Originally posted by microbious
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Galtanor's Invasion [Beta][Pics][Updated 10/26/2008][v022][Patch 1.3]
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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
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Originally posted by microbious View Postyes 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 would have to rewrite part of UT3 to solve this and I am not sure that would be the best solution for this.
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Originally posted by BattleMode View PostActually 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.
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.
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Originally posted by microbious View PostBut 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.
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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?)
- Rocket Launcher will not lock on monsters. I think this may be an overall UT3 issue but will mention it here just in case.
- 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!
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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!
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Originally posted by Cyzmyass View PostI 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.
Originally posted by Cyzmyass View PostSpawn 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.
Originally posted by Cyzmyass View PostBoss:
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
Originally posted by Cyzmyass View PostLoad 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.
Originally posted by Cyzmyass View PostZombie 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.
Originally posted by Cyzmyass View PostKeep 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.
Originally posted by Cyzmyass View PostWhere are you from Galtanor? Would be nice to play with you, join us anytime.
Originally posted by Davision View PostAbout 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"
Originally posted by Davision View PostAbout 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.
Originally posted by Davision View PostJust some ideas, i guess bug fixing has priority for now because phase 1 MSUC deadline is near.
Originally posted by {UR}Scorpion View PostFirst, 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.
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 PostDidn'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!
Originally posted by microbious View PostCan we remove weapons from certain monsters in the wave config ?
Originally posted by Cyzmyass View Posthave words flash on the screen "Stolid's mum has entered the ring"
Originally posted by Cyzmyass View Postps. 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.
Originally posted by Cyzmyass View PostWhen 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"
Originally posted by {UR}Scorpion View PostFollow 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...
Originally posted by {UR}Scorpion View PostAlso... 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.
Originally posted by Cyzmyass View PostInstead 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.
Originally posted by {UR}Scorpion View PostAdditional 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?)
Originally posted by {UR}Scorpion View PostRocket Launcher will not lock on monsters. I think this may be an overall UT3 issue but will mention it here just in case.
Originally posted by {UR}Scorpion View PostFor 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.
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
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Originally posted by Galtanor View PostI 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 Galtanor View PostAnother 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.
Originally posted by Galtanor View PostAnyway, 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
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Originally posted by Galtanor View PostI 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 Galtanor View PostOriginally 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?
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 Galtanor View PostOriginally 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!
Originally posted by Galtanor View PostOriginally 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.
Originally posted by Galtanor View PostOriginally 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?)
Originally posted by Galtanor View PostOriginally 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.
Originally posted by Galtanor View PostFor 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).
Originally posted by Galtanor View PostAnyway, 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.
Cheers!
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