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

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    Dont know if its different with sniper gun, but when playing instagib, im hitting the head of the zombie mouse and sometimes it does no damage, seems like the head hit box is tiny and only works from certain direction, shots to side or back of head nearly never work, could maybe make it bigger in 014 if other players also find it too small in instagib.

    I was playing offline so online would be even harder.

    Comment


      How do i override a boss creatures weapon?

      And is there an option to modify boss hp?

      These two options are crucial when designing our wave configurations.


      Love the demoliton bunny.

      Comment


        Cool, version 013 with all that new stuff!
        Btw, you forgot to change the thread title to v013.

        Comment


          Thanks for the update. BTW, that sure is a "monsterous" size increase in the rodents upk file. ;-)

          Comment


            I had a lot of fun playing it.


            I found a bug with the freeze bunny that occures when you cheated god mode and you get freezed completely, then the sound and screen also freezes! When you make the god mode off and die the sound will return after a few seconds but often it will get mute again in intervals. This could be a problem with the god mode magic of the RPG mutator but i didnt tested that.
            The Electric mouse is missing his diffuse texture, he is just black. Black looks kinda cool though, maybe i should make something like that for the next package. The headshot undead mouse is fun but i missing the neck gore. On default the verts of the head get scaled down when a char receives a headshot, have you replaced it then with the headless mouse mesh?
            I could also make some neck gore hide by the head for one of the next versions. Maybe it would also be a good idea to make greenish moving glow under his head skin and when someone shot his head off he gets that greenish glow at his body so it can be regognized where to shot and that he could explode to bio goo.


            @ Slaughter
            Galtanor has forgotten to cook the package, cooked it should be less then half of that size.

            Comment


              Is anyone uploading the uz3 files to gameservers.net for this? Just checking so I don't re-do it if it is already done.

              Comment


                I updated with all the files in the v13 and here is what it says upon launch:

                Code:
                ScriptLog: Calling FindPrimaryObjectives() to disable CTF/VCTF/WAR objectives.
                ScriptLog: Sorting out the starts...
                ScriptLog: Spawning and initializing Monster Manager...
                ScriptLog: Getting the Wave Config name...
                ScriptLog: Spawning and initializing Wave Manager with config DEFAULT...
                Error: Error, ImportText (WaveTable2): Property import failed for ClassName in: (ClassName=("GaltanorsInvasion.MonsterMiniMouse","GaltanorsInvasion.MonsterHamme
                rKrall","GaltanorsInvasion.MonsterGunSlinger"","GaltanorsInvasion.MonsterElectricBug"))
                Error: Error, ImportText (WaveTable2): Property import failed for ClassName in: (ClassName=("GaltanorsInvasion.MonsterMiniMouse","GaltanorsInvasion.MonsterHamme
                rKrall","GaltanorsInvasion.MonsterGunSlinger"","GaltanorsInvasion.MonsterElectricBug","GaltanorsInvasion.MonsterShockingMouse"))
                Error: Error, ImportText (WaveTable2): Property import failed for ClassName in: (ClassName=("GaltanorsInvasion.MonsterMiniMouse","GaltanorsInvasion.MonsterHamme
                rKrall","GaltanorsInvasion.MonsterGunSlinger"","GaltanorsInvasion.MonsterElectricBug","GaltanorsInvasion.MonsterShockingMouse","GaltanorsInvasion.MonsterFlakMon
                key"))
                Error: Error, ImportText (WaveTable2): Property import failed for ClassName in: (ClassName=("GaltanorsInvasion.MonsterGunSlinger"","GaltanorsInvasion.MonsterEle
                ctricBug","GaltanorsInvasion.MonsterShockingMouse","GaltanorsInvasion.MonsterFlakMonkey","GaltanorsInvasion.MonsterRocketScientist"))
                ScriptLog: Finished InitGame()
                is that something I'm doing wrong?

                Comment


                  Possible Bug:

                  On version 13, noticed on wave 17 I think, couldn't kill "undead wabbit" with any weapon. Turned god mode on and tried everything, even redeemers, they stayed at 250 health. I could telefrag them, no problem, but otherwise nothing would scratch them. Even using the admin command to kill everything, would kill everything except those little suckers.

                  Comment


                    Originally posted by bushbomb View Post
                    Is anyone uploading the uz3 files to gameservers.net for this? Just checking so I don't re-do it if it is already done.
                    well, I updated gameservers.net's public redirect with the version 13 files, so they download at a decent speed now.

                    Comment


                      lol bushbomb, that are zombie mice, they need to be shot to the head! Kinda strange though that the reedemer is doing nothing.

                      Yes, you did something wrong in your code: "GaltanorsInvasion.MonsterGunSlinger"", one " too much.

                      Comment


                        wow new monsters !!!

                        thank you for keep updating !!!

                        Comment


                          Originally posted by bushbomb View Post
                          I updated with all the files in the v13 and here is what it says upon launch:

                          Code:
                          ScriptLog: Calling FindPrimaryObjectives() to disable CTF/VCTF/WAR objectives.
                          ScriptLog: Sorting out the starts...
                          ScriptLog: Spawning and initializing Monster Manager...
                          ScriptLog: Getting the Wave Config name...
                          ScriptLog: Spawning and initializing Wave Manager with config DEFAULT...
                          Error: Error, ImportText (WaveTable2): Property import failed for ClassName in: (ClassName=("GaltanorsInvasion.MonsterMiniMouse","GaltanorsInvasion.MonsterHamme
                          rKrall","GaltanorsInvasion.MonsterGunSlinger"","GaltanorsInvasion.MonsterElectricBug"))
                          Error: Error, ImportText (WaveTable2): Property import failed for ClassName in: (ClassName=("GaltanorsInvasion.MonsterMiniMouse","GaltanorsInvasion.MonsterHamme
                          rKrall","GaltanorsInvasion.MonsterGunSlinger"","GaltanorsInvasion.MonsterElectricBug","GaltanorsInvasion.MonsterShockingMouse"))
                          Error: Error, ImportText (WaveTable2): Property import failed for ClassName in: (ClassName=("GaltanorsInvasion.MonsterMiniMouse","GaltanorsInvasion.MonsterHamme
                          rKrall","GaltanorsInvasion.MonsterGunSlinger"","GaltanorsInvasion.MonsterElectricBug","GaltanorsInvasion.MonsterShockingMouse","GaltanorsInvasion.MonsterFlakMon
                          key"))
                          Error: Error, ImportText (WaveTable2): Property import failed for ClassName in: (ClassName=("GaltanorsInvasion.MonsterGunSlinger"","GaltanorsInvasion.MonsterEle
                          ctricBug","GaltanorsInvasion.MonsterShockingMouse","GaltanorsInvasion.MonsterFlakMonkey","GaltanorsInvasion.MonsterRocketScientist"))
                          ScriptLog: Finished InitGame()
                          is that something I'm doing wrong?
                          I see the same errors in my server console. There are double quotes ("") in the .ini file.

                          Comment


                            hiya, i'm doing the BR mod. was wondering how you advertise an invasion server. i never see any under the custom game type advert. i use gamemode=6 because earlier no other mode was supported to advertise a custom game type. not sure if this has changed? i only see BR and one other game type these days under that mode.

                            also, we still don't have a way to have a settings screen yet, and so must keep using ini, right?

                            Comment


                              Been trying out lots of different waves, im really happy with it now, nice variety of monsters, i dont actually need features like changing sizes and hp, there are enough varied monsters to do everything you need.

                              Only thing i would like to see added in v014 is name tag for boss creatures

                              You know how you can see players with their names above their heads, would be cool if bosses had a similar name tag so they stand out from the rest of the ordinary monsters. Add an option in the wave table for us to name our bosses for each wave.

                              I want to name them after my clanmates and friends, would make the boss fights even more entertaining


                              btw electric mouse looks awesome with the black skin, real evil looking, will he get back his shield barrier? the shield was a nice defensive feature of his, bring back the shield and keep the black look.

                              Comment


                                Originally posted by Cyzmyass View Post
                                Like the sound of freeze monster, kinda like freon, hope it disables players for few seconds.
                                The way it works: Each hit reduces the victim's speed by 15%. For the next 3 seconds afterwards, the victim gets 5% back each second. Multiple hits will accumulate, making it possible to reduce a player's time rate to 0 if 2 or monsters are shooting you.

                                Oh, and the fun part is the freeze affect is not part of the 'damage' calculations, so you can actually freeze your team mates =P

                                Originally posted by Cyzmyass View Post
                                Dont know if its different with sniper gun, but when playing instagib, im hitting the head of the zombie mouse and sometimes it does no damage, seems like the head hit box is tiny and only works from certain direction, shots to side or back of head nearly never work, could maybe make it bigger in 014 if other players also find it too small in instagib.
                                I think that it is becaused they use the Krall skeleton, which is hunched over. Shooting them from behind hits the back spine bones and from the side hits the shoulders. The hit box itself is the same as the normal one. I can try increasing it tho.

                                Originally posted by Cyzmyass View Post
                                How do i override a boss creatures weapon?

                                And is there an option to modify boss hp?

                                These two options are crucial when designing our wave configurations.
                                You can already change the HP of a monster using the InvMonsterManager.ini file. There is currently no options to change the weapon of the boss monster but I can see about adding one.

                                Originally posted by Slaughter View Post
                                Thanks for the update. BTW, that sure is a "monsterous" size increase in the rodents upk file. ;-)
                                Unfortunately I could not find any instructions or information on cooking individual packages. If some one could direct me to that information I would much appreciate it.

                                Originally posted by Davision View Post
                                I found a bug with the freeze bunny that occures when you cheated god mode and you get freezed completely, then the sound and screen also freezes! When you make the god mode off and die the sound will return after a few seconds but often it will get mute again in intervals. This could be a problem with the god mode magic of the RPG mutator but i didnt tested that.
                                Ok, I did not test in god mode, will have to try that.

                                Originally posted by Davision View Post
                                The Electric mouse is missing his diffuse texture, he is just black. Black looks kinda cool though, maybe i should make something like that for the next package.
                                Done deliberately. I originally took your material for the mouse with green shoulder pads and changed the emissive to blue. But in this version, changing the emissive did not change the color to blue (You completely redid the base materials). So I made a copy of it and change the diffuse texture to one of the other ones to make the shoulder pads blue. It looks cool the way it is, and it was a simple enough change, you dont have to make one specifically for it since that works.

                                Originally posted by Davision View Post
                                The headshot undead mouse is fun but i missing the neck gore. On default the verts of the head get scaled down when a char receives a headshot, have you replaced it then with the headless mouse mesh?
                                I could also make some neck gore hide by the head for one of the next versions. Maybe it would also be a good idea to make greenish moving glow under his head skin and when someone shot his head off he gets that greenish glow at his body so it can be regognized where to shot and that he could explode to bio goo.
                                On the default character meshes there is a "neck gore" mesh that is spawned and attached to the neck bone. I just didnt get around to adding it in. I also tried the "bio goo" explosion with poor results. The problem is that often the exploding goo hits the gibs (which have not moved out of the way enough) and doesnt go any where. I think I could do it, but its going to take some time to play with. Building effects is soooo time consuming.

                                Originally posted by bushbomb View Post
                                I updated with all the files in the v13 and here is what it says upon launch:
                                is that something I'm doing wrong?
                                Sorry, I missed that when rebuilding the new wave setup. Just delete the additional "... I will have it fixed in the next version.

                                Originally posted by bushbomb View Post
                                On version 13, noticed on wave 17 I think, couldn't kill "undead wabbit" with any weapon. Turned god mode on and tried everything, even redeemers, they stayed at 250 health. I could telefrag them, no problem, but otherwise nothing would scratch them. Even using the admin command to kill everything, would kill everything except those little suckers.
                                By design. You have to hit the head, either with a instant fire weapon or a projectile. I could fairly easily kill them with the stinger, sniper rifle, link gun, and shock rifle. Redeemers do not kill them cause it is not direct damage to the head.

                                Originally posted by warhead2 View Post
                                hiya, i'm doing the BR mod. was wondering how you advertise an invasion server. i never see any under the custom game type advert. i use gamemode=6 because earlier no other mode was supported to advertise a custom game type. not sure if this has changed? i only see BR and one other game type these days under that mode.

                                also, we still don't have a way to have a settings screen yet, and so must keep using ini, right?
                                Currently they show up as either DM or CTF games. I need to revisit that (cause I set that part up on the first release of UT3 and have not touched it since).

                                Originally posted by Cyzmyass View Post
                                Only thing i would like to see added in v014 is name tag for boss creatures
                                I think it is possible, but I do not know how hard. I have been wanting to add an "HP meter" like what the vehicles have, so I will have see if it is possible.

                                Originally posted by Cyzmyass View Post
                                btw electric mouse looks awesome with the black skin, real evil looking, will he get back his shield barrier? the shield was a nice defensive feature of his, bring back the shield and keep the black look.
                                Yes, if I can get the shield barrier working in network again I will re-enable it.

                                I think that wraps everything up for now.

                                - Galtanor

                                Comment

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