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

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    Most of those above changes can be addressed in RPG so you need to ask battlemode.

    CH_DHRodents_GICH.upk worked fine for my clanmate connecting today.


    I have a problem with our server, we have a bot on our team we can never get rid of sometimes. We have Options="numplay=0 in biavote, but sometimes we still have a bot on our team which is useless since he just hoverboards mostly, anyone else have a problem of unwanted bot on their team?

    Comment


      Duration limit for wave is a good idea, ive had some waves that seem to go on forever and just wish they died off like in the old invasion.

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        Originally posted by {UR}Scorpion View Post
        Last question... The new patch that is in Beta, what are your thoughts on testing this? From what I have heard so far, sounds like server and client MUST be on the same and you might not be able to connect to others. Not a great time to introduce a patch with the contest going on.
        Not true. I have a 1.3 (beta) client connecting to my 1.2 RPG Invasion server.

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          Originally posted by Cyzmyass View Post
          Most of those above changes can be addressed in RPG so you need to ask battlemode.

          CH_DHRodents_GICH.upk worked fine for my clanmate connecting today.


          I have a problem with our server, we have a bot on our team we can never get rid of sometimes. We have Options="numplay=0 in biavote, but sometimes we still have a bot on our team which is useless since he just hoverboards mostly, anyone else have a problem of unwanted bot on their team?
          I also have the issue with a bot. Seems like it happens after map voting but not on right after a restart.

          Comment


            Originally posted by Slaughter View Post
            Not true. I have a 1.3 (beta) client connecting to my 1.2 RPG Invasion server.
            That is good news. Thanks for the update.

            Comment


              to Slaughter. Does patch 1.3 add any monster AI or a class?
              how about fixing other problems like stupid character animations (very unprofessional animations made by noobs) Even i could do better along.

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                Do monster hit boxes seem smaller than they should be?
                Hard to hit them in instagib.


                Also when the bosses are loaded mid-wave, there is lag pause on server while the meshes load, could he not be preloaded at start of wave?

                And when players die if you spawn right next to monster they kill you easily, can you give the players some spawn protection.


                And edit the scoreboard, instead of showing how many deaths a player has, show how many lives left a player has, more useful to check up.

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                  Oh we no longer have a bot taking up a spot on the server, dont know what he did but my clan mate fixed it.

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                    Originally posted by microbious View Post
                    to Slaughter. Does patch 1.3 add any monster AI or a class?
                    how about fixing other problems like stupid character animations (very unprofessional animations made by noobs) Even i could do better along.
                    I had to revert my server back to 1.2 so I don't know the answers to your questions at this time.

                    I also have the "added bot" issue.

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                      Help!

                      Our server is not following the wave rules and produce more monsters than it is suppose to do.

                      Code:
                      [DEFAULT InvWaveManager]
                      MaxWaveNumber=16
                      WaitingForMatchAlt= Welcome to Cyzmyass Invasion
                      WaveTotalModifyType=Modify_Per_Player
                      RecommendedPlayers=4
                      WaveTable1=(DefaultClassName="GaltanorsInvasion.MonsterHammerKrall",MaxActive=6,MaxActiveBasic=2,MaxActivePerPlayer=2,MaxWave=30,MaxWaveBasic=8,MaxWavePerPlayer=8,BossClassName="GaltanorsInvasion.MonsterDemolitionWabbit",MaxBosses=6,WaveDifficulty=0.35)
                      WaveTable2=(ClassName=("GaltanorsInvasion.MonsterUndeadCrawlingMouse","GaltanorsInvasion.MonsterRocketKrall","GaltanorsInvasion.MonsterEasterBunny","GaltanorsInvasion.MonsterMiniMouse"))
                      WaveTable3=(Frequency=(2,1,9,5))
                      WaveTable4=(AltWeapClassName=("random","random"))
                      This is my first wave, offline in instant action it follows the rules correctly.
                      1 player so monster number = 2(maxactive) + 2x(1(player number))=4
                      So its 4v1

                      But when i use this ini with the server its 8v1, and if 2 players are on the server its 2v12 instead of 2v6.
                      So online the rule has changed to this somehow:
                      monster number = 4(maxactive) + 4x(1(player number))

                      I tried deleting maxactive and maxwave from wavetable1 since i dont use them to see if it made any difference and the ratio became 1v10!

                      Code:
                      WaveTable1=(DefaultClassName="GaltanorsInvasion.MonsterHammerKrall",MaxActiveBasic=2,MaxActivePerPlayer=2,MaxWaveBasic=8,MaxWavePerPlayer=8,BossClassName="GaltanorsInvasion.MonsterDemolitionWabbit",MaxBosses=6,WaveDifficulty=0.35)
                      So to sum it up offline the waves work as they should do but online something is going wrong, anybody else notice this?

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                        I thought the server was altering the ini so i downlaoded the server ini and tried it in instant action, ini file behaved as normal, wave 1, 1 player= 4 monsters.

                        Try the same ini online and its 10v1 in the first wave.

                        Does not make any sense, where else could the server be getting its values from?

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                          Installed invasion on our other server, exactly the same problem, Modify_Per_Player option is just not working in online play but works offline.

                          2+2.p

                          With 1 person playing gives 4 monsters offline and 12 monsters online.

                          Is this option running correctly on your servers?

                          Comment


                            Tried using recommended setting:

                            Code:
                            WaveTotalModifyType=Modify_Per_Recommended
                            RecommendedPlayers=5
                            WaveTable1=(DefaultClassName="GaltanorsInvasion.MonsterHammerKrall",MaxActive=13,MaxWave=80,BossClassName="GaltanorsInvasion.MonsterDemolitionWabbit",MaxBosses=6,WaveDifficulty=0.35)
                            WaveTable2=(ClassName=("GaltanorsInvasion.MonsterUndeadCrawlingMouse","GaltanorsInvasion.MonsterRocketKrall","GaltanorsInvasion.MonsterEasterBunny","GaltanorsInvasion.MonsterMiniMouse"))
                            WaveTable3=(Frequency=(2,1,9,5))
                            WaveTable4=(AltWeapClassName=("random","random"))
                            With 2 players, it should of spawned 13x2/5=5 monsters

                            Instead server spawned 10 monsters.

                            Cant figure out whats wrong.

                            Comment


                              Given up trying to get recommended and per playing working, using fixed numbers for each wave seems like the only way to keep monster numbers stable.


                              Motherbug- This is one of my fave creatures but its buggy. Just now it was vibrating so much, instagib shots seem to pass right through it, nobody could hit it. Needs to vibrate less and perhaps given bigger hitbox, it also tends to rush players too much as if its trying to hammer them, way too aggressive.
                              And as a boss monster it has the longest lag load time, server pauses for a while and often players resume to see that they have died.

                              This boss load problem would be resolved if bosses were loaded at start of the wave instead of mid-wave.

                              Generally speaking the hitbox of most monsters are much smaller than they should be, ive aimed insta gib gun at the arms of rodents that do no damage, hitbox needs to be bigger.

                              Comment


                                i know a good monster..it's a easy one too, does anyone remember the drones? they where those "star wars" type of balls that shot you and had these sudden and quick movements.i think you should make that monster model and add that in. it also used the robot voice..

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