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

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    Originally posted by microbious View Post
    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.
    I don't think it is a case where he doesn't care. It's a case where he can't do anything about it.

    Comment


      When a player kills a boss creature, have message flash up on all players screen, using name tag specified in wave table..

      "Cyzmyass has killed frankenstein"

      for instance.

      Comment


        ok nevermind i found the problem with the announcer seems like i had a old inv file in the location\int folder..i just deleted the entire mod and reinstalled...now it works fine.

        Comment


          Follow up on some more testing tonight. Ran into several maps where the game did not end when I died. Not until I disconnected did the game then go to the next map. On the first occassion, there were no bots, so the spectate mode actually showed one of the monsters. After that, a bot was added and it continued to play. The one difference that you could test is whether you suicide or are actually killed by the monsters and they end the wave. Most of these occassions, I killed myself to move on to the next map, etc...

          Also... still getting several sections written out to the UTGaltanorsInvasion.ini file. The following info was written out immediately after I had cleared the file and restarted the server. It was added to the end of the existing file.

          Code:
          [UTGame.UTTeamGame]
          bPlayersBalanceTeams=False
          
          [UTGame.UTGame]
          bPlayersMustBeReady=False
          bForceRespawn=False
          bWaitForNetPlayers=False
          ServerSkillLevel=0
          EndTimeDelay=4.000000
          BotRatio=1.000000
          MinNetPlayers=1
          RestartWait=30
          GameSpecificMapCycles=(GameClassName="UTDeathmatch",Maps=("DM-Arsenal","DM-Sanctuary","DM-Deck","DM-Defiance","DM-Deimos","DM-Diesel","DM-Gateway","DM-HeatRay","DM-RisingSun","DM-Sentinel","DM-ShangriLa"))
          GameSpecificMapCycles=(GameClassName="UTTeamGame",Maps=("DM-Arsenal","DM-Sanctuary","DM-Deck","DM-Defiance","DM-Deimos","DM-Diesel","DM-Gateway","DM-HeatRay","DM-RisingSun","DM-Sentinel","DM-ShangriLa"))
          GameSpecificMapCycles=(GameClassName="UTCTFGame_Content",Maps=("CTF-Coret","CTF-Hydrosis","CTF-Reflection","CTF-Vertebrae","CTF-OmicronDawn","CTF-Strident"))
          GameSpecificMapCycles=(GameClassName="UTVehicleCTFGame_Content",Maps=("VCTF-Containment","VCTF-Corruption","VCTF-Kargo","VCTF-Necropolis","VCTF-Sandstorm","VCTF-Suspense"))
          GameSpecificMapCycles=(GameClassName="UTOnslaughtGame_Content",Maps=("WAR-Downtown","WAR-SinkHole","WAR-Dusk","WAR-Islander","WAR-Avalanche","WAR-MarketDistrict","WAR-OnyxCoast","WAR-Powersurge","WAR-Serenity","WAR-FloodGate","WAR-Torlan"))
          GameSpecificMapCycles=(GameClassName="GaltanorsInvasion",Maps=("DM-Tokyo_Sewer","DM-DG-Waterfalls","WAR-Downtown","WAR-SinkHole","WAR-Dusk","WAR-Islander","WAR-Avalanche","WAR-MarketDistrict","WAR-OnyxCoast","WAR-Powersurge","WAR-Serenity","WAR-FloodGate","WAR-Torlan","VCTF-Containment","VCTF-Corruption","VCTF-Kargo","VCTF-Necropolis","VCTF-Sandstorm","VCTF-Suspense"))
          MapCycleIndex=-1
          WebServerClassName=UWeb.WebServer
          
          [Engine.GameInfo]
          bChangeLevels=True
          bAdminCanPause=False
          bKickLiveIdlers=False
          bKickMissingCDHashKeys=False
          TimeToWaitForHashKey=45.000000
          ArbitrationHandshakeTimeout=0.000000
          GameDifficulty=1.000000
          GoreLevel=0
          MaxSpectators=2
          MaxPlayers=32
          MaxIdleTime=0.000000
          MaxClientTravelTime=0.000000
          MaxTimeMargin=0.000000
          TimeMarginSlack=1.350000
          MinTimeMargin=-1.000000

          Comment


            Originally posted by microbious View Post
            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.
            Actually I do care, the problem here is that this is a bug in UT3, not in BattleRPG. It is a side effect of the visuals for magic weapons. It is anoying (in the log) but it is also harmless.

            I would have to rewrite part of UT3 to solve this and I am not sure that would be the best solution for this.

            Comment


              Instead of slowing down time, when a boss is loading, how about giving the players load protection like spawn protection, that way when screen unfreezes they wont have to worry about being killed during the load.

              Comment


                Originally posted by BattleMode View Post
                Actually I do care, the problem here is that this is a bug in UT3, not in BattleRPG. It is a side effect of the visuals for magic weapons. It is anoying (in the log) but it is also harmless.

                I would have to rewrite part of UT3 to solve this and I am not sure that would be the best solution for this.
                Wow thats some game ha ?
                Is there any other game that is messed up just as bad ?
                I mean cant they make anything good today ?

                But hey man, you have done allot for map makers with your lattes FIXER.
                Man it works like a clock and finally all my custom (never cooked) maps packages are working on the server with 0 problems.
                And thats a BEEEEEEEEEEEG thanks.

                Comment


                  Originally posted by microbious View Post
                  But hey man, you have done allot for map makers with your lattes FIXER. Man it works like a clock and finally all my custom (never cooked) maps packages are working on the server with 0 problems. And thats a BEEEEEEEEEEEG thanks.
                  You're welcome.

                  Comment


                    Additional items....
                    1. When bringing up the score screen "F1" on the server, players beyond 6 were not listed. We had 7 players in last night and the seventh (was not a spectator) did not show up on the screen. (RPG or Invasion?)
                    2. Rocket Launcher will not lock on monsters. I think this may be an overall UT3 issue but will mention it here just in case.
                    3. For the monster configuration parameters such as health, speed, etc... are their values in the UTGaltanorsInvasionMonsters.ini based upon actual values set or a fraction of their normal values? Example: HealthValue=? What is the range of acceptable values or do you just set it to say 200? If you could update the web site with details on this that would be great.

                    Added several new maps. One I picked up off Slaughters place, DM-Tokyo_Sewer. Nice job. I am going to start posting information on the wiki page off of our web site on the servers/owners that are supporting Galtanor's Invasion also. Once I get it up and running I will let you all know. Would like to keep the version info up to date on it.

                    Cheers!

                    Comment


                      I know it isn't much so far.. but it is a start! If you would like your information updated, please send me a PM.

                      http://ur.clanservers.com/wiki/index.php/Servers

                      Cheers!

                      Comment


                        Could I get someone to send me a working copy of the BiaVote.ini they use on their UT3 Galtanors Invasion server? (scorpion at ur.clanservers.com)

                        Much appreciated...

                        Comment


                          Originally posted by Cyzmyass View Post
                          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.
                          Ok, cool. I will leave it on the list tho, maybe sometime in the future I will add it.

                          Originally posted by Cyzmyass View Post
                          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.
                          Done for version 014 (easy change)

                          Originally posted by Cyzmyass View Post
                          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
                          Changing the dots to different color has been added to the list (should not be hard, but I gotta find a way to update the 'boss' tag.) Name tags are in the works.

                          Originally posted by Cyzmyass View Post
                          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.
                          I have managed to remove virtually all monster spawn lag except the monster vehicles.

                          Originally posted by Cyzmyass View Post
                          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.
                          I will visit them again. I seriously seriously like them the way they are... 'course I am wicked with a sniper rifle =P

                          Originally posted by Cyzmyass View Post
                          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.
                          Thank you!

                          Originally posted by Cyzmyass View Post
                          Where are you from Galtanor? Would be nice to play with you, join us anytime.
                          I live in state of Confusion, USA. Someday when I am not so busy I will try to take you up on your offer. =)

                          Originally posted by Davision View Post
                          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"
                          I have managed to remove virtually all monster spawn lag except the monster vehicles.

                          Originally posted by Davision View Post
                          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.
                          Ok, I will think about it.

                          Originally posted by Davision View Post
                          Just some ideas, i guess bug fixing has priority for now because phase 1 MSUC deadline is near.
                          Yep.

                          Originally posted by {UR}Scorpion View Post
                          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.
                          There is a idle reset timer in Invasion, but currently it only applies to monsters. I could add an option to make it apply to players as well. How do you (or anyone) suggest the wave timer be implemented?

                          One idea would be to destroy all the monsters not currently visible to players when the wave timer runs out. The players would have a chance to kill the visible monsters. Any monster that is no longer visible to a player would be destroyed.

                          Another idea would be to have all the monsters start loosing health when the wave timer runs out. Players could still kill them before they die, but they would be worth a reduced number of points.

                          Any others?

                          Originally posted by {UR}Scorpion View Post
                          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!
                          Its there, they just changed the way it works a bit and changed the effect. For you to link up, all you have to do now is stand near another player with a link gun. There will be a wispy link the color of your team that will appear between the linked players. You use the link gun like normal, but it is more powerful.

                          Originally posted by microbious View Post
                          Can we remove weapons from certain monsters in the wave config ?
                          In WaveTable4, "None" is a valid weapon class name.

                          Originally posted by Cyzmyass View Post
                          have words flash on the screen "Stolid's mum has entered the ring"
                          Added to list of requested features.

                          Originally posted by Cyzmyass View Post
                          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.
                          Yes, kinda. It doesnt check the hit area (actually its a radius for the head size) until you actually hit the mesh... making it bigger may make hitting the shoulders/chest/back count, but you would still have to hit it.

                          Originally posted by Cyzmyass View Post
                          When a player kills a boss creature, have message flash up on all players screen, using name tag specified in wave table.. "Cyzmyass has killed frankenstein"
                          Added to list of requested features.

                          Originally posted by {UR}Scorpion View Post
                          Follow up on some more testing tonight. Ran into several maps where the game did not end when I died. Not until I disconnected did the game then go to the next map. On the first occassion, there were no bots, so the spectate mode actually showed one of the monsters. After that, a bot was added and it continued to play. The one difference that you could test is whether you suicide or are actually killed by the monsters and they end the wave. Most of these occassions, I killed myself to move on to the next map, etc...
                          I have not seen this but will try to reproduce it.

                          Originally posted by {UR}Scorpion View Post
                          Also... still getting several sections written out to the UTGaltanorsInvasion.ini file. The following info was written out immediately after I had cleared the file and restarted the server. It was added to the end of the existing file.
                          The only thing I can suggest is to make the file read only once you have all your options set.

                          Originally posted by Cyzmyass View Post
                          Instead of slowing down time, when a boss is loading, how about giving the players load protection like spawn protection, that way when screen unfreezes they wont have to worry about being killed during the load.
                          I have managed to remove virtually all monster spawn lag except the monster vehicles.

                          Originally posted by {UR}Scorpion View Post
                          Additional items.... When bringing up the score screen "F1" on the server, players beyond 6 were not listed. We had 7 players in last night and the seventh (was not a spectator) did not show up on the screen. (RPG or Invasion?)
                          My scoreboard is what lists them... will have to look at it. Were they all human players or did you have a few bots?

                          Originally posted by {UR}Scorpion View Post
                          Rocket Launcher will not lock on monsters. I think this may be an overall UT3 issue but will mention it here just in case.
                          I dont remember ever having this problem, but will check it the next time I run the game.

                          Originally posted by {UR}Scorpion View Post
                          For the monster configuration parameters such as health, speed, etc... are their values in the UTGaltanorsInvasionMonsters.ini based upon actual values set or a fraction of their normal values? Example: HealthValue=? What is the range of acceptable values or do you just set it to say 200? If you could update the web site with details on this that would be great.
                          There are 2 variables that control the health in the monster manager : HealthModify and HealthValue.
                          HealthModify tells the game HOW to modify the health and HealthValue tells it what value to use.
                          You have 3 options for HealthModify:
                          • Modify_None - do NOT modify the health (and ignore HealthValue).
                          • Modify_OverRide - Override the monster's health with the value specified in HealthValue. So setting HealthValue to 1 would set the monster's health to 1... setting HealthValue to 2000 would set the monster's health to 2000.
                          • Modify_Multiply - Alter the monster's health by the value specified in HealthValue. So setting HealthValue to 1 would NOT change the monster's health... (because, for instance, 100 * 1 = 100. Setting the HealthValue to 1.5 would increase the monster's health by 50% (for instance: 100 * 1.5 = 150). Setting the HealthValue to 0.5 would decrease the monster's health by 50% (for instance: 100 * 0.5 = 50).


                          That clear things up?

                          Anyway, I took Monday, Tuesday, and Wednesday off work to finish things up. I will be concentrating on fixing bugs. If I have time I will try to add some of the simpler features requested. If all goes well I will have version 014 done on Tuesday or Wednesday.

                          - Galtanor

                          Comment


                            Originally posted by Galtanor View Post
                            I will visit them again. I seriously seriously like them the way they are... 'course I am wicked with a sniper rifle =P
                            Perhaps you can make 2 versions of them and make an easy to kill version the default? Most people are not snipers. Please don't underestimate the importance of the default configuration.

                            Originally posted by Galtanor View Post
                            Another idea would be to have all the monsters start loosing health when the wave timer runs out. Players could still kill them before they die, but they would be worth a reduced number of points.
                            This would be the best solution I think. I do something similar in BTFA when a round is over to prevent games from going on forever.

                            Originally posted by Galtanor View Post
                            Anyway, I took Monday, Tuesday, and Wednesday off work to finish things up. I will be concentrating on fixing bugs. If I have time I will try to add some of the simpler features requested. If all goes well I will have version 014 done on Tuesday or Wednesday
                            Preparing for Make Something Unreal I presume? Good luck!

                            Comment


                              "I have managed to remove virtually all monster spawn lag except the monster vehicles."

                              OMG cant wait to play v014, load lag is probably the biggest complaint we get on our server.

                              Comment


                                Originally posted by Galtanor View Post
                                I live in state of Confusion, USA. Someday when I am not so busy I will try to take you up on your offer. =)
                                Didn't realize you and I lived so close! Welcome to the neighborhood!

                                Originally posted by Galtanor View Post
                                Originally Posted by {UR}Scorpion
                                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.
                                There is a idle reset timer in Invasion, but currently it only applies to monsters. I could add an option to make it apply to players as well. How do you (or anyone) suggest the wave timer be implemented?
                                One idea would be to destroy all the monsters not currently visible to players when the wave timer runs out. The players would have a chance to kill the visible monsters. Any monster that is no longer visible to a player would be destroyed.
                                Another idea would be to have all the monsters start loosing health when the wave timer runs out. Players could still kill them before they die, but they would be worth a reduced number of points.
                                Any others?
                                I also agree with BattleMode that "losing" health sounds like the best. No additional monsters should spawn and the current ones health drop to zero over limited period of time. I say leave the point the monsters are worth at the same level.

                                Originally posted by Galtanor View Post
                                Originally Posted by {UR}Scorpion
                                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!
                                Its there, they just changed the way it works a bit and changed the effect. For you to link up, all you have to do now is stand near another player with a link gun. There will be a wispy link the color of your team that will appear between the linked players. You use the link gun like normal, but it is more powerful.
                                This is great. Really had not tried to link up. I think most players just assumed that it was not available so never coordinated.

                                Originally posted by Galtanor View Post
                                Originally Posted by {UR}Scorpion
                                Also... still getting several sections written out to the UTGaltanorsInvasion.ini file. The following info was written out immediately after I had cleared the file and restarted the server. It was added to the end of the existing file.
                                The only thing I can suggest is to make the file read only once you have all your options set.
                                Actually have some problems keeping these files set read only on the server. I don't know that this causes any issues.

                                Originally posted by Galtanor View Post
                                Originally Posted by {UR}Scorpion
                                Additional items.... When bringing up the score screen "F1" on the server, players beyond 6 were not listed. We had 7 players in last night and the seventh (was not a spectator) did not show up on the screen. (RPG or Invasion?)
                                My scoreboard is what lists them... will have to look at it. Were they all human players or did you have a few bots?
                                There was our "one" bot that no one can seem to get rid of after the first wave. The rest were humans.

                                Originally posted by Galtanor View Post
                                Originally Posted by {UR}Scorpion
                                Rocket Launcher will not lock on monsters. I think this may be an overall UT3 issue but will mention it here just in case.
                                I dont remember ever having this problem, but will check it the next time I run the game.
                                You still get the "sound" and cursor associated with a lock. The rocket does not seem to follow the monsters however.

                                Originally posted by Galtanor View Post
                                For the monster configuration parameters such as health, speed, etc... are their values in the UTGaltanorsInvasionMonsters.ini based upon actual values set or a fraction of their normal values? Example: HealthValue=? What is the range of acceptable values or do you just set it to say 200? If you could update the web site with details on this that would be great.
                                There are 2 variables that control the health in the monster manager : HealthModify and HealthValue.
                                HealthModify tells the game HOW to modify the health and HealthValue tells it what value to use.
                                You have 3 options for HealthModify:
                                * Modify_None - do NOT modify the health (and ignore HealthValue).
                                * Modify_OverRide - Override the monster's health with the value specified in HealthValue. So setting HealthValue to 1 would set the monster's health to 1... setting HealthValue to 2000 would set the monster's health to 2000.
                                * Modify_Multiply - Alter the monster's health by the value specified in HealthValue. So setting HealthValue to 1 would NOT change the monster's health... (because, for instance, 100 * 1 = 100. Setting the HealthValue to 1.5 would increase the monster's health by 50% (for instance: 100 * 1.5 = 150). Setting the HealthValue to 0.5 would decrease the monster's health by 50% (for instance: 100 * 0.5 = 50).
                                Thanks... I was not sure by the way it was described whether this was a relative setting or actual. This helps know it is based off the configured setting for the monsters.

                                Originally posted by Galtanor View Post
                                Anyway, I took Monday, Tuesday, and Wednesday off work to finish things up. I will be concentrating on fixing bugs. If I have time I will try to add some of the simpler features requested. If all goes well I will have version 014 done on Tuesday or Wednesday.
                                Is there anything that we can do to assist? Wish you the best for this. Outstanding job and appreciate the opportunity that you have given us to contribute our ideas.

                                Cheers!

                                Comment

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