The mutator uses a special format for each item. The prefix is 'MDI_DropItem' and then comes text like AmmoRedeemer. I'm not sure how to work with that.
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Galtanor's Invasion [Beta][Pics][Updated 10/26/2008][v022][Patch 1.3]
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Originally posted by Bjossi View PostAre there any plans to create the classic Unreal monsters? And I don't mean those cheap copies Epic put into UT2003/4, but new models with physics, new skins, etc. Basically remakes.
Originally posted by Bjossi View PostHey, I have another suggestion to add to the ones I mentioned earlier.
I like to use Monsters Drop Items mutator, but it seems to have limited ability to add items to the ini file.
I have one bug to finish and then do network testing. If all goes well I will probably have version 021 out tomorrow.
- Galtanor
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Great news.
Too bad about the Unreal monsters and droppables. I guess the latter would be too much work to be worth the effort.
I do have a request that might be doable; a fire-rate modify ability. A simple option that modifies the rate of fire of a chosen monster. I personally think monsters like the hellbound hare fire too fast, for example.
Speaking of that, how does the monster management work? The only thing I see is a WaveTotalModify in the galtanor invasion wave ini file.
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Originally posted by Bjossi View PostToo bad about the Unreal monsters and droppables. I guess the latter would be too much work to be worth the effort.
Originally posted by Bjossi View PostI do have a request that might be doable; a fire-rate modify ability. A simple option that modifies the rate of fire of a chosen monster. I personally think monsters like the hellbound hare fire too fast, for example.
Originally posted by Bjossi View PostSpeaking of that, how does the monster management work? The only thing I see is a WaveTotalModify in the galtanor invasion wave ini file.
If you have questions, let me know.
- Galtanor
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http://invasion.sudreal.org/index.ph...=Version_notes
" General Notes
* Resizing the monsters works, to some degeree.
* The Doll Bomb package was included, but I have not actually made the Doll Bomb yet... "
a) What is the size range, for example -x3 to +x3. Will i be able to make boss monsters as big as a darkwalker? ^_^
b) Can i enable the dollbomb? Dont mind if it might be buggy, just want to see it.
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Originally posted by Cyzmyass View Postb) Can i enable the dollbomb? Dont mind if it might be buggy, just want to see it.
EDIT: I have been playing around with the golems (not the fire one yet though) and I got a few suggestions.
I think all golems should be increased in size, right now they can take an awful lot of beating for their midget-sized body. I'd say either reduce health to 500 - 600 or make them 1.25 - 1.5 times bigger.
The Ice Golem, imo, is overpowered. You are pretty much screwed if you get hit just twice, unless you are very close to a corner. I got a few ideas for improvements in that area:
1) Player will still slow down in walk speed, but gravity should still affect him the same way as usual, so he falls to the ground but will walk slower as the freezing gets worse.
2) Instead of allowing normal, but slowed down jumping while freezing; I think the jumping ability as a whole should degrade as the freezing increases, making the jumps send player up shorter distance until he is simply too frozen to jump at all.
3) Even though player is unable/very slow to move, the weapons should be able to fire normally since firing a weapon generates a lot of heat. So the basic concept here is: The more frozen player is, the more time he needs to hold down the fire button for the weapon to start firing, and when it does it will fire at normal speed.
This will give the frozen player a chance to fight back, while remaining an easy target due to the decreased ability to move and look around, plus it is simply more logical. (not that logic and UT are friends or anything...)
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version 021
Links have also been updated on the first post.
Downloads
FileFront
MediaFire
Release Notes
Features Added- Added an option bContinuousWaves to the wave config. There will be no countdown between waves. (Still has the wave survived announcement.) - requested by Fribble
- Added an option, bSpreadScoreOnDamage, to distribute the score based on damage done to the monster - requested by chilau1
- Added an option, DisableAllVehiclesOverride to the wave config that will override the game 'bDisableAllVehicles' setting. - requested by AndrewofDoom
- Added an option, bSpawnBossSolo, to WaveTable1 to have bosses appear all other monsters are dead. - requested by AndrewofDoom
- Added the following monsters:
- AlienBunny
- NinjaTigerBunny
- SwordMasterBunny
General Improvements
* Reduced the Mechanical Golem's projectile damage. Added function to destroy them when the Golem dies.
* Added the rodent sounds to the bunnies and mice.
* Corrected many of the weapons' flash colors.
Bugs Fixed
* Fixed MechanicalGolem crashing the game/server - reported by GUPraeToriaN
* The Wave Manager does not find the correct wave configuration - reported by Cyzmyass
* Fixed the beams on the custom weapons not showing up in first player on network games.
General Notes
* Resizing the monsters works, to some degeree.
* The Ninja Bunny's weapon is NOT usable by players at this time.
* I have added the new monsters into the 'RODENTS' wave config.
* If you are using the "Sentinel" Automatic Cannon, make sure you have the latest version... or strange things happen. =P
* Doll bomb will have to wait for the next version.
Please use the forums for Bug Reporting and Feature requests:
http://forums.beyondunreal.com/forumdisplay.php?f=593
Thanks,
- Galtanor
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Originally posted by Bjossi View PostI think all golems should be increased in size, right now they can take an awful lot of beating for their midget-sized body. I'd say either reduce health to 500 - 600 or make them 1.25 - 1.5 times bigger.
Originally posted by Bjossi View PostThe Ice Golem, imo, is overpowered. You are pretty much screwed if you get hit just twice, unless you are very close to a corner. I got a few ideas for improvements in that area:
1) Player will still slow down in walk speed, but gravity should still affect him the same way as usual, so he falls to the ground but will walk slower as the freezing gets worse.
2) Instead of allowing normal, but slowed down jumping while freezing; I think the jumping ability as a whole should degrade as the freezing increases, making the jumps send player up shorter distance until he is simply too frozen to jump at all.
3) Even though player is unable/very slow to move, the weapons should be able to fire normally since firing a weapon generates a lot of heat. So the basic concept here is: The more frozen player is, the more time he needs to hold down the fire button for the weapon to start firing, and when it does it will fire at normal speed.
This will give the frozen player a chance to fight back, while remaining an easy target due to the decreased ability to move and look around, plus it is simply more logical. (not that logic and UT are friends or anything...)
Originally posted by Cyzmyass View Posta) What is the size range, for example -x3 to +x3. Will i be able to make boss monsters as big as a darkwalker? ^_^
Originally posted by Cyzmyass View Postb) Can i enable the dollbomb? Dont mind if it might be buggy, just want to see it.
- Galtanor
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Originally posted by Galtanor View PostChanging any of that is not possible with the way I create the freeze effect.
Anyway, thanks for 021, I'll check it out tomorrow.
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Awesome Galt.
Ice golem is fine, just edit monster ini file for personal tweaking preference, you can edit health and skill value yourself.
I made most of my golems 500-600hp, the original spider golem with a million mines all over the map even after it died would drive me insane so i had made that just 400hp to compensate, that's what i love about galtanor invasion, everything is configurable to our own liking.
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The rodent sounds improve the atmosphere alot, i use to play 2k4 invasion with the futurama sound pack, hearing the monsters talk when you kill them raises the entertainment value, hope we get more variety in the sounds for different monsters.
I have been messing with the size editing, works great so far, now my bosses can really standout from the crowd, my fave is a giant shocking mouse, its green aura becomes HUGE! Looks really menacing.
Will make a custom wave for large open maps that are suitable for the land of the giants type monsters, will be fun.
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