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

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  • replied
    This mod died before rbtt, but rbtt is open source.
    With rbtt, you need a correct config in order for it to work.
    It working well for me including the radar.
    However maps have to have the DM prefix, and vehicles will also work.

    Leave a comment:


  • replied
    @ /]rchon, you are most welcome. Now if I could just get Galtanor's Invasion to integrate with Mapmixer in a full random session I would be in heaven!

    @ Spartan 5, while it's true this mod seems abandoned it was complete up to the point just before the last patch and for the most part works fine with 2.1 except for map vote which I can't get to work at all. rbtt invasion just never did it for me. I gave it multple tries and even though it appears to be just as configurable as Galtanor's the radar never really worked for me and it just didn't appear to work as smoothly over all. After having used them both I would have to say Galtanor's was more appealing to me. And that is just one man's opinion.

    Can anyone tell me if rbtt invasion is still in development or not? It seems after a brief search that mod is also dead.

    Leave a comment:


  • replied
    you mean the rbtt invasion?
    well this mod didn't provide the source code to modify the monsters, while rbtt does.

    Leave a comment:


  • replied
    Hello, i'm new. Is this mod better than the latest invasion mod ? because i read somewhere that Galtanor's invasion was an abandoned mod and probably unfinished. So i want to ask if it's worth to download it and it it works with the last 2.1 patch ?

    Leave a comment:


  • replied
    Originally posted by xfuture View Post
    That is a mech spider (and boy are they tough). You have to modify your ini (either monsters or waves I don't remember off hand). I will try to post a sample from my ini later today because I have them set up on my server. The darkwalker isn't all it's cracked up to be (they are tough) but they are not the vehicle darkwalker like I hoped but rather a skeleton with a force field.

    I am actually glad this mod is back in the lime light if only for a bit. I love it. It's well done but was never modified to work with the last patches for the game. I am still hopeful that the creator will come out of "retirement" and work on it some more but until then I will enjoy this amazing mod to the fullest.

    Here is a sample from the UTGaltanorsInvasionWaves.ini. I just modified the first 4 waves of the default wave table at the top by adding different monsters from the UTGaltanorsInvasionMonster.ini file and limited it to 4 waves max. (I limited it because our little group likes to play a variety of game types.)

    So here are our first 4 waves.

    WaveTable1=(MaxActive=8,MaxWave=20)
    WaveTable2=(ClassName=("RocketScientist","GunSling er","HammerKrall"))
    WaveTable3=(Frequency=(1,1,1))
    WaveTable1=(MaxActive=6,MaxWave=24,BossClassName=" Demogorgon",MaxBosses=1)
    WaveTable2=(ClassName=("BioGolem","RocketSkull","G unSlinger","ShockingMouse"))
    WaveTable3=(Frequency=(1,1,1,1))
    WaveTable1=(MaxActive=6,MaxWave=28)
    WaveTable2=(ClassName=("MiniMonkey","Demogorgon"," ShockingMouse","FlakMonkey"))
    WaveTable3=(Frequency=(1,1,1,1))
    WaveTable1=(MaxActive=6,MaxWave=32,BossClassName=" DarkWalker",MaxBosses=2)
    WaveTable2=(ClassName=("MegaMechSpider","FlakMonke y","ObsidianGolem","DollBomb"))
    WaveTable3=(Frequency=(1,1,1,1))

    You can set the frequency, max active, maxbosses and total monsters per wave. Very configurable and very well done. This set up gives a pretty decent challenge for 1 to 4 player. Good luck and keep the mod alive!

    Another note make sure you have Fraeger's and Davidson's Monsters mods installed as well if you want to use the Demogorgon and Doll Bomb.
    Thanks a bunch it really worked and perfectly, I see reading the monster list ini theres a few I didn't even know where around.

    Leave a comment:


  • replied
    That is a mech spider (and boy are they tough). You have to modify your ini (either monsters or waves I don't remember off hand). I will try to post a sample from my ini later today because I have them set up on my server. The darkwalker isn't all it's cracked up to be (they are tough) but they are not the vehicle darkwalker like I hoped but rather a skeleton with a force field.

    I am actually glad this mod is back in the lime light if only for a bit. I love it. It's well done but was never modified to work with the last patches for the game. I am still hopeful that the creator will come out of "retirement" and work on it some more but until then I will enjoy this amazing mod to the fullest.

    Here is a sample from the UTGaltanorsInvasionWaves.ini. I just modified the first 4 waves of the default wave table at the top by adding different monsters from the UTGaltanorsInvasionMonster.ini file and limited it to 4 waves max. (I limited it because our little group likes to play a variety of game types.)

    So here are our first 4 waves.

    WaveTable1=(MaxActive=8,MaxWave=20)
    WaveTable2=(ClassName=("RocketScientist","GunSling er","HammerKrall"))
    WaveTable3=(Frequency=(1,1,1))
    WaveTable1=(MaxActive=6,MaxWave=24,BossClassName=" Demogorgon",MaxBosses=1)
    WaveTable2=(ClassName=("BioGolem","RocketSkull","G unSlinger","ShockingMouse"))
    WaveTable3=(Frequency=(1,1,1,1))
    WaveTable1=(MaxActive=6,MaxWave=28)
    WaveTable2=(ClassName=("MiniMonkey","Demogorgon"," ShockingMouse","FlakMonkey"))
    WaveTable3=(Frequency=(1,1,1,1))
    WaveTable1=(MaxActive=6,MaxWave=32,BossClassName=" DarkWalker",MaxBosses=2)
    WaveTable2=(ClassName=("MegaMechSpider","FlakMonke y","ObsidianGolem","DollBomb"))
    WaveTable3=(Frequency=(1,1,1,1))

    You can set the frequency, max active, maxbosses and total monsters per wave. Very configurable and very well done. This set up gives a pretty decent challenge for 1 to 4 player. Good luck and keep the mod alive!

    Another note make sure you have Fraeger's and Davidson's Monsters mods installed as well if you want to use the Demogorgon and Doll Bomb.

    Leave a comment:


  • replied
    Now that this thread has been dug up recently Id like to ask, what faction do I have to choose to get the waves of Darkwalker looking droid things to spawn?

    Since Ive played multiple rounds of this awesome mod on all sorts of levels and I either get with "random" faction on, waves of the rodents and bunnies or waves of the skeletons and skulls.

    Never once have I gotten these cool droids as seen in this screenshot from the 1st page.



    So what setting ,option or faction do I have to choose in the settings to get theses droids to spawn in the ingame waves?

    Also kudos to xfuture, I myself changed the UTGaltanorsInvasion.ini
    to allow vehicles and they spawn just perfectly and fine and the bots use them fine to, and Ive been having a blast =D

    Leave a comment:


  • replied
    Guess I should qualify that by saying I have never tried to change the setting. It must be set to true by default.

    Leave a comment:


  • replied
    There is a setting in the UTGaltanorsInvasion.ini file to disable all vehicles.

    bDisableAllVehicles=true

    Leave a comment:


  • replied
    So why are vehicles disabled in every map that has vehicles, like VCTF?

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  • replied
    I have had great luck with Galtanor's Invasion with the current patch. The only thing is that it WILL NOT work with map vote. If there is someone out there that has overcome this I would very much like to know how. The other thing I have trouble with is using it with Mapmixer. If I have a session with just GI then it works fine but if I try to add the Invasion gametype into a mix of other game types I cannot get it to work.

    Leave a comment:


  • replied
    Does this work for UT3 patch 2.1?

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  • replied
    Will there be a cook of this for the ps3?

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  • replied
    Is a ps3 cook possible?

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  • replied
    AFAIK this mod is not developed anymore. The only one i know of that is constantly being worked on is the RBTT Invasion.

    Leave a comment:

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