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

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    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.

    Comment


      Originally posted by Bjossi View Post
      Are 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.
      Someone will need to make the new models. Unfortunately I have no modeling skills.

      Originally posted by Bjossi View Post
      Hey, 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.
      Powerups do not have 'droppable' versions, so I had to make them. The game does not have a way to specify a dropped weapon to be different from the one the monster is carrying, so I would have to make special versions for the weapons and ammo.

      I have one bug to finish and then do network testing. If all goes well I will probably have version 021 out tomorrow.

      - Galtanor

      Comment


        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.

        Comment


          Originally posted by Bjossi View Post
          Too bad about the Unreal monsters and droppables. I guess the latter would be too much work to be worth the effort.
          Maybe not. Its just a matter of find the time to do it.

          Originally posted by Bjossi View Post
          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.
          Yeah, should not be hard. I will add it to the list for possible additions.

          Originally posted by Bjossi View Post
          Speaking of that, how does the monster management work? The only thing I see is a WaveTotalModify in the galtanor invasion wave ini file.
          There are alot of options, please see this page: http://invasion.sudreal.org/index.ph...Manager_Config

          If you have questions, let me know.

          - Galtanor

          Comment


            Alright, thanks for the link, and looking forward to 021.

            Comment


              No sleep till its done Galt

              Cant wait.

              Comment


                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.

                Comment


                  Cool, looking forward to play it

                  Comment


                    Originally posted by Cyzmyass View Post
                    b) Can i enable the dollbomb? Dont mind if it might be buggy, just want to see it.
                    I doubt it, he said it hasn't been made (programmed?) yet.

                    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...)

                    Comment


                      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

                      Comment


                        Originally posted by Bjossi View Post
                        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.
                        Resizing monsters is problematic. It seems that Epic just did not design them to scaled dynamically. Scaling them any more then 1.5 (which is what the golems are) causes problems with the animations.

                        Originally posted by Bjossi View Post
                        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...)
                        Changing any of that is not possible with the way I create the freeze effect.

                        Originally posted by Cyzmyass View Post
                        a) What is the size range, for example -x3 to +x3. Will i be able to make boss monsters as big as a darkwalker? ^_^
                        Yes, you probably can. You will have problems getting the offset to work right, as it does NOT scale the same way as the mesh scale. Try setting the scale first, then adjust the offset. You may only need to adjust the offset a small amount compared to how much bigger the mesh is.

                        Originally posted by Cyzmyass View Post
                        b) Can i enable the dollbomb? Dont mind if it might be buggy, just want to see it.
                        Nope, I do not have a monster class for it yet. At the last moment I went ahead and removed the mesh file to make the download smaller. I may consider making it a completely separate download with a mutator to enable it, but I have not decided yet.

                        - Galtanor

                        Comment


                          Originally posted by Galtanor View Post
                          Changing any of that is not possible with the way I create the freeze effect.
                          Too bad. I guess I'll have to remove the ice golems altogether from my waves, or at the very least make them very rare, in big pairs they are just irritating as hell. But if you don't object it would be a lifesaver if the freezing had a maximum less extreme, and if the freeze rate was slower (takes more hits to slow player down to its max effect). That would give you a chance to escape if you got hit 2 - 3 times.

                          Anyway, thanks for 021, I'll check it out tomorrow.

                          Comment


                            oh xea lovin 21... i came across an interface in the config. are planning an actual gui for this mod?

                            Comment


                              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.

                              Comment


                                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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