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

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    Frequency does not work.

    Test wave:

    Code:
    WaveTable1=(DefaultClassName="GaltanorsInvasion.MonsterHammerKrall",MaxActive=20,MaxWave=100,MaxWaveBasic=10,MaxWavePerPlayer=10,BossClassName="GaltanorsInvasion.MonsterMotherBug",MaxBosses=1,WaveDifficulty=1.0)
    WaveTable2=(ClassName=("GaltanorsInvasion.MonsterMiniMouse","GaltanorsInvasion.MonsterShockingMouse"))
    WaveTable3=(Frequency=(9,1))
    WaveTable4=(AltWeapClassName=())
    This should give a wave thats 90% small mouse and 10% big mouse, so 18:2 ratio.

    Ive started this wave several times and small:big ratio has been 7:13, 6:14, 11:9 etc

    To me it looks like its random and not based on the probabilty specified.

    Comment


      Hi
      I have a little bug in my menu for this gametype mod, it got two gamemode's saying the same gametype??? saying Galtanor's Invasion V013 twice, heres a pic

      http://img511.imageshack.us/my.php?i...10821rsdy5.jpg

      How do i get rid of one of them?

      please help!

      thanks
      STARS Out

      Comment


        i think i found 2 bugs (just incase no one mentioned it)

        1) while playing invasion, i hit the ESC key & it will not bring up the main menu.

        2) the announcer no longer say "next wave in" and will not say the countdown.

        i thought it was a mut i was running so i deleted the mut and tried again without any muts at all...the same thing happens.i have to bring down the console and type "disconnect" to go back to the main menu.

        Comment


          i have found a big bug in my game 1. theres too many waves it keeps on going and going no matter how long you play it for so its impossible to win 2. if you loose you dont go to the next map i mean realy (and i was playign with the setinal mutator but all were destroyed so it would of switched) i was waiting there for 20 mins watching an undead mouse screwing up its navi paths by jumping up and down on a jump pad and then everyone else joined in gantlor can you please fix this problem? or someone give some tips that i may of missed?

          Comment


            Originally posted by Yoshi_last View Post
            i have found a big bug in my game 1. theres too many waves it keeps on going and going no matter how long you play it for so its impossible to win
            What was the highest wave level you got to?

            Originally posted by Yoshi_last View Post
            2. if you loose you dont go to the next map i mean realy (and i was playign with the setinal mutator but all were destroyed so it would of switched) i was waiting there for 20 mins watching an undead mouse screwing up its navi paths by jumping up and down on a jump pad and then everyone else joined in gantlor can you please fix this problem? or someone give some tips that i may of missed?
            I have experienced this on many occassions. Have yet to identify exactly why. The last one actually occurred today and after checking my settings everything seemed fine. Upon restart, mapvoting and game end worked perfectly fine.

            Things that I have done however to try and work through the problem include:
            • Removing any UTGame.ini or UTEngini.ini sections that might have been written to the UTGaltanorsInvasion.ini file. Then make the UTGaltanorsInvasion.ini file READ ONLY. Don't know if having duplicate sections causes any confusion. Would not think so but...
            • Use the UTGame.ini file to maintain the map list and vote info
            [Engine.GameInfo]
            bChangeLevels=true
            [UTGame.UTGame]
            bAllowMapVoting=true
            bWarmupRound=False
            bWaitForNetPlayers=false
            GameSpecificMapCycles=(GameClassName="GaltanorsInv asion",Maps=("WAR-Downtown",YOUR MAP LIST HERE...))
            • Keep only latest versions of Galtanors Invasion files on server and on client. Cleanup older as often as necessary.

            I also believe I have cleared up most of the redirect issues I was having. Have been testing using my site as the redirect and working much better. Won't go into any more details unless others are having problems.

            Cheers!

            Comment


              wow i finaly tried to go through all waves and found out that there are 21 annoying waves.
              No wonder i had no players lately.
              Also it was nearly impossible to kill mouse monster at later waves. Looks like only 50 head shots would do the trick.

              Dear GALTANOR. Why dont you set a standard setup for all future versions ?
              It would be easer because we would know what to expect. Just add new monsters to the table, am sure admins will figure out how to add them.
              As for now, i have to rewright the hole INI to make it somewhat INVASION like. Now its more like a meat grinder where it takes forever to kill even with RPG.

              Any plans on adding a NOWEAPONDROP=true ?
              maybe the annoying LEFT mesh message will go away.

              Please lower the maps resolution for monsters, after all they are just monsters.
              Is it possible to make separate packages for each monster so that we can choose what we want to have on the server ?
              This will help to lower number of files for clients to download (half of these monsters are same with different textures or different firemode, so i would not use about 40-60 % of all of them)

              Comment


                Originally posted by Cyzmyass View Post
                Boss loot-
                In v014 can you add the option for boss monsters to drop health keg+ shield belt when you kill them. Will be nice reward for the kill and give a boost to low hp players for the next wave. And again it helps to make boss creatures unique just like the name tag. After killing small grunts in a wave and then killing the boss its a nice incentive for players to fight on.
                Added to list of requested features.

                Originally posted by Cyzmyass View Post
                Radar- make transparent
                Added to list of requested features.

                Originally posted by Cyzmyass View Post
                My custom monster scores are not working, scoring still on default, any ideas what could be wrong with these lines?
                The lines look fine, I have added this to the list of bugs to investigate.

                Originally posted by Cyzmyass View Post
                Rewards for massacre. If a player gets 30 kills in a row without dying can you award him the massacre title and show it on the screen of every player, its nice to reach that milestone and showoff.
                Added to list of requested features.

                Originally posted by {UR}Scorpion View Post
                Here is what ended up happening to the GaltanorsInvasionWaves.ini file... As you can see, it didn't just insert it overwrote the first few waves... .. and yes, I have downloaded them again and the UTGame.ini and UTEngine.ini sections have now been added to the UTGaltanorsInvasion.ini file as well. Do you recommend that these files all be set to READ ONLY?
                I really have no idea why it is doing this. It has to be something in the game itself... I dont use any custom routines for reading/writing the config variables out.

                Originally posted by bushbomb View Post
                Hitbox on the Undead Mice is sometimes impossible to hit. I froze the mice in place, then zoomed in with a sniper and shot 40+ rounds all over the head, neck, ears, shoulders, chest and nothing. Sometimes I could aim at their left colar bone and 1 shot takes off their head, but they are still alive, then anything can hit them again and they die. I could never get a kill by specifically aiming at the head, the "headshot" seems to be more at their chin/colar bone area.
                I have tweaked them a little for the next version. I really dont know what the issue is, because they use the same skeleton and hit areas as the normal krall models. If you can headshot players/bots using the krall models you should be able to do it to the mice.

                Originally posted by Cyzmyass View Post
                Freeze bunny is overpowered, i like the monster as a support creature that slows you down while the other monsters damage you, but currently the freeze bunny does both and pins you down till you die. It does not need to be such a heavy damage dealer, would prefer if it just did 1-10hp damage, slowing the player down should be its main role, not player raping, makes the waves more interesting with it in the mix that way.
                Originally posted by bushbomb View Post
                I did notice if you happen to pass 2 of these freeze bunnies, I'm unable to move or even shoot back, just frozen until I die....I do like to at least have a chance, perhaps if I was able to shoot while frozen or the freeze was not as intense....maybe if they could not shoot so rapidly at you.
                Originally posted by Cyzmyass View Post
                Just checked, bunny does 25hp damage per hit, same thing happens to me, when i come across two of them im dead if i dont escape, reducing damage to 10hp per hit would balance it out i think. For now i keep their frequency number low so they dont out number me too often, seems to be ok for now.
                I have adjusted their rate of fire and damage slightly.

                Originally posted by HO0815XX View Post
                The editor is outdated! It was designed for version 008.
                You will need to ask bushbomb to see if he will update it. For now, you will have to edit the ini file by hand.

                Originally posted by Davision View Post
                I put a lot invasion screens, at my new rodents faction website, up:
                Thank you!

                Originally posted by Slaughter View Post
                When I test with the new beta Patch 3, the server crashes at the end of the map when voting should be initiated (this was without BiaVote running):
                Ok, I will add that to the list of stuff to test. DoMapVote exists in UTGame which GaltanorsInvasion is a subclass, so I am not sure why it would not find it.

                Originally posted by microbious View Post
                I just got your new 013 version and noticed that even if the package is compressed, it is still over 60 Meg's
                I did not cook the packages, I will cook the next version.

                Originally posted by microbious View Post
                Can u please add something to make these little hard to see annoying mouse bigger like 3 times more ?
                Nope. Dont like them? Take them out of the invasion wave.

                Originally posted by microbious View Post
                Warning: Failed to load 'Class ServerAdvertsInt.UTMutator_ServerAdvertsInt': Failed to find object 'Class ServerAdvertsInt.UTMutator_ServerAdvertsInt'
                Warning: Failed to load 'UTGamePlus': Can't find file for package 'UTGamePlus'
                Log: Failed to load 'UTGamePlus': Can't find file for package 'UTGamePlus'

                anyone else get these erros after updating to 013 ?
                Still wonder why game keeps looking fo utgameplus package.
                Originally posted by microbious View Post
                i know and i did load it before, but i reinstalled UT3 server and never put it in there again. Unless it was left somewhere in the INI's. Anyway, those errors started not with 013, they started with 012 after i installed biavote.
                UTGamePlus is part of Kearin's invasion gametype. You still have something loaded from his gametype. Maybe an old ini file references it?

                Originally posted by RPDUmbrellaSTARS View Post
                So is this for full version of the Galtanor's Invasion game/mod, or is their still more to come?
                I still have a lot I could add.

                Originally posted by Sbouby View Post
                Sorry perhaps that explain somewhere (i don't find) but i have a ? before instal on a server :
                - can we put on server a normal warfare and VCTF + for example a Galtanor's Invasion rpg ?
                Not sure how servers work for switching gametypes.

                Originally posted by {UR}Scorpion View Post
                First, the download for the CH_DHRodents_GICH.upk took forever. We also experienced quite a bit of lag as we got into waves above 10. Larger number of monsters, more graphic intensive types like the ElectricMouse, etc...
                Once I get the packages cooked it may work better.

                Originally posted by {UR}Scorpion View Post
                The strength, accuracy and range of the ElectricMouse ( I think this is the right one ) seems quite intense. Have been using Torlan a lot as a test map and halfway across the map, you dare not stick your head out in the open for long.
                Try overriding the skill of the Electic Mouse using the monster manager ini file.

                Originally posted by {UR}Scorpion View Post
                Think Bushbomb has already requested this. The maps can last for a very long time. Too long. I am using a standard 16 wave (UT2K4 experience) as a measure. I think each wave should have some sort of a "duration" so that when reached, monsters die off, maybe you die off or some other option.
                I think this is a good idea. But how do I implement this with out opening it up for abuse? For example, if you know a particular wave is going to be tough, what stops you from finding a hiding place and simply waiting for all the monsters to go poof?

                Originally posted by {UR}Scorpion View Post
                Bonus points for map win. Would be nice to get rewarded for completing the map, within the time limits. Should be adjustable. Mabye the win points could start reducing for those maps that go over the time limit. Would this be an RPG change?

                In UT2K4 you get a nice warm glow when you level up? Could we have something similar to that? It also works well so that you can see others and extend congrats, etc... Again, would this be an RPG change?

                Artifacts. This possible for future versions. Monsters could drop artifacts when killed for power ups, health, ammo, maybe even give you the ability to change a magic weapon into another type.
                All those are RPG changes. I already have notifications that go out to the mutators when a wave is beaten. I will add one for when the game is won.

                Originally posted by {UR}Scorpion View Post
                Link Gun. You could team up (link) against monsters in 2K4. This was a nice feature and promoted teamwork. Players on team shared points when linking.
                You can link up against monsters with the Link Gun. I dont have any code in place to distribute the points and it may end up being difficult to do. I have added it to the list, but it will have to be on the back burner for now.

                Originally posted by Cyzmyass View Post
                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?
                Added to list of bugs.

                Originally posted by Cyzmyass View Post
                Do monster hit boxes seem smaller than they should be? Hard to hit them in instagib.
                I have not noticed any problems with hitting them.

                Originally posted by Cyzmyass View Post
                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?
                I have experimented with preloading the monsters with little success. I will add it to the list of things to look at.

                Originally posted by Cyzmyass View Post
                And when players die if you spawn right next to monster they kill you easily, can you give the players some spawn protection.
                Added to list of requested features.

                Originally posted by Cyzmyass View Post
                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.
                Added to list of requested features.

                Originally posted by Cyzmyass View Post
                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.
                hmm... would be nice to know what he did.

                Originally posted by Cyzmyass View Post
                Our server is not following the wave rules and produce more monsters than it is suppose to do.
                Added to list of bugs. That will take some testing to work out. It should work the same online and offline.
                MaxActive is not used in Modify_Per_Player, the actual code is

                MaxActiveMonsters = Max(1, WaveTable1[CurWaveNumber].MaxActiveBasic + (PlayerCount * WaveTable1[CurWaveNumber].MaxActivePerPlayer));

                Originally posted by Cyzmyass View Post
                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.
                Added to list of bugs.

                Originally posted by Cyzmyass View Post
                Frequency does not work.
                I have this fixed for version 014.

                Originally posted by GUPraeToriaN View Post
                i think i found 2 bugs (just incase no one mentioned it)
                1) while playing invasion, i hit the ESC key & it will not bring up the main menu.
                2) the announcer no longer say "next wave in" and will not say the countdown.
                Ok, I will have to look at them.

                Originally posted by Yoshi_last View Post
                1. theres too many waves it keeps on going and going no matter how long you play it for so its impossible to win.
                Edit the waves to your liking.

                Originally posted by Yoshi_last View Post
                2. if you loose you dont go to the next map i mean realy
                Added to list of bugs.

                Originally posted by microbious View Post
                Any plans on adding a NOWEAPONDROP=true?
                So you dont want the monsters to drop their weapons? even if they are the standard ones?

                Originally posted by microbious View Post
                Please lower the maps resolution for monsters, after all they are just monsters.
                Do you mean to lower the texture resolution?


                /sigh

                For the next version I will make the default wave config only 10 waves long and remove the undead mouse completely since you all dont like it.

                - Galtanor

                Comment


                  Cyzmyass,

                  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"))
                  For Modify_Per_Player, MaxActive is ignored.

                  For 1 player, the max active monsters should be MaxActiveBasic(2) + ( Number Of Players(1) * MaxActivePerPlayer(2) ) = 4, and the max total monsters should be MaxWaveBasic(8) + ( Number Of Players(1) * MaxWavePerPlayer(8) ) = 16.

                  For 2 players, the max active monsters should be MaxActiveBasic(2) + ( Number Of Players(2) * MaxActivePerPlayer(2) ) = 6, and the max total monsters should be MaxWaveBasic(8) + ( Number Of Players(2) * MaxWavePerPlayer(8) ) = 24.

                  I just ran online and offline tests and I could not replicate the issue. Everything worked correctly for me.

                  I have fixed the frequency and scoring problems for the next version.

                  - Galtanor

                  Comment


                    Originally posted by Galtanor View Post
                    So you dont want the monsters to drop their weapons? even if they are the standard ones?
                    Yes. and i am not using any other weapons. its that annoying left mesh log bugs me.

                    Comment


                      Originally posted by microbious View Post
                      Yes. and i am not using any other weapons. its that annoying left mesh log bugs me.
                      Preventing the monsters from dropping their weapons is an easy change. The 'left mesh' error... are you talking about this error:
                      Code:
                      ScriptWarning: BattleWeapon_Enforcer WAR-Torlan.TheWorld:PersistentLevel.BattleWeapon_Enforcer_9 (Function BattleRPG.BattleWeapon_Enforcer:SetSkin:0150) Accessed None 'LeftMesh'
                      If so, its actually a problem with the BattleRPG. I have sent BattleMode a fix for it.

                      - Galtanor

                      Comment


                        Thanks for the update Galt, glad freq and scores will be fixed.

                        Im using fixed active and wave numbers, not too sure why my numbers got out of control in the other modes online, but thats ok.

                        I take back my request for small transparent radar, can leave it as it is, found out we can adjust our own radar by looking up defaultmapsize in the ini, ive made mine smaller so its ok now.


                        Spawn protection:
                        We have noticed the monsters spawn on our server with it on, would like it turned off please. Just give the protection to the players.

                        Boss:
                        Can they have a different colour dot on the radar for people to identify easily, yellow would be nice. Any luck on giving them a name tag to make them stand out? I want to name my bosses after my clanmates ;p

                        Load lag:
                        Mid-wave boss loads needs to be addressed, screen is frozen for over 5 seconds while motherbug is loaded, which means players are dead when screen unfreezes.

                        Zombie head:
                        Make it so that you have a chance of killing him by a shot to back or side of head, currently he only dies to front attack on nose/mouth area, make hitbox bigger.


                        Keep up the good work, i like the fact you look at every comment and recognise what needs to be fixed and what can be improved upon to make each version better.

                        Ignore comments from lazy admins who dont like the default wave, its your mod so make it the way you like it to be played. I use my own custom 16 waves and love it to bits


                        People are free to play with me, find me in my clan chan on IRC quakenet.org #mi5
                        We play invasion most nights using my clan mates mut, instafrib:
                        Instagib gun + instagib shock combo
                        Gun has 5hp vampire bonus when shooting.
                        Shoot core at your own feet and you jump high into the air, higher than jump boots even, then you can rain down death on the enemy below.
                        We enable all pickups on the map but remove all health packs and vials, players have to earn hp with the vampire gun.

                        Where are you from Galtanor? Would be nice to play with you, join us anytime.

                        mi5 uk server: open 217.163.30.20?password=mi5rox

                        Comment


                          About the load lag problem that seem to be not possible to fix. Maybe you can make a smooth slow down for the full game before the stuff gets loaded, like everything gets smooth in bullettime and maybe also till its fully freezed and then the stuff gets loaded. Ater some seconds the time will get smooth to normal again. In that slow time span there could be also a text that says: "get ready for the next wave" or "Boss Monster enterd the battlefield"

                          About the zombie headshot problem, considering that new players wont know that they need to shot at the head and that its hard to get that headshot, i think its a good idea to give him his body hitbox back and then he just also looses his head when he is shot at the body.

                          Just some ideas, i guess bug fixing has priority for now because phase 1 MSUC deadline is near.


                          Cool that there is finally a insta gib invasion Server Cyzmyass! will definately play on your server.

                          Comment


                            Originally posted by Galtanor View Post
                            Originally posted by Scorpion
                            First, the download for the CH_DHRodents_GICH.upk took forever. We also experienced quite a bit of lag as we got into waves above 10. Larger number of monsters, more graphic intensive types like the ElectricMouse, etc...
                            Originally Posted by Galtanor
                            Once I get the packages cooked it may work better.
                            This issue basically came down to it always loading from the server rather than the redirect. The public redirect had an older version replace the v13 file so while it downloaded, it was the wrong one so it did it again.

                            Still think breaking these packages down into smaller chunks could be an advantage however. Easier to deploy fixes to a single characater or "set" of characters without have the entire thing be necessary.

                            Originally posted by Galtanor View Post
                            Originally posted by Scorpion
                            The strength, accuracy and range of the ElectricMouse ( I think this is the right one ) seems quite intense. Have been using Torlan a lot as a test map and halfway across the map, you dare not stick your head out in the open for long.
                            Try overriding the skill of the Electic Mouse using the monster manager ini file.
                            I will spend some more time actually tweaking the settings. Have left most everything default up until now.

                            Originally posted by Galtanor View Post
                            Originally posted by Scorpion
                            Think Bushbomb has already requested this. The maps can last for a very long time. Too long. I am using a standard 16 wave (UT2K4 experience) as a measure. I think each wave should have some sort of a "duration" so that when reached, monsters die off, maybe you die off or some other option.
                            I think this is a good idea. But how do I implement this with out opening it up for abuse? For example, if you know a particular wave is going to be tough, what stops you from finding a hiding place and simply waiting for all the monsters to go poof?
                            True. You will always have the possibility of abuse. The options to discourage "leeching" are several.

                            First, players will score a lot less points, if any at all. Not likely to be much incentive to hide. You won't level up and unless the win points are really skewed, even winning won't be the huge reward.
                            Secondly, we have rules on our server against such behaviour, so players that frequent the server as well as admins help contain this somewhat from serious abuse.
                            Third, I don't know whether there are any "idling" mods yet available. This is not foolproof either as someone could keep moving but if they are not changing location by a minimum amount, they could get kicked.
                            The other options, as you have said, are more RPG side. Win points run down after time limit reached so you have a battle against the clock.

                            Originally posted by Galtanor View Post
                            Originally posted by Scorpion
                            Bonus points for map win. Would be nice to get rewarded for completing the map, within the time limits. Should be adjustable. Mabye the win points could start reducing for those maps that go over the time limit. Would this be an RPG change?

                            In UT2K4 you get a nice warm glow when you level up? Could we have something similar to that? It also works well so that you can see others and extend congrats, etc... Again, would this be an RPG change?

                            Artifacts. This possible for future versions. Monsters could drop artifacts when killed for power ups, health, ammo, maybe even give you the ability to change a magic weapon into another type.
                            All those are RPG changes. I already have notifications that go out to the mutators when a wave is beaten. I will add one for when the game is won.
                            I will try and make sure that I post some of these items with BattleMod as well.

                            Originally posted by Galtanor View Post
                            Originally posted by Scorpion
                            Link Gun. You could team up (link) against monsters in 2K4. This was a nice feature and promoted teamwork. Players on team shared points when linking.
                            You can link up against monsters with the Link Gun. I dont have any code in place to distribute the points and it may end up being difficult to do. I have added it to the list, but it will have to be on the back burner for now.
                            Didn't think this function was available with link gun in UT3. I will run some tests when I have some other players are on that are familiar with it. No worries if it is too big a task. The effort is greatly appreciated!

                            Comment


                              Originally posted by Galtanor View Post
                              Preventing the monsters from dropping their weapons is an easy change. The 'left mesh' error... are you talking about this error:
                              Code:
                              ScriptWarning: BattleWeapon_Enforcer WAR-Torlan.TheWorld:PersistentLevel.BattleWeapon_Enforcer_9 (Function BattleRPG.BattleWeapon_Enforcer:SetSkin:0150) Accessed None 'LeftMesh'
                              If so, its actually a problem with the BattleRPG. I have sent BattleMode a fix for it.

                              - Galtanor
                              yes thats what am talking about.
                              And battlerpg don't really care about that error, QUOTE "it still works" QUOTE
                              so i have doubts he would take care of that any time soon.

                              No weapon drop is an option that might be handy so keep that in mind (if u want).
                              Can we remove weapons from certain monsters in the wave config ?
                              Just wanted to have weaponless monsters for wave 1.
                              Thanks

                              Comment


                                Micro: I dont see any point in a no weapon option, if you want to make a super easy target practice first wave, then just adjust the wave difficulty, put it on 0.1.


                                Join tonite Davision, will be fun

                                Mi5 and skin played the clanbase warfare cup final yesterday, after that game we had an invasion afterparty, alot of the players from the warfare community enjoy playing invasion on our server now, the more the merrier so please join in.


                                I like the idea of the game introducing a slowdown of game time when boss loads, that way players dont die when their screen is frozen,maybe during the slowdown have words flash on the screen "Stolid's mum has entered the ring"

                                (where "stolid's mum" is the name tag i chose for my boss creature ;p)


                                ps. Is there a problem making the zombie mouse headshot area bigger? If so then i agree, should take it out of default waves and leave him as boss option for the hardcore. I have him as boss in a number of my waves, hes awesome.

                                Comment

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