollisionSounds.VehicleCollision02",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.CollisionSounds.VehicleCollision03",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.CollisionSounds.VehicleCollision04",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.CollisionSounds.VehicleCollision05",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.CollisionSounds.VehicleCollision06",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.CollisionSounds.VehicleCollision07",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.CarAlarm.CarAlarm01",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.CollisionSounds.BodyHitbyVeh01",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.Hydraulics.Hydraulic10",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseShieldReflections.BBulletReflect1",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseShieldReflections.BBulletReflect2",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseShieldReflections.BBulletReflect3",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseShieldReflections.BBulletReflect4",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseImpactAndExplosions.BBulletImpact1",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseImpactAndExplosions.BBulletImpact2",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseImpactAndExplosions.BBulletImpact3",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseImpactAndExplosions.BBulletImpact4",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseImpactAndExplosions.BBulletImpact5",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseImpactAndExplosions.BBulletImpact6",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseImpactAndExplosions.BBulletImpact7",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseImpactAndExplosions.BBulletImpact8",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseImpactAndExplosions.BBulletImpact9",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseImpactAndExplosions.BBulletImpact11",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseImpactAndExplosions.BBulletImpact12",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseImpactAndExplosions.BBulletImpact13",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseImpactAndExplosions.BBulletImpact14",class'sound',True));
                            somesound=sound(DynamicLoadObject("WeaponSounds.BaseGunTech.BSeekLost1",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.Flying.Flying02",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.MAS.MASDeploy01",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.MAS.MASEng01",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.MAS.MASStart01",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.MAS.MASStop01",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.Horns.LevHorn01",class'sound',True));
                            somesound=sound(DynamicLoadObject("ONSVehicleSounds-S.Horns.LevHorn02",class'sound',True));
                            
                            someclass=class(DynamicLoadObject("Onslaught.ONSAttackCraft",class'class',True));
                            someclass=class(DynamicLoadObject("Onslaught.ONSChopperCraft",class'class',True));
                            someclass=class(DynamicLoadObject("Onslaught.ONSHoverBike",class'class',True));
                            someclass=class(DynamicLoadObject("Onslaught.ONSHoverCraft",class'class',True));
                            someclass=class(DynamicLoadObject("Onslaught.ONSHoverTank",class'class',True));
                            someclass=class(DynamicLoadObject("Onslaught.ONSPlaneCraft",class'class',True));
                            someclass=class(DynamicLoadObject("Onslaught.ONSPRV",class'class',True));
                            someclass=class(DynamicLoadObject("Onslaught.ONSRV",class'class',True));
                            someclass=class(DynamicLoadObject("Onslaught.ONSWheeledCraft",class'class',True));
                            someclass=class(DynamicLoadObject("Onslaught.ONSTreadCraft",class'class',True));
                            someclass=class(DynamicLoadObject("Onslaught.ONSVehicle",class'class',True));
                            someclass=class(DynamicLoadObject("OnslaughtFull.ONSBomber",class'class',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.NEWprvGroup.PRVenergyOFF",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.NEWprvGroup.PRVenergyTEX",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.NEWprvGroup.prvNEWwindowShad",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.NEWprvGroup.PRVprojector",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.NEWprvGroup.prvREDcb",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.NEWprvGroup.PRVselfILLUM",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.NEWprvGroup.PRVtag",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.NEWprvGroup.PRVtagFallBack",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.NEWprvGroup.prvTAGSCRIPTED",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.NEWprvGroup.PRVwindowTEX",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.NEWprvGroup.PRVwindowCB",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.NEWprvGroup.PRVwindowSHAD",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverTankGroup.HoverTankChassisFinalBLUE",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverTankGroup.HoverTankChassisFinalRED",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverTankGroup.TankCBblue",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverTankGroup.TankCBred",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverTankGroup.TankColorBlue",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverTankGroup.TankColorRED",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverTankGroup.TankNoColor",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverTankGroup.TankProjector",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverTankGroup.tankTreads",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverBikeGroup.hoverBikrCBblue",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverBikeGroup.HoverBikeChassisFinalBLUE",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverBikeGroup.HoverBikeChassisFinalRED",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverBikeGroup.hoverCraftBlue",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverBikeGroup.hovercraftFANSblurTEX",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverBikeGroup.hoverCraftRED",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverBikeGroup.hoverCRAFTcbRED",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverBikeGroup.hoverFANSrotator",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.HoverBikeGroup.NewHoverCraftNOcolor",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.Environments.DesertEnv",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.Environments.WhiteDot",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.Environments.ReflectionEnv",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.Environments.ReflectionTexture",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.AttackCraftGroup.attackCRAFTblueCB",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.AttackCraftGroup.AttackCraftChassisFInalBLUE",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.AttackCraftGroup.AttackCraftChassisFinalRED",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.AttackCraftGroup.AttackCraftNoColor",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.AttackCraftGroup.attackCRAFTredCB",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.AttackCraftGroup.AttackCraftWindShield",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.AttackCraftGroup.buildTRANStex",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.AttackCraftGroup.RaptorColorBlue",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.AttackCraftGroup.RaptorColorRed",class'material',True));
                            sometex=material(DynamicLoadObject("VMVehicles-TX.AttackCraftGroup.raptorCOLORtest",class'material',True));
                            sometex=material(DynamicLoadObject("ONSFullTextures.MASGroup.LEVcolorBlue",class'material',True));
                            sometex=material(DynamicLoadObject("ONSFullTextures.MASGroup.LEVcolorRED",class'material',True));
                            sometex=material(DynamicLoadObject("ONSFullTextures.MASGroup.LEVnoColor",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2004Particles.Energy.PowerSwirl",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2004Explosions.Fire.Fireball3",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2004Particles.Fire.SmokeFragment",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2004Particles.Weapons.SmokePanels2",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2004Particles.Energy.AirBlast",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2004Particles.Energy.JumpDuck",class'material',True));
                            sometex=material(DynamicLoadObject("WeaponSkins.Skins.RocketTex0",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2004Particles.Weapons.TrailBlura",class'material',True));
                            sometex=material(DynamicLoadObject("AbaddonArchitecture.Base.bas28go",class'material',True));
                            sometex=material(DynamicLoadObject("ArboreaTerrain.ground.flr02ar",class'material',True));
                            sometex=material(DynamicLoadObject("BenTex01.textures.SmokePuff01",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2004Particles.Energy.ElecPanelsP",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2004Particles.Energy.ElecPanels",class'material',True));
                            sometex=material(DynamicLoadObject("ExplosionTex.Framed.exp2_framesP",class'material',True));
                            sometex=material(DynamicLoadObject("ONSInterface-TX.tankBarrelAligned",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2k4XP.Weapons.ShockTankEffectCore2",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2k4XP.Weapons.ShockTankEffectSwirl",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2k4XP.Weapons.ShockBallTrail",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2k4XP.Weapons.ShockTankEffectCore2a",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2k4XP.Weapons.ShockRingTex",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2k4XP.Weapons.ShockTankEffectCore",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2004Particles.Energy.SmoothRing",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2004Particles.Fire.Ripples1P",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2004Particles.Fire.Ripples2P",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2004Particles.Weapons.BoloBlob",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2k4XP.Weapons.ElectricShockTexG",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2k4XP.Weapons.ElectricShockTexG2",class'material',True));
                            sometex=material(DynamicLoadObject("AW-2004Particles.Weapons.SoftFade",class'material',True));
                            sometex=material(DynamicLoadObject("AbaddonArchitecture.Base.bas27go",class'material',True));
                            sometex=material(DynamicLoadObject("CicadaTex.HUD.RocketIcon",class'material',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSBP_DestroyedVehicles.Paladin.Paladin_ShieldGun",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSBP_DestroyedVehicles.Paladin.Paladin_Tire",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSBP_DestroyedVehicles.Paladin.PaladinWhole",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSBP_DestroyedVehicles.SPMA.DestroyedSPMA",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSBP_DestroyedVehicles.SPMA.SPMA_Gunpiece",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSBP_DestroyedVehicles.SPMA.SPMA_GunStrutpiece",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSBP_DestroyedVehicles.SPMA.SPMA_Turretpiece",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSBP_DestroyedVehicles.SPMA.SPMA_Wheelpiece",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSBP_DestroyedVehicles.SPMA.SPMAWhole",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSDeadVehicles-SM.HELLbenderExploded.HellDoor",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSFullStaticMeshes.MainGun",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSFullStaticMeshes.SideFlap",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSFullStaticMeshes.TargetPainterStatic",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSstaticMeshVehicles.ONSsmVehiclesGroup.Goliath",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSstaticMeshVehicles.ONSsmVehiclesGroup.HELLBENDER",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSstaticMeshVehicles.ONSsmVehiclesGroup.Manta",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSstaticMeshVehicles.ONSsmVehiclesGroup.RAPTOR",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSstaticMeshVehicles.ONSsmVehiclesGroup.SCORPION",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONS-BPJW1.Meshes.BarricadeMesh",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONS-BPJW1.Meshes.LargeShell",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONS-BPJW1.Meshes.LargeShell_half",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONS-BPJW1.Meshes.LinkShield",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONS-BPJW1.Meshes.Mini_Shell",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONS-BPJW1.Meshes.RoadSignMesh",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONS-BPJW1.Meshes.sixwheeler",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONS-BPJW1.Meshes.Sphere",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONS-BPJW1.Meshes.Target",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONS-BPJW1.Meshes.TargetB",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONS-BPJW1.Meshes.TargetNo",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("AW-2004Particles.Debris.Veh_Debris1",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ParticleMeshes.Complex.ExplosionRing",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("AW-2004Particles.Debris.Veh_Debris2",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("WeaponStaticMesh.RocketProj",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("ONSWeapons-SM.PC_MantaJumpBlast",class'StaticMesh',True));
                            somestatic=StaticMesh(DynamicLoadObject("VMWeaponsSM.PlayerWeaponsGroup.bomberBomb",class'StaticMesh',True));
                            
                            someAnim=MeshAnimation(DynamicLoadObject("ONSVehicles-A.RVslingArmAnims",class'MeshAnimation',True));
                            someAnim=MeshAnimation(DynamicLoadObject("ONSFullAnimations.TargetPainterAnims",class'MeshAnimation',True));
                            someAnim=MeshAnimation(DynamicLoadObject("ONSFullAnimations.MASchassisAnims",class'MeshAnimation',True));
                            
                            -----shortened to fit------

                            Comment


                              Originally posted by BattleMode View Post
                              Some additional feedback on the small freezes you get in the game.

                              I noticed today that it seems to only occur when the flying head monsters are created. And during rounds in which they are present (e.g. because more are created but could also be a different cause). If only other monsters are there (e.g. the first few rounds) it seems to be less freezy.

                              So perhaps there is something in the code of the flying heads there that sometimes causes a freeze.
                              Originally posted by bushbomb View Post
                              Even in UT2004, if you spawn a built-in vehicle on a non-vehicle map, it would freeze. I think the files just aren't loaded until they are called. They need to load when it says precaching. If you find out how, please let me know In UT2004, here is an example of how I would pre-load items:
                              Unfortunately, the compiler #exec commands currently do not exist in UT3... It is possible that the momentary pause we are seeing is because the package is not 'cooked'. I have added a loop that dynamically loads all the classes at the start and that reduces the pause, but does not completely eliminate it.

                              I have completely redone the way the skill values for the monsters is handled. In the next version it should be the same both online and offline.

                              - Galtanor

                              Comment


                                Oke im back from fiew days Prague , back to UT3 :P

                                Galtanor what bout 008 ?

                                Game without text chat is sucky !

                                Comment

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