Announcement

Collapse
No announcement yet.

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

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    http://ini.hazelwhorley.com/futurama.html

    Would love to see the futurama monsters imported <3

    Prof farnsworth firing the huge deemer's and saying stuff is better than an emotionless floating skull ;p

    Beer bottle throwing bender was my fave!

    Comment


      Scorpion, I know that there are some players that preinstall the mod, but many others just stumble into the server.

      Originally posted by Galtanor View Post
      Its not a matter of downloading the files. If I include a reference to a mesh/texture in the file, it *should* be downloaded.
      - Galtanor
      The gametype pushed 2 out of three .upk files, hopefully fixing the third to push is possible. Only a small percentage of the players that join my server are preloaded with version 10, I can always tell at the end of round one where minimouse come out (and he's invisible to those that aren't preloaded) the players start going "wtf... what's shooting me?" It is sort of comical, but very frustrating if you're the one facing the invisible mouse..lol.

      Comment


        Originally posted by {UR}Scorpion View Post
        I run the map rotation with WAR, DM, CTF and VCTF maps in the cycle. Don't know that it has a probem with any one specific. People are really enjoying the mods but just doesn't stay up for extended periods.
        I had some problems with Galtanor and non DM maps so I switched to DM only a while ago. Has been stable ever since AFAIK. Only anoying thing is those delays when the monsters are loaded.

        Comment


          Originally posted by {UR}Scorpion View Post
          Don't believe that these files will be pushed but you simply have to download and install them yourself. This is very unfortunate as most people won't come to the forums to read the instructions.
          This doesn't seem like a workable solution.

          Galtanor, can you not ask permission of the makers of those models and simply create static dependencies (like with the content upk) and force the things to be downloaded?

          An alternative would be to hack up a small dummy mutator that links to them. Maybe I will give that a try myself although I have a small backlog with BTA/BFA so that might take a little while.

          Comment


            Figured I should stop lurking and post somewhere for once...

            Now, I like this mod and all, but I feel there's a little too much praise (Indeed it may be praiseworthy, but there's a such thing as too much) and could be much more room for improvement (Thank God this is a beta release). such as:

            - Weak variety of monsters.
            While this was addressed (if indirectly) and improved a little bit in the v010 release, I still have nightmares of skeletons and skulls at night...

            But even those new monsters seem to pile on the same concept of a monster from the earlier versions. Example, to me, the Electric Mouse is nothing more than a walking version of the Plasma Skull, and the Mini Mouse is just a different version of the Hammer Krall.

            - Lack of different bosses.
            In DM and CTF maps, the bosses get to be boring little "Darkwalkers" in orbs. They're weak. Replace them with stronger Scavengers instead if possible.

            In WAR and VCTF maps, the real Darkwalkers a little more interesting, but usually don't stand up for long. Maybe you can give them a gunner?

            Nuclear Bones is fine, but he's a tad weak in WAR maps, due to their less confined structure (at least the majority are). I liked the old firing rate more, however. : P

            But that's only 2 bosses. Kinda sad.

            -Monster AI issues
            Now, I'm not sure if this is your fault, but you should look into it. When I'm playing with other human players, the monsters seem to get overly focused on a target the relentlessly chase them. They just pass right by me if I'm not their target, even though I'm about to rain death upon them. I find it funny to see them just pass by me, but there's no challenge in that. ; )

            That's all I noticed for issues (that I at least remember), now my suggestions:

            -Default Wave setups based on map prefix
            So, yeah, I notice you may have map-specific wave setups, but we don't have all the time (at least most of us don't) in the world to configure waves for each may, and a default setup may be bad for certain maps. Having default wave setups for WAR, CTF, VCTF, and DM each and then a Global one if something screws up would allow the allow the waves' to be more pin-point adjusted to each of the styles.

            - All the vehicles avaliable as monsters
            Hey, if you're going to do the Darkwalker, might as well do them all. I would also recommend having versions of them with just the driver, and then another with the gunner as well (if available). The Hellfire may be a bit hard to do, though, although it would be funny to see : P.

            - Option to have bosses appear after or during the wave.
            Per wave basis that is. Example, I have this real tough boss (I really don't, but let's pretend I do. X D), and I think it would be better if I have him appear the players clear out all the little cronies to make it a little easier on them. If there was a weaker boss, I would just toss them in late in the wave itself.

            If the boss appears after the wave is over, maybe have an option to revive all out players with one life left?

            That's all I can think of right now. You're doing great. It's fun to play, but it has much room to improve. Keep it up. : )

            Comment


              I second the idea of a scavenger monster!

              Having a skeleton pilot it would look cool



              please please please can we have this

              Comment


                Also is it possible to have mini fury and mini cicada flying about, i think they would look even better than the mining bots.

                Comment


                  hehe... nice stuff... keep them coming...

                  Comment


                    Originally posted by AndrewofDoom View Post
                    -Default Wave setups based on map prefixSo, yeah, I notice you may have map-specific wave setups, but we don't have all the time (at least most of us don't) in the world to configure waves for each may
                    Why not use copy and paste?

                    Comment


                      Originally posted by BattleMode View Post
                      Why not use copy and paste?
                      It's less work in the long run for lazy people like me. XP

                      Comment


                        I try not to play this mod because of the screen freezes, sometimes they could be for 5-6 seconds, its quite annoying, I haven't read through the thread, has this been mentioned before, i highly doubt its down to my pc

                        Comment


                          Originally posted by FooZ View Post
                          I try not to play this mod because of the screen freezes, sometimes they could be for 5-6 seconds, its quite annoying, I haven't read through the thread, has this been mentioned before, i highly doubt its down to my pc
                          It's loading content on the fly. Get over it.

                          Comment


                            Not just that my friend
                            Also many clients complain about weird lag during game play.
                            Not the lag that you get from loading stuff on the fly (like you say) but it continuously gets worse each second.
                            Most of the time it happens when you joined invasion server for the first time.
                            Doesn't matter if you play 1 or 2 maps, it will get to you sooner or later.

                            As for you my freezing friend, try getting faster RAM and instead of getting 1 GB stick, get 2 of 512's of even better 4 of 256 (its faster that way)

                            I hope that Epic will some time get the ZONE feature working in the editor, so that we can make the maps much more playable for low PC's

                            Comment


                              Is it only the CH_DHRodents_All.upk package that dont get pushed?
                              For the next version i could make all content in one package file if thats solves the problem.

                              Comment


                                Post Trip Round-Up

                                I am back from my trip.

                                Originally posted by BattleMode View Post
                                Does everyone have those small delays when monsters are created? It is almost as if the client actually freezes for a little while.
                                I always had them. Right now I do not have a definite fix for it.

                                Originally posted by Cyzmyass View Post
                                Please fix instagib, monster's run around with no weapons currently.
                                Its now on the list of things to fix.

                                Originally posted by Cyzmyass View Post
                                Are all the monsters health configurable, so i can control how many insta gib hits it takes to kill a monster, assuming 1 hit=1000hp damage.
                                Yes, its configurable. Look here: http://invasion.sudreal.org/index.ph...Manager_Config

                                Originally posted by Cyzmyass View Post
                                Weapon carrying monsters, can i choose what weapons they carry? I would like the krull to use all the ut3 weapons, on my old invasion server i let the nali use every weapon in the game, even an ion painter
                                Dont like krull having just avril, i want krull to have a random weapon when it spawns.
                                Currently you can not change the weapons the monsters carry, but that is something I can look into adding. How would you want to specify which weapon? In the Monster Manager? In the Wave Config (so you could vary it per wave?)

                                Originally posted by FooZ View Post
                                I try not to play this mod because of the screen freezes, sometimes they could be for 5-6 seconds, its quite annoying, I haven't read through the thread, has this been mentioned before, i highly doubt its down to my pc
                                The screen freezing when a monster is first spawned is a known issue and seems to affect almost everyone.

                                Originally posted by microbious View Post
                                Also many clients complain about weird lag during game play. Not the lag that you get from loading stuff on the fly (like you say) but it continuously gets worse each second. Most of the time it happens when you joined invasion server for the first time. Doesn't matter if you play 1 or 2 maps, it will get to you sooner or later.
                                I have not heard of this one... could it be the combination of mutators you are running?

                                Originally posted by Davision View Post
                                Is it only the CH_DHRodents_All.upk package that dont get pushed?
                                For the next version i could make all content in one package file if thats solves the problem.
                                HTM~Minion reported that it is the only one not downloading. It is the only file that is not directly referenced. Putting it all in one file will probably solve the problem.

                                Originally posted by AndrewofDoom View Post
                                Weak variety of monsters
                                Lack of different bosses
                                One of the biggest problems with UT3 is the complexity of making custom models and animations. I can not make new models and animations, I simply am not a good modeler/animator. Evil Engine and Davision are far above what I am capable of doing. Until more people are willing to put forth the effort, we will have to be content with what they create and what existing models we can reuse as monsters.

                                Originally posted by AndrewofDoom View Post
                                -Monster AI issues
                                Now, I'm not sure if this is your fault, but you should look into it. When I'm playing with other human players, the monsters seem to get overly focused on a target the relentlessly chase them. They just pass right by me if I'm not their target, even though I'm about to rain death upon them. I find it funny to see them just pass by me, but there's no challenge in that. ; )
                                I have made very few changes to the default AI. I will look and see if that is something I can tweak.

                                Originally posted by AndrewofDoom View Post
                                Default Wave setups based on map prefix
                                Doable... game logic would go something like this:
                                1) Attempt to load map specific wave.
                                2) If none found, attempt to load wave based on map prefix.
                                3) If none found, attempt to load default wave.
                                I will add it to the list of requests.

                                Originally posted by AndrewofDoom View Post
                                All the vehicles avaliable as monsters
                                I initially did the Dark Walkers because it was suggested. They are unique enough that it works to make them into monsters. Paladins (tanks) and some of the other vehicles would be kind of odd tho =P

                                Originally posted by AndrewofDoom View Post
                                Option to have bosses appear after or during the wave.
                                Right now the bosses appear at the end of the wave (they are the last monster to spawn.) I could add an option to make them wait til all other monsters are dead before spawning.

                                Originally posted by AndrewofDoom View Post
                                If the boss appears after the wave is over, maybe have an option to revive all out players with one life left?
                                If you want to have all the players respawn before the boss monster spawns, just put the boss monster on a wave all by himself.

                                ----

                                Alright, I have a list to work on... hopefully I can have some of this done in the next couple weeks.

                                - Galtanor

                                Comment

                                Working...
                                X